=======================================================================================
FACILITY DATA FILE - The AST Mod - By Atrocities 
=======================================================================================

                 ______
              _-' .   .`-_
          |/ /  .. . '   .\ \|
         |/ /            ..\ \|
       \|/ |: .   ._|_ .. . | \|/
        \/ |   _|_ .| . .:  | \/
       \ / |.   |  .  .    .| \ /
        \||| .  . .  _|_   .|||/
       \__| \  . :.  .|.  ./ |__/
         __| \_  .    .. _/ |__
          __|  `-______-'  |__
             -,____  ____,-
               ---'  `---
           Atrocites Star Trek Mod


Name:
  The name of this facility

Description:
  A general description for this facility.

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

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

Restrictions:
  Not Used.

Pic Num:
  The index into the Facilities bitmap.

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

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

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

AI Tags:
	01	Neutral Racial Facility
	02	Trade Center
	03	Fortress Facility
	04	Expanded Construction Yard Project A
	05	Expanded Construction Yard Project B
	06	Repair Yard
	07	Facility - Ship Training 		- System
	08	Facility - Fleet Training 		- System
	09	Intelligence Counter Inte 		- System
	10	Recolonization Facitlity		- Planet / System
	11	Penal Colony Mining			- System
	12	Utopia Planitia Project
	13	- not used -
	14	System Capital				- Spaceport

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

Name                := Industrial Complex I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 487
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 200 minerals each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 500 mineral units.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Industrial Complex II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 487
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 300 minerals each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1000 mineral units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Industrial Complex III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 487
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 400 minerals each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1500 mineral units.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Industrial Complex IV
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 487
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 500 minerals each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2000 mineral units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Industrial Complex V
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 487
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 600 minerals each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2500 mineral units.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Industrial Complex VI
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 487
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 700 minerals each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3000 mineral units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Industrial Complex VII
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 487
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3500 mineral units.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Industrial Complex VIII
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 487
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4000 mineral units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Industrial Complex IX
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 487
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4500 mineral units.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Industrial Complex X
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 487
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 10
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 5000 mineral units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Farming Complex I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 494
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 400 organics each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 500 organic units.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Farming Complex II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 494
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 500 organics each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1000 organic units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Farming Complex III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 494
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 600 organics each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1500 organic units.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Farming Complex IV
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 494
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 700 organics each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2000 organic units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Farming Complex V
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 494
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 800 organics each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2500 organic units.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Farming Complex VI
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 494
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 900 organics each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3000 organic units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Farming Complex VII
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 494
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1000 organics each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3500 organic units.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Farming Complex VIII
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 494
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1100 organics each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 4000 organic units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Farming Complex IX
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 494
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1200 organics each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 4500 organic units.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Farming Complex X
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 494
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 10
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1400 organics each turn.
Ability 1 Val 1     := 1400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 5000 organic units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Complex I
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 200 dilithium ore each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 500 dilithium ore.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Complex II
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 300 dilithium ore each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1000 dilithium ore.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Complex III
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 400 dilithium ore each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1500 dilithium ore.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Complex IV
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 4
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 500 dilithium ore each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2000 dilithium ore.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Complex V
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 5
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 600 dilithium ore each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2500 dilithium ore.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Complex VI
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 6
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 700 dilithium ore each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3000 dilithium ore.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Complex VII
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 7
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 800 dilithium ore each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3500 dilithium ore.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Complex VIII
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 8
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 900 dilithium ore each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4000 dilithium ore.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Complex IX
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 9
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1000 dilithium ore each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4500 dilithium ore.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Complex X
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 10
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1200 dilithium ore each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 5000 dilithium ore.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Industrial Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 495
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 10000 minerals for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Industrial Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 495
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 20000 minerals for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Industrial Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 495
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 30000 minerals for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Industrial Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 495
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 40000 minerals for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Industrial Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 495
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 50000 minerals for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Farming Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 496
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 20000 organics for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Farming Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 496
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 20000 organics for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Farming Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 496
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 30000 organics for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Farming Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 496
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 40000 organics for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Farming Resource Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 496
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 50000 organics for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 497
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 10000 dilithium ore for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 497
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 20000 dilithium ore for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 497
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 30000 dilithium ore for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 497
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 40000 dilithium ore for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 497
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 50000 dilithium ore for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Larval Drone Mining I
Description         := Mining facility worked by defective units to the death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 482
Cost Minerals       := 150
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 15% 
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 15% 
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 15%
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Larval Drone Mining II
Description         := Mining facility worked by defective units to the death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 482
Cost Minerals       := 150
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 20% 
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 20% 
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 20%
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Larval Drone Mining III
Description         := Mining facility worked by defective units to the death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 482
Cost Minerals       := 150
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 25% 
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 25% 
Ability 2 Val 1     := 25
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 25%
Ability 3 Val 1     := 25
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Suetiopod Complex I
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 488
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 10%.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 10%.
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Suetiopod Complex II
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 488
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20%.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 20%.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 20%.
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Suetiopod Complex III
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 488
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30%.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 30%.
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 30%.
Ability 3 Val 1     := 30
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Industrial Replicator I
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 491
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 50% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0

Name                := Industrial Replicator II
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 491
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 40% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Industrial Replicator III
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 491
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 30% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Industrial Recycler I
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 486
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 40% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Industrial Recycler II
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 486
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 60% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 60
Ability 1 Val 2     := 0

Name                := Industrial Recycler III
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 486
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 80% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 80
Ability 1 Val 2     := 0

Name                := Climate Control Spoo-Pod I
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 598
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Climate Control Spoo-Pod II
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 598
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Climate Control Spoo-Pod III
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 598
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Value Improvement Plant I
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 599
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 25
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 4
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 1% each year.
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 1% each year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Value Improvement Plant II
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 599
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 25
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 5
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 2% each year.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 2% each year.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Value Improvement Plant III
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 599
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 25
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 6
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 3% each year.
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 3% each year.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0

Name                := Atmospheric Modification Plant I
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 481
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 7
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 3 years.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant II
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 481
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 8
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2.5 years.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant III
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 481
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 9
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2 years.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Research Center I
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 596
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 500 research points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Research Center II
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 596
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 600 research points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Research Center III
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 596
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 700 research points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Research Center IV
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 596
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 4
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 800 research points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Research Center V
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 596
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 5
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 900 research points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Research Center VI
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 596
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 6
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1000 research points each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Research Center VII
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 596
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 7
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1100 research points each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0

Name                := Research Center VIII
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 596
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 8
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1200 research points each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0

Name                := Research Center IX
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 596
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 9
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1300 research points each turn.
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0

Name                := Research Center X
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 596
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 10
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1400 research points each turn.
Ability 1 Val 1     := 1400
Ability 1 Val 2     := 0

Name                := Central Research Complex I
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 597
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Central Research Complex II
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 597
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Central Research Complex III
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 597
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Intelligence Center I
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 680
Cost Minerals       := 50
Cost Organics       := 10
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 200 intelligence points each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0

Name                := Intelligence Center II
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 680
Cost Minerals       := 50
Cost Organics       := 10
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 300 intelligence points each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0

Name                := Intelligence Center III
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 680
Cost Minerals       := 50
Cost Organics       := 10
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 400 intelligence points each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0

Name                := Intelligence Center IV
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 680
Cost Minerals       := 50
Cost Organics       := 10
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 4
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 500 intelligence points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Intelligence Center V
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 680
Cost Minerals       := 50
Cost Organics       := 10
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 5
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 600 intelligence points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Intelligence Center VI
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 680
Cost Minerals       := 50
Cost Organics       := 10
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 6
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 700 intelligence points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Intelligence Center VII
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 680
Cost Minerals       := 50
Cost Organics       := 10
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 7
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 800 intelligence points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Intelligence Center VIII
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 680
Cost Minerals       := 50
Cost Organics       := 10
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 8
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 900 intelligence points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Intelligence Center IX
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 680
Cost Minerals       := 50
Cost Organics       := 10
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 9
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1000 intelligence points each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Intelligence Center X
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 680
Cost Minerals       := 50
Cost Organics       := 10
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 10
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1100 intelligence points each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0

Name                := Intel Nexus I
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 692
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Intel Nexus II
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 692
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -20
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Intel Nexus III
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 692
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -30
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -30
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Pod Complex I
Description         := Centralized databank of citizens which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 686
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Pod Complex II
Description         := Centralized databank of citizens which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 686
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Pod Complex III
Description         := Centralized databank of citizens which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 686
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Commerce Dome I
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 736
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 300 minerals per star each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 300 organics per star each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 300 radioactives per star each turn.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 500 extra unit spaces on a planet.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Commerce Dome II
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 736
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 400 minerals per star each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 400 organics per star each turn.
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 400 radioactives per star each turn.
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 600 extra unit spaces on a planet.
Ability 4 Val 1     := 600
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Commerce Dome III
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 736
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 500 minerals per star each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 500 organics per star each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 500 radioactives per star each turn.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 700 extra unit spaces on a planet.
Ability 4 Val 1     := 700
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Relocator Nexus I
Description         := The Relocator Nexus is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 735
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 10M per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Relocator Nexus II
Description         := The Relocator Nexus is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 735
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 20M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Relocator Nexus III
Description         := The Relocator Nexus is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 738
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 40M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Resupply Dome
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Commerce Infrastructure
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 704
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resupply
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Can store 500kt in cargo
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0

Name                := Planetary Armory I
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 498
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1000kt of storage space.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Planetary Armory II
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 498
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Planetary Armory III
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 498
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0

Name                := Planetary Armory IV
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 498
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 4000 extra unit spaces on a planet.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0

Name                := Planetary Armory V
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 498
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 5000 extra unit spaces on a planet.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Planetary Armory VI
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 498
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 6
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 6000 extra unit spaces on a planet.
Ability 1 Val 1     := 6000
Ability 1 Val 2     := 0

Name                := Bio-Lab I
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 737
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 1 plagues in this system.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Bio-Lab II
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 737
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 2 plagues in this system.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Bio-Lab III
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 737
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 3 plagues in this system.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Centeral Compliance Complex I
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 738
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Centeral Compliance Complex II
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 738
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Centeral Compliance Complex III
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 738
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Construction Dome I
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 730
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Dome II
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 730
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Dome III
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 730
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Expanded Construction Dome Project A
Description         := Expansion project designed to be upgraded into 2nd Construction Dome.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 724
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 04
Ability 1 Descr     := Must UPGRADE to Expanded Construction Dome A.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Dome A
Description         := An expansion yard that increases the construction rate of Construction Domes.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 730
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 04
Ability 4 Descr     := This is an UPGRADE facility.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Expanded Construction Dome Project B
Description         := Expansion project designed to be upgraded into 3rd Construction Dome.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 724
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 05
Ability 1 Descr     := Must UPGRADE to Expanded Construction Dome B.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Dome B
Description         := An expansion yard that increases the construction rate of Construction Domess.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 730
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 05
Ability 4 Descr     := This is an UPGRADE facility.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Repair Dome I
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
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      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 5%.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Dome II
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 4 components per turn.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 8%.
Ability 2 Val 1     := 8
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Dome III
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
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      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs. 
Facility Group      := Planetary Defense
Facility Family     := 39
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 768
Cost Minerals       := 5000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 7
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Stop Planet Destroyer
Ability 1 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := System Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system. 
Facility Group      := Planetary Defense
Facility Family     := 40
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 774
Cost Minerals       := 15000
Cost Organics       := 500
Cost Radioactives   := 1500
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 8
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Planetary Bioelectric Field I
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 780
Cost Minerals       := 1000
Cost Organics       := 250
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Planetary Bioelectric Field II
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 780
Cost Minerals       := 1000
Cost Organics       := 250
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 8000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 8000
Ability 1 Val 2     := 0

Name                := Fortress Facility I
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 739
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 1000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility II
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 739
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 2000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility III
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 739
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 3000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Sector Command I
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 740
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 4% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Sector Command II
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 740
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 8% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := Terrasphere Complex I
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 810
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 1% each turn up to 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Terrasphere Complex II
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 810
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Terrasphere Complex III
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 810
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Terraplex Dome I
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 822
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 4
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 1% each turn up to 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Terraplex Dome II
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 822
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 5
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Terraplex Dome III
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 822
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Omniplex Training Hub
Description         := Provides for enhance ship training and weapon damage within the system they are in.
Facility Group      := Military Infrastructure
Facility Family     := 505
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 114
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Damage Modifier - System
Ability 2 Descr     := Gives a 5% damage bonus to all of our weapons used in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 07
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Omnicore System Hub
Description         := Provides for enhance fleet training and give a combat bonus within any system that they constructed in.
Facility Group      := Military Infrastructure
Facility Family     := 506
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 135
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := 8472 Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 5% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 08
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Capital
Description         := System Capital and Spaceport.
Facility Group      := Commerce Infrastructure
Facility Family     := 114
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 533
Cost Minerals       := 200
Cost Organics       := 500
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := 8472 Racial Trait
Tech Level Req 1    := 1
Number of Abilities := 6
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 150 minerals each turn.
Ability 1 Val 1     := 150
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 150 organics each turn.
Ability 2 Val 1     := 150
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 150 dilithium ore each turn.
Ability 3 Val 1     := 150
Ability 3 Val 2     := 0
Ability 4 Type      := Spaceport
Ability 4 Descr     := Acts as a spaceport for this system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Gen Modifier Planet - Minerals
Ability 5 Descr     := Gives a 1% bonus to all mineral production on the planet.
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0
Ability 6 Type      := AI Tag 14
Ability 6 Descr     := One Per Planet.
Ability 6 Val 1     := 1
Ability 6 Val 2     := 0

Name                := Mineral Miner Facility I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 400 minerals each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 500 mineral units.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 500 minerals each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1000 mineral units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 600 minerals each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1500 mineral units.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility IV
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 700 minerals each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2000 mineral units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility V
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2500 mineral units.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VI
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3000 mineral units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VII
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3500 mineral units.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VIII
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1100 minerals each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4000 mineral units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility IX
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4500 mineral units.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility X
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 10
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1400 minerals each turn.
Ability 1 Val 1     := 1400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 5000 mineral units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 200 organics each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 500 organic units.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 300 organics each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1000 organic units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 400 organics each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1500 organic units.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility IV
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 500 organics each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2000 organic units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility V
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 600 organics each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2500 organic units.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VI
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 700 organics each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3000 organic units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VII
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 800 organics each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3500 organic units.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VIII
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 900 organics each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 4000 organic units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility IX
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1000 organics each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 4500 organic units.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility X
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 10
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1200 organics each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 5000 organic units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility I
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 200 dilithium ore each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 500 dilithium ore.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility II
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 300 dilithium ore each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1000 dilithium ore.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility III
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 400 dilithium ore each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1500 dilithium ore.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility IV
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 4
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 500 dilithium ore each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2000 dilithium ore.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility V
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 5
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 600 dilithium ore each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2500 dilithium ore.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VI
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 6
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 700 dilithium ore each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3000 dilithium ore.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VII
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 7
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 800 dilithium ore each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3500 dilithium ore.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VIII
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 8
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 900 dilithium ore each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4000 dilithium ore.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility IX
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 9
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1000 dilithium ore each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4500 dilithium ore.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility X
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 10
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1200 dilithium ore each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 5000 dilithium ore.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 10000 minerals for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 20000 minerals for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 30000 minerals for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 40000 minerals for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 50000 minerals for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 20000 organics for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 20000 organics for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 30000 organics for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 40000 organics for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 50000 organics for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Dilithium Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 10000 dilithium ore for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Dilithium Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 20000 dilithium ore for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Dilithium Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 30000 dilithium ore for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Dilithium Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 40000 dilithium ore for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Dilithium Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 50000 dilithium ore for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Drone Programming Center I
Description         := Mining facility worked by defective units to the death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 500
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 15% 
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 15% 
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 15%
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Drone Programming Center II
Description         := Mining facility worked by defective units to the death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 500
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 20% 
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 20% 
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 20%
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Drone Programming Center III
Description         := Mining facility worked by defective units to the death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 500
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 25% 
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 25% 
Ability 2 Val 1     := 25
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 25%
Ability 3 Val 1     := 25
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Drone Factory I
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 10%.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 10%.
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Drone Factory II
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20%.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 20%.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 20%.
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Drone Factory III
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30%.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 30%.
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 30%.
Ability 3 Val 1     := 30
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Industrial Replicator I
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 50% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0

Name                := Industrial Replicator II
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 40% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Industrial Replicator III
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 30% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Industrial Recycler I
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 40% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Industrial Recycler II
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 60% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 60
Ability 1 Val 2     := 0

Name                := Industrial Recycler III
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 80% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 80
Ability 1 Val 2     := 0

Name                := Climate Control Facility I
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Climate Control Facility II
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Climate Control Facility III
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Value Improvement Plant I
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 25
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 4
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 1% each year.
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 1% each year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Value Improvement Plant II
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 25
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 5
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 2% each year.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 2% each year.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Value Improvement Plant III
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 25
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 6
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 3% each year.
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 3% each year.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0

Name                := Atmospheric Modification Plant I
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 7
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 3 years.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant II
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 8
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2.5 years.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant III
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 9
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2 years.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Research Nexus I
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 500 research points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Research Nexus II
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 600 research points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Research Nexus III
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 700 research points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Research Nexus IV
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 4
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 800 research points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Research Nexus V
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 5
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 900 research points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Research Nexus VI
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 6
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1000 research points each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Research Nexus VII
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 7
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1100 research points each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0

Name                := Research Nexus VIII
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 8
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1200 research points each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0

Name                := Research Nexus IX
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 9
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1300 research points each turn.
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0

Name                := Research Nexus X
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 10
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1400 research points each turn.
Ability 1 Val 1     := 1400
Ability 1 Val 2     := 0

Name                := Central Computer Complex I
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Central Computer Complex II
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Central Computer Complex III
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Intelligence Nexus I
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 200 intelligence points each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0

Name                := Intelligence Nexus II
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 300 intelligence points each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0

Name                := Intelligence Nexus III
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 400 intelligence points each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0

Name                := Intelligence Nexus IV
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 4
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 500 intelligence points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Intelligence Nexus V
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 5
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 600 intelligence points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Intelligence Nexus VI
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 6
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 700 intelligence points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Intelligence Nexus VII
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 7
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 800 intelligence points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Intelligence Nexus VIII
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 8
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 900 intelligence points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Intelligence Nexus IX
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 9
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1000 intelligence points each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Intelligence Nexus X
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 10
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1100 intelligence points each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0

Name                := Intel Matrix I
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Intel Matrix II
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -20
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Intel Matrix III
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -30
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -30
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Drone Databank Complex I
Description         := Centralized databank of drones which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Drone Databank Complex II
Description         := Centralized databank of drone which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Drone Databank Complex III
Description         := Centralized databank of drone which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Resource Nexus I
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 300 minerals per star each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 300 organics per star each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 300 radioactives per star each turn.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 500 extra unit spaces on a planet.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Resource Nexus II
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 400 minerals per star each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 400 organics per star each turn.
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 400 radioactives per star each turn.
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 600 extra unit spaces on a planet.
Ability 4 Val 1     := 600
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Resources Nexus III
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 500 minerals per star each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 500 organics per star each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 500 radioactives per star each turn.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 700 extra unit spaces on a planet.
Ability 4 Val 1     := 700
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Assimilation Center I
Description         := The Assimilation Center is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 10M per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Assimilation Center II
Description         := The Assimilation Center is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 20M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Assimilation Center III
Description         := The Assimilation Center is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 40M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Resupply Complex
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Commerce Infrastructure
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 35
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resupply
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Can store 500kt in cargo
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0

Name                := Planetary Depot I
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1000kt of storage space.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Planetary Depot II
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Planetary Depot III
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0

Name                := Planetary Depot IV
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 4000 extra unit spaces on a planet.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0

Name                := Planetary Depot V
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 5000 extra unit spaces on a planet.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Planetary Depot VI
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 6
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 6000 extra unit spaces on a planet.
Ability 1 Val 1     := 6000
Ability 1 Val 2     := 0

Name                := Regeneration Center I
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 1 plagues in this system.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Regeneration Center II
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 2 plagues in this system.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Regeneration Center III
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 3 plagues in this system.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Re-Assimilation Center I
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Re-Assimilation Center II
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Re-Assimilation Center III
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Construction Yard I
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard II
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard III
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project A
Description         := Expansion project designed to be upgraded into 2nd Construction Dome.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 04
Ability 1 Descr     := Must UPGRADE to Expanded Construction Dome A.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard A
Description         := An expansion yard that increases the construction rate of Construction Domes.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 04
Ability 4 Descr     := This is an UPGRADE facility.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project B
Description         := Expansion project designed to be upgraded into 3rd Construction Dome.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 05
Ability 1 Descr     := Must UPGRADE to Expanded Construction Dome B.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard B
Description         := An expansion yard that increases the construction rate of Construction Domess.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 05
Ability 4 Descr     := This is an UPGRADE facility.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Repair Yard I
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
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      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 5%.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard II
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 4 components per turn.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 8%.
Ability 2 Val 1     := 8
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard III
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
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      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs. 
Facility Group      := Planetary Defense
Facility Family     := 39
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 5000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 7
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Stop Planet Destroyer
Ability 1 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := System Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system. 
Facility Group      := Planetary Defense
Facility Family     := 40
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 15000
Cost Organics       := 500
Cost Radioactives   := 1500
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 8
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Massive Planetary Shield Generator I
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 1000
Cost Organics       := 250
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator II
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 1000
Cost Organics       := 250
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 8000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 8000
Ability 1 Val 2     := 0

Name                := Fortress Facility I
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 1000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility II
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 2000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility III
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 3000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Central Nexus I
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 4% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Central Nexus II
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 8% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := Combat Assimilation Center I
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 1% each turn up to 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Combat Assimilation Center II
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Combat Assimilation Center III
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Centralized Fleet Training Center I
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 4
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 1% each turn up to 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Centralized Fleet Training Center II
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 5
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Centralized Fleet Training Center III
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Space Combat Center
Description         := Provides for enhance ship training and weapon damage within the system they are in.
Facility Group      := Military Infrastructure
Facility Family     := 505
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 33
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Damage Modifier - System
Ability 2 Descr     := Gives a 5% damage bonus to all of our weapons used in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 07
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Space Warefare Complex
Description         := Provides for enhance fleet training and give a combat bonus within any system that they constructed in.
Facility Group      := Military Infrastructure
Facility Family     := 506
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 34
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Borg Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 5% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 08
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Nexus
Description         := System Capital and Spaceport.
Facility Group      := Commerce Infrastructure
Facility Family     := 20
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 533
Cost Minerals       := 200
Cost Organics       := 500
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Borg Racial Trait
Tech Level Req 1    := 1
Number of Abilities := 6
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 150 minerals each turn.
Ability 1 Val 1     := 150
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 150 organics each turn.
Ability 2 Val 1     := 150
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 150 dilithium ore each turn.
Ability 3 Val 1     := 150
Ability 3 Val 2     := 0
Ability 4 Type      := Spaceport
Ability 4 Descr     := Acts as a spaceport for this system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Gen Modifier Planet - Minerals
Ability 5 Descr     := Gives a 1% bonus to all mineral production on the planet.
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0
Ability 6 Type      := AI Tag 14
Ability 6 Descr     := One Per Planet.
Ability 6 Val 1     := 1
Ability 6 Val 2     := 0

Name                := Mineral Miner Facility I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 200 minerals each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 500 mineral units.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 300 minerals each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1000 mineral units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 400 minerals each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1500 mineral units.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility IV
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 500 minerals each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2000 mineral units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility V
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 600 minerals each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2500 mineral units.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VI
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 700 minerals each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3000 mineral units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VII
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3500 mineral units.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VIII
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4000 mineral units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility IX
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4500 mineral units.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility X
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 10
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 5000 mineral units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 494
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 300 organics each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 500 organic units.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 400 organics each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1000 organic units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 500 organics each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1500 organic units.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility IV
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 600 organics each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2000 organic units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility V
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 700 organics each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2500 organic units.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VI
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 800 organics each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3000 organic units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VII
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 900 organics each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3500 organic units.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VIII
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1000 organics each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 4000 organic units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility IX
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1100 organics each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 4500 organic units.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility X
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 10
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1200 organics each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 5000 organic units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility I
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 200 dilithium ore each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 500 dilithium ore.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility II
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 300 dilithium ore each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1000 dilithium ore.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility III
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 400 dilithium ore each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1500 dilithium ore.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility IV
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 4
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 500 dilithium ore each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2000 dilithium ore.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility V
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 5
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 600 dilithium ore each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2500 dilithium ore.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VI
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 6
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 700 dilithium ore each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3000 dilithium ore.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VII
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 7
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 800 dilithium ore each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3500 dilithium ore.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VIII
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 8
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 900 dilithium ore each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4000 dilithium ore.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility IX
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 9
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1000 dilithium ore each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4500 dilithium ore.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility X
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 10
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1200 dilithium ore each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 5000 dilithium ore.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 10000 minerals for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 20000 minerals for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 30000 minerals for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 40000 minerals for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 50000 minerals for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 20000 organics for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 20000 organics for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 30000 organics for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 40000 organics for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 50000 organics for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 10000 dilithium ore for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 20000 dilithium ore for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 30000 dilithium ore for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 40000 dilithium ore for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 50000 dilithium ore for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Prison Mining Operation I
Description         := Mining facility worked by defective units to the death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 500
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 15% 
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 15% 
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 15%
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Prison Mining Operation II
Description         := Mining facility worked by defective units to the death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 500
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 20% 
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 20% 
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 20%
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Prison Mining Operation III
Description         := Mining facility worked by defective units to the death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 500
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 25% 
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 25% 
Ability 2 Val 1     := 25
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 25%
Ability 3 Val 1     := 25
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Robotics Factory I
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 10%.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 10%.
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Robotics Factory II
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20%.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 20%.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 20%.
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Robotics Factory III
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30%.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 30%.
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 30%.
Ability 3 Val 1     := 30
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Industrial Replicator I
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 50% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0

Name                := Industrial Replicator II
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 40% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Industrial Replicator III
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 30% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Industrial Recycler I
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 40% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Industrial Recycler II
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 60% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 60
Ability 1 Val 2     := 0

Name                := Industrial Recycler III
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 80% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 80
Ability 1 Val 2     := 0

Name                := Climate Control Facility I
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Climate Control Facility II
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Climate Control Facility III
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Value Improvement Plant I
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 25
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 4
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 1% each year.
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 1% each year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Value Improvement Plant II
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 25
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 5
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 2% each year.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 2% each year.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Value Improvement Plant III
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 25
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 6
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 3% each year.
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 3% each year.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0

Name                := Atmospheric Modification Plant I
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 7
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 3 years.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant II
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 8
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2.5 years.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant III
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 9
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2 years.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Research Center I
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 500 research points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Research Center II
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 600 research points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Research Center III
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 700 research points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Research Center IV
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 4
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 800 research points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Research Center V
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 5
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 900 research points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Research Center VI
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 6
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1000 research points each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Research Center VII
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 7
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1100 research points each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0

Name                := Research Center VIII
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 8
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1200 research points each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0

Name                := Research Center IX
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 9
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1300 research points each turn.
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0

Name                := Research Center X
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 10
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1400 research points each turn.
Ability 1 Val 1     := 1400
Ability 1 Val 2     := 0

Name                := Research Computer Complex I
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Research Computer Complex II
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Research Computer Complex III
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Intelligence Center I
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 200 intelligence points each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0

Name                := Intelligence Center II
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 300 intelligence points each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0

Name                := Intelligence Center III
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 400 intelligence points each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0

Name                := Intelligence Center IV
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 4
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 500 intelligence points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Intelligence Center V
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 5
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 600 intelligence points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Intelligence Center VI
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 6
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 700 intelligence points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Intelligence Center VII
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 7
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 800 intelligence points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Intelligence Center VIII
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 8
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 900 intelligence points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Intelligence Center IX
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 9
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1000 intelligence points each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Intelligence Center X
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 10
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1100 intelligence points each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0

Name                := Intelligence Service I
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Intelligence Service II
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -20
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Intelligence Service III
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -30
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -30
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Intelligence Databank Complex I
Description         := Centralized databank which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Intelligence Databank Complex II
Description         := Centralized databank which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Intelligence Databank Complex III
Description         := Centralized databank which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Trade Center I
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 300 minerals per star each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 300 organics per star each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 300 radioactives per star each turn.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 500 extra unit spaces on a planet.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Trade Center II
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 400 minerals per star each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 400 organics per star each turn.
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 400 radioactives per star each turn.
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 600 extra unit spaces on a planet.
Ability 4 Val 1     := 600
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Trade Center III
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 500 minerals per star each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 500 organics per star each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 500 radioactives per star each turn.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 700 extra unit spaces on a planet.
Ability 4 Val 1     := 700
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Colonization Center I
Description         := Is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 10M per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Colonization Center II
Description         := Is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 20M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Colonization Center III
Description         := Is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 40M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Resupply Depot
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Commerce Infrastructure
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 35
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resupply
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Can store 500kt in cargo
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0

Name                := Military Depot I
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1000kt of storage space.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Military Depot II
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Military Depot III
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0

Name                := Military Depot IV
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 4000 extra unit spaces on a planet.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0

Name                := Military Depot V
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 5000 extra unit spaces on a planet.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Military Depot VI
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 6
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 6000 extra unit spaces on a planet.
Ability 1 Val 1     := 6000
Ability 1 Val 2     := 0

Name                := Medical Center I
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 1 plagues in this system.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Medical Center II
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 2 plagues in this system.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Medical Center III
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 3 plagues in this system.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Population Happiness Center I
Description         := Population treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Population Happiness Center II
Description         := Population treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Population Happiness Center III
Description         := Population treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Construction Yard I
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard II
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard III
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project A
Description         := Expansion project designed to be upgraded into 2nd Construction Dome.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 04
Ability 1 Descr     := Must UPGRADE to Expanded Construction Dome A.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard A
Description         := An expansion yard that increases the construction rate of Construction Domes.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 04
Ability 4 Descr     := This is an UPGRADE facility.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project B
Description         := Expansion project designed to be upgraded into 3rd Construction Dome.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 05
Ability 1 Descr     := Must UPGRADE to Expanded Construction Dome B.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard B
Description         := An expansion yard that increases the construction rate of Construction Domess.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 05
Ability 4 Descr     := This is an UPGRADE facility.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Repair Yard I
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
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      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 5%.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard II
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 4 components per turn.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 8%.
Ability 2 Val 1     := 8
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard III
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
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      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs. 
Facility Group      := Planetary Defense
Facility Family     := 39
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 5000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 7
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Stop Planet Destroyer
Ability 1 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := System Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system. 
Facility Group      := Planetary Defense
Facility Family     := 40
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 15000
Cost Organics       := 500
Cost Radioactives   := 1500
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 8
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Massive Planetary Shield Generator I
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 1000
Cost Organics       := 250
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator II
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 1000
Cost Organics       := 250
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 8000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 8000
Ability 1 Val 2     := 0

Name                := Fortress Facility I
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 1000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility II
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 2000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility III
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 3000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := System Command I
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 4% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := System Command II
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 8% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := Ship Training Facility I
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 1% each turn up to 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Ship Training Facility II
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Ship Training Facility III
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Fleet Training Facility I
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 100
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 4
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 1% each turn up to 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Fleet Training Facility II
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 100
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 5
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Fleet Training Facility III
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 100
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Ship Training Complex
Description         := Provides for enhance ship training and weapon damage within the system they are in.
Facility Group      := Military Infrastructure
Facility Family     := 505
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 33
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Damage Modifier - System
Ability 2 Descr     := Gives a 5% damage bonus to all of our weapons used in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 07
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fleet Warfare College
Description         := Provides for enhance fleet training and give a combat bonus within any system that they constructed in.
Facility Group      := Military Infrastructure
Facility Family     := 506
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 34
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Breen Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 5% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 08
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Capital
Description         := System Capital and Spaceport.
Facility Group      := Commerce Infrastructure
Facility Family     := 20
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 533
Cost Minerals       := 200
Cost Organics       := 500
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Breen Racial Trait
Tech Level Req 1    := 1
Number of Abilities := 6
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 150 minerals each turn.
Ability 1 Val 1     := 150
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 150 organics each turn.
Ability 2 Val 1     := 150
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 150 dilithium ore each turn.
Ability 3 Val 1     := 150
Ability 3 Val 2     := 0
Ability 4 Type      := Spaceport
Ability 4 Descr     := Acts as a spaceport for this system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Gen Modifier Planet - Minerals
Ability 5 Descr     := Gives a 1% bonus to all mineral production on the planet.
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0
Ability 6 Type      := AI Tag 14
Ability 6 Descr     := One Per Planet.
Ability 6 Val 1     := 1
Ability 6 Val 2     := 0

Name                := Ore Processing Plant I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 200 minerals each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 500 mineral units.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Ore Processing Plant II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 300 minerals each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1000 mineral units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Ore Processing Plant III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 400 minerals each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1500 mineral units.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Ore Processing Plant IV
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 500 minerals each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2000 mineral units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Ore Processing Plant V
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 600 minerals each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2500 mineral units.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Ore Processing Plant VI
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 700 minerals each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3000 mineral units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Ore Processing Plant VII
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3500 mineral units.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Ore Processing Plant VIII
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4000 mineral units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Ore Processing Plant IX
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4500 mineral units.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Ore Processing Plant X
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 10
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 5000 mineral units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 200 organics each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 500 organic units.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 300 organics each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1000 organic units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 400 organics each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1500 organic units.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm IV
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 500 organics each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2000 organic units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm V
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 600 organics each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2500 organic units.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm VI
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 700 organics each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3000 organic units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm VII
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 800 organics each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3500 organic units.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm VIII
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 900 organics each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 4000 organic units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm IX
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1000 organics each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 4500 organic units.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm X
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 10
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1200 organics each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 5000 organic units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility I
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 200 dilithium ore each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 500 dilithium ore.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility II
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 300 dilithium ore each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1000 dilithium ore.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility III
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 400 dilithium ore each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1500 dilithium ore.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility IV
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 4
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 500 dilithium ore each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2000 dilithium ore.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility V
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 5
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 600 dilithium ore each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2500 dilithium ore.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VI
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 6
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 700 dilithium ore each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3000 dilithium ore.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VII
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 7
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 800 dilithium ore each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3500 dilithium ore.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VIII
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 8
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 900 dilithium ore each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4000 dilithium ore.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility IX
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 9
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1000 dilithium ore each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4500 dilithium ore.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility X
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 10
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1200 dilithium ore each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 5000 dilithium ore.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 10000 minerals for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 20000 minerals for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 30000 minerals for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 40000 minerals for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 50000 minerals for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 20000 organics for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 20000 organics for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 30000 organics for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 40000 organics for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 50000 organics for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 10000 dilithium ore for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 20000 dilithium ore for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 30000 dilithium ore for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 40000 dilithium ore for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 50000 dilithium ore for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Work Camp I
Description         := Work Camps are mining facilities designed to rehabilitate criminals through hard labor.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 15% 
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 15% 
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 15%
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Work Camp II
Description         := Work Camps are mining facilities designed to rehabilitate criminals through hard labor.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 20% 
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 20% 
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 20%
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Work Camp III
Description         := Work Camps are mining facilities designed to rehabilitate criminals through hard labor.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 25% 
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 25% 
Ability 2 Val 1     := 25
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 25%
Ability 3 Val 1     := 25
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Robotics Factory I
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 10%.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 10%.
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Robotics Factory II
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20%.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 20%.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 20%.
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Robotics Factory III
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30%.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 30%.
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 30%.
Ability 3 Val 1     := 30
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Industrial Replicator I
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 50% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0

Name                := Industrial Replicator II
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 40% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Industrial Replicator III
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 30% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Industrial Recycler I
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 40% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Industrial Recycler II
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 60% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 60
Ability 1 Val 2     := 0

Name                := Industrial Recycler III
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 80% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 80
Ability 1 Val 2     := 0

Name                := Climate Control Facility I
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Climate Control Facility II
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Climate Control Facility III
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Value Improvement Plant I
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 25
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 4
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 1% each year.
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 1% each year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Value Improvement Plant II
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 25
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 5
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 2% each year.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 2% each year.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Value Improvement Plant III
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 25
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 6
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 3% each year.
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 3% each year.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0

Name                := Atmospheric Modification Plant I
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 7
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 3 years.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant II
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 8
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2.5 years.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant III
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 9
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2 years.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Research Center I
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 500 research points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Research Center II
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 600 research points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Research Center III
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 700 research points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Research Center IV
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 4
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 800 research points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Research Center V
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 5
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 900 research points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Research Center VI
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 6
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1000 research points each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Research Center VII
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 7
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1100 research points each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0

Name                := Research Center VIII
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 8
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1200 research points each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0

Name                := Research Center IX
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 9
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1300 research points each turn.
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0

Name                := Research Center X
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 10
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1400 research points each turn.
Ability 1 Val 1     := 1400
Ability 1 Val 2     := 0

Name                := Computer Research Complex I
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Computer Research Complex II
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Computer Research Complex III
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Intelligence Center I
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 200 intelligence points each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0

Name                := Intelligence Center II
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 300 intelligence points each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0

Name                := Intelligence Center III
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 400 intelligence points each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0

Name                := Intelligence Center IV
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 4
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 500 intelligence points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Intelligence Center V
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 5
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 600 intelligence points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Intelligence Center VI
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 6
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 700 intelligence points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Intelligence Center VII
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 7
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 800 intelligence points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Intelligence Center VIII
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 8
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 900 intelligence points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Intelligence Center IX
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 9
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1000 intelligence points each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Intelligence Center X
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 10
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1100 intelligence points each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0

Name                := Obsidian Order Complex I
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Obsidian Order Complex II
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -20
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Obsidian Order Complex III
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -30
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -30
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Centeral Intelligence Databank I
Description         := Centralized databank of citizens which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Centeral Intelligence Databank II
Description         := Centralized databank of citizens which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Centeral Intelligence Databank III
Description         := Centralized databank of citizens which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Trade Center I
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 300 minerals per star each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 300 organics per star each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 300 radioactives per star each turn.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 500 extra unit spaces on a planet.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Trade Center II
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 400 minerals per star each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 400 organics per star each turn.
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 400 radioactives per star each turn.
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 600 extra unit spaces on a planet.
Ability 4 Val 1     := 600
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Trade Center III
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 500 minerals per star each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 500 organics per star each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 500 radioactives per star each turn.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 700 extra unit spaces on a planet.
Ability 4 Val 1     := 700
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Immigration Center I
Description         := Responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 10M per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Immigration Center II
Description         := Responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 20M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Immigration Center III
Description         := Responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 40M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Resupply Depot
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Commerce Infrastructure
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 35
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resupply
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Can store 500kt in cargo
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0

Name                := Military Depot I
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1000kt of storage space.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Military Depot II
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Military Depot III
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0

Name                := Military Depot IV
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 4000 extra unit spaces on a planet.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0

Name                := Military Depot V
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 5000 extra unit spaces on a planet.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Military Depot VI
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 6
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 6000 extra unit spaces on a planet.
Ability 1 Val 1     := 6000
Ability 1 Val 2     := 0

Name                := Health Center I
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 1 plagues in this system.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Health Center II
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 2 plagues in this system.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Health Center III
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 3 plagues in this system.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Propaganda Complex I
Description         := Propaganda center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Propaganda Complex II
Description         := Propaganda center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Propaganda Complex III
Description         := Propaganda center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Construction Yard I
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard II
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard III
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project A
Description         := Expansion project designed to be upgraded into 2nd Construction Dome.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 04
Ability 1 Descr     := Must UPGRADE to Expanded Construction Dome A.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard A
Description         := An expansion yard that increases the construction rate of Construction Domes.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 04
Ability 4 Descr     := This is an UPGRADE facility.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project B
Description         := Expansion project designed to be upgraded into 3rd Construction Dome.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 05
Ability 1 Descr     := Must UPGRADE to Expanded Construction Dome B.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard B
Description         := An expansion yard that increases the construction rate of Construction Domess.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 05
Ability 4 Descr     := This is an UPGRADE facility.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Repair Yard I
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
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      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 5%.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard II
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 4 components per turn.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 8%.
Ability 2 Val 1     := 8
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard III
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
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      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs. 
Facility Group      := Planetary Defense
Facility Family     := 39
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 5000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 7
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Stop Planet Destroyer
Ability 1 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := System Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system. 
Facility Group      := Planetary Defense
Facility Family     := 40
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 15000
Cost Organics       := 500
Cost Radioactives   := 1500
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 8
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Massive Planetary Shield Generator I
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 1000
Cost Organics       := 250
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator II
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 1000
Cost Organics       := 250
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 8000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 8000
Ability 1 Val 2     := 0

Name                := Fortress Facility I
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 1000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility II
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 2000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility III
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 3000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := System Command I
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 4% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := System Command II
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 8% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := Combat War College I
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 1% each turn up to 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Combat War College II
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Combat War College III
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Warfare Strategy Center I
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 4
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 1% each turn up to 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Warfare Strategy Center II
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 5
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Warfare Strategy Center III
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Tactical Combat Center
Description         := Provides for enhance ship training and weapon damage within the system they are in.
Facility Group      := Military Infrastructure
Facility Family     := 505
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 33
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Damage Modifier - System
Ability 2 Descr     := Gives a 5% damage bonus to all of our weapons used in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 07
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Strategic Warfare Center
Description         := Provides for enhance fleet training and give a combat bonus within any system that they constructed in.
Facility Group      := Military Infrastructure
Facility Family     := 506
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 34
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Cardassian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 5% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 08
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Capital
Description         := System Capital and Spaceport.
Facility Group      := Commerce Infrastructure
Facility Family     := 20
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 533
Cost Minerals       := 200
Cost Organics       := 500
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Cardassian Racial Trait
Tech Level Req 1    := 1
Number of Abilities := 6
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 150 minerals each turn.
Ability 1 Val 1     := 150
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 150 organics each turn.
Ability 2 Val 1     := 150
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 150 dilithium ore each turn.
Ability 3 Val 1     := 150
Ability 3 Val 2     := 0
Ability 4 Type      := Spaceport
Ability 4 Descr     := Acts as a spaceport for this system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Gen Modifier Planet - Minerals
Ability 5 Descr     := Gives a 1% bonus to all mineral production on the planet.
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0
Ability 6 Type      := AI Tag 14
Ability 6 Descr     := One Per Planet.
Ability 6 Val 1     := 1
Ability 6 Val 2     := 0

Name                := Mineral Miner Facility I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 200 minerals each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 500 mineral units.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 300 minerals each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1000 mineral units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 400 minerals each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1500 mineral units.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility IV
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 500 minerals each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2000 mineral units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility V
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 600 minerals each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2500 mineral units.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VI
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 700 minerals each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3000 mineral units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VII
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3500 mineral units.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VIII
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4000 mineral units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility IX
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4500 mineral units.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility X
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 10
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 5000 mineral units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 200 organics each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 500 organic units.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 300 organics each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1000 organic units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 400 organics each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1500 organic units.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility IV
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 500 organics each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2000 organic units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility V
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 600 organics each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2500 organic units.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VI
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 700 organics each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3000 organic units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VII
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 800 organics each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3500 organic units.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VIII
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 900 organics each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 4000 organic units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility IX
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1000 organics each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 4500 organic units.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility X
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 10
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1200 organics each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 5000 organic units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility I
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 200 dilithium ore each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 500 dilithium ore.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility II
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 300 dilithium ore each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1000 dilithium ore.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility III
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 400 dilithium ore each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1500 dilithium ore.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility IV
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 4
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 500 dilithium ore each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2000 dilithium ore.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility V
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 5
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 600 dilithium ore each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2500 dilithium ore.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VI
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 6
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 700 dilithium ore each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3000 dilithium ore.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VII
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 7
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 800 dilithium ore each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3500 dilithium ore.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VIII
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 8
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 900 dilithium ore each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4000 dilithium ore.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility IX
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 9
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1000 dilithium ore each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4500 dilithium ore.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility X
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 10
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1200 dilithium ore each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 5000 dilithium ore.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 10000 minerals for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 20000 minerals for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 30000 minerals for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 40000 minerals for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 50000 minerals for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 20000 organics for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 20000 organics for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 30000 organics for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 40000 organics for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 50000 organics for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 10000 dilithium ore for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 20000 dilithium ore for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 30000 dilithium ore for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 40000 dilithium ore for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 50000 dilithium ore for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Detention Center I
Description         := Detention Centers are mining facility designed to rehabilitate criminals through hard labor.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 15% 
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 15% 
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 15%
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Detention Center II
Description         := Detention Centers are mining facility designed to rehabilitate criminals through hard labor.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 20% 
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 20% 
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 20%
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Detention Center III
Description         := Detention Centers are mining facility designed to rehabilitate criminals through hard labor.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 25% 
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 25% 
Ability 2 Val 1     := 25
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 25%
Ability 3 Val 1     := 25
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Robotics Factory I
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 10%.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 10%.
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Robotics Factory II
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20%.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 20%.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 20%.
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Robotics Factory III
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30%.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 30%.
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 30%.
Ability 3 Val 1     := 30
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Industrial Replicator I
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 50% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0

Name                := Industrial Replicator II
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 40% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Industrial Replicator III
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 30% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Industrial Recycler I
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 40% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Industrial Recycler II
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 60% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 60
Ability 1 Val 2     := 0

Name                := Industrial Recycler III
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 80% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 80
Ability 1 Val 2     := 0

Name                := Climate Control Facility I
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Climate Control Facility II
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Climate Control Facility III
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Value Improvement Plant I
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 4
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 1% each year.
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 1% each year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Value Improvement Plant II
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 5
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 2% each year.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 2% each year.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Value Improvement Plant III
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 6
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 3% each year.
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 3% each year.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0

Name                := Atmospheric Modification Plant I
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 7
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 3 years.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant II
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 8
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2.5 years.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant III
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 9
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2 years.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Research Center I
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 500 research points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Research Center II
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 600 research points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Research Center III
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 700 research points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Research Center IV
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 4
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 800 research points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Research Center V
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 5
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 900 research points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Research Center VI
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 6
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1000 research points each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Research Center VII
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 7
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1100 research points each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0

Name                := Research Center VIII
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 8
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1200 research points each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0

Name                := Research Center IX
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 9
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1300 research points each turn.
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0

Name                := Research Center X
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 10
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1400 research points each turn.
Ability 1 Val 1     := 1400
Ability 1 Val 2     := 0

Name                := Computer Research Complex I
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Computer Research Complex II
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Computer Research Complex III
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Intelligence Center I
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 200 intelligence points each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0

Name                := Intelligence Center II
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 300 intelligence points each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0

Name                := Intelligence Center III
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 400 intelligence points each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0

Name                := Intelligence Center IV
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 4
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 500 intelligence points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Intelligence Center V
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 5
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 600 intelligence points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Intelligence Center VI
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 6
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 700 intelligence points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Intelligence Center VII
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 7
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 800 intelligence points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Intelligence Center VIII
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 8
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 900 intelligence points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Intelligence Center IX
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 9
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1000 intelligence points each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Intelligence Center X
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 10
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1100 intelligence points each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0

Name                := Specialized Intel Services I
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Specialized Intel Services II
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -20
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Specialized Intel Services III
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -30
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -30
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Intelligence Databank Center I
Description         := Centralized databank which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Intelligence Databank Center II
Description         := Centralized databank which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Intelligence Databank Center III
Description         := Centralized databank which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Commerce Complex I
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 300 minerals per star each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 300 organics per star each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 300 radioactives per star each turn.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 500 extra unit spaces on a planet.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Commerce Complex II
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 400 minerals per star each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 400 organics per star each turn.
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 400 radioactives per star each turn.
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 600 extra unit spaces on a planet.
Ability 4 Val 1     := 600
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Commerce Complex III
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 500 minerals per star each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 500 organics per star each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 500 radioactives per star each turn.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 700 extra unit spaces on a planet.
Ability 4 Val 1     := 700
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Population Relocation Center I
Description         := Responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 10M per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Population Relocation Center II
Description         := Responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 20M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Population Relocation Center III
Description         := Responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 40M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Resupply Depot
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Commerce Infrastructure
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 35
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resupply
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Can store 500kt in cargo
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0

Name                := Military Depot I
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1000kt of storage space.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Military Depot II
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Military Depot III
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0

Name                := Military Depot IV
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 4000 extra unit spaces on a planet.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0

Name                := Military Depot V
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 5000 extra unit spaces on a planet.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Military Depot VI
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 6
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 6000 extra unit spaces on a planet.
Ability 1 Val 1     := 6000
Ability 1 Val 2     := 0

Name                := Wellness Center I
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 1 plagues in this system.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Wellness Center II
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 2 plagues in this system.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Wellness Center III
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 3 plagues in this system.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Population Compliance Center I
Description         := Population control center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Population Compliance Center II
Description         := Population treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Population Compliance Center III
Description         := Population treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Construction Yard I
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard II
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard III
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project A
Description         := Expansion project designed to be upgraded into 2nd Construction Dome.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 04
Ability 1 Descr     := Must UPGRADE to Expanded Construction Dome A.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard A
Description         := An expansion yard that increases the construction rate of Construction Domes.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 04
Ability 4 Descr     := This is an UPGRADE facility.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project B
Description         := Expansion project designed to be upgraded into 3rd Construction Dome.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 05
Ability 1 Descr     := Must UPGRADE to Expanded Construction Dome B.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard B
Description         := An expansion yard that increases the construction rate of Construction Domess.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 05
Ability 4 Descr     := This is an UPGRADE facility.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Repair Yard I
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
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      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 5%.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard II
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 4 components per turn.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 8%.
Ability 2 Val 1     := 8
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard III
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
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      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs. 
Facility Group      := Planetary Defense
Facility Family     := 39
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 5000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 7
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Stop Planet Destroyer
Ability 1 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := System Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system. 
Facility Group      := Planetary Defense
Facility Family     := 40
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 15000
Cost Organics       := 500
Cost Radioactives   := 1500
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 8
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Massive Planetary Shield Generator I
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 1000
Cost Organics       := 250
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator II
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 1000
Cost Organics       := 250
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 8000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 8000
Ability 1 Val 2     := 0

Name                := Fortress Facility I
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 1000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility II
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 2000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility III
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 3000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := System Command Center I
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 4% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := System Command Center II
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 8% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := Jem'Hedar Combat Institute I
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 1% each turn up to 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Jem'Hedar Combat Institute II
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Jem'Hedar Combat Institute III
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Tactical Warfare Center I
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 4
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 1% each turn up to 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Tactical Warfare Center II
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 5
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Tactical Warfare Center III
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Strategic Combat Center
Description         := Provides for enhance ship training and weapon damage within the system they are in.
Facility Group      := Military Infrastructure
Facility Family     := 505
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 33
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Damage Modifier - System
Ability 2 Descr     := Gives a 5% damage bonus to all of our weapons used in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 07
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Strategic Warfare Center
Description         := Provides for enhance fleet training and give a combat bonus within any system that they constructed in.
Facility Group      := Military Infrastructure
Facility Family     := 506
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 34
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Dominion Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 5% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 08
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Capital
Description         := System Capital and Spaceport.
Facility Group      := Commerce Infrastructure
Facility Family     := 20
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 533
Cost Minerals       := 200
Cost Organics       := 500
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Dominion Racial Trait
Tech Level Req 1    := 1
Number of Abilities := 6
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 150 minerals each turn.
Ability 1 Val 1     := 150
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 150 organics each turn.
Ability 2 Val 1     := 150
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 150 dilithium ore each turn.
Ability 3 Val 1     := 150
Ability 3 Val 2     := 0
Ability 4 Type      := Spaceport
Ability 4 Descr     := Acts as a spaceport for this system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Gen Modifier Planet - Minerals
Ability 5 Descr     := Gives a 1% bonus to all mineral production on the planet.
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0
Ability 6 Type      := AI Tag 14
Ability 6 Descr     := One Per Planet.
Ability 6 Val 1     := 1
Ability 6 Val 2     := 0

Name                := Mineral Miner Facility I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 200 minerals each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 500 mineral units.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 300 minerals each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1000 mineral units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 400 minerals each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1500 mineral units.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility IV
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 500 minerals each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2000 mineral units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility V
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 600 minerals each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2500 mineral units.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VI
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 700 minerals each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3000 mineral units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VII
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3500 mineral units.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VIII
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4000 mineral units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility IX
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4500 mineral units.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility X
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 10
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 5000 mineral units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 200 organics each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 500 organic units.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 300 organics each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1000 organic units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 400 organics each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1500 organic units.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility IV
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 500 organics each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2000 organic units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility V
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 600 organics each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2500 organic units.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VI
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 700 organics each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3000 organic units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VII
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 800 organics each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3500 organic units.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VIII
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 900 organics each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 4000 organic units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility IX
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1000 organics each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 4500 organic units.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility X
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 10
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1200 organics each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 5000 organic units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility I
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 200 dilithium ore each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 500 dilithium ore.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility II
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 300 dilithium ore each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1000 dilithium ore.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility III
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 400 dilithium ore each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1500 dilithium ore.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility IV
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 4
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 500 dilithium ore each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2000 dilithium ore.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility V
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 5
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 600 dilithium ore each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2500 dilithium ore.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VI
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 6
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 700 dilithium ore each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3000 dilithium ore.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VII
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 7
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 800 dilithium ore each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3500 dilithium ore.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VIII
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 8
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 900 dilithium ore each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4000 dilithium ore.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility IX
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 9
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1000 dilithium ore each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4500 dilithium ore.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility X
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 10
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1200 dilithium ore each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 5000 dilithium ore.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 10000 minerals for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 20000 minerals for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 30000 minerals for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 40000 minerals for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 50000 minerals for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 20000 organics for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 20000 organics for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 30000 organics for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 40000 organics for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 50000 organics for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 10000 dilithium ore for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 20000 dilithium ore for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 30000 dilithium ore for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 40000 dilithium ore for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 50000 dilithium ore for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Penal Colony I
Description         := Penal mining facilities are designed to rehabilitate criminals through hard labor.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 15% 
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 15% 
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 15%
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Penal Colony II
Description         := Penal mining facilities are designed to rehabilitate criminals through hard labor.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 20% 
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 20% 
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 20%
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Penal Colony III
Description         := Penal mining facilities are designed to rehabilitate criminals through hard labor.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 25% 
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 25% 
Ability 2 Val 1     := 25
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 25%
Ability 3 Val 1     := 25
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Robotics Factory I
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 10%.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 10%.
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Robotics Factory II
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20%.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 20%.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 20%.
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Robotics Factory III
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30%.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 30%.
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 30%.
Ability 3 Val 1     := 30
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Industrial Replicator I
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 50% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0

Name                := Industrial Replicator II
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 40% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Industrial Replicator III
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 30% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Industrial Recycler I
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 40% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Industrial Recycler II
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 60% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 60
Ability 1 Val 2     := 0

Name                := Industrial Recycler III
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 80% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 80
Ability 1 Val 2     := 0

Name                := Climate Control Facility I
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Climate Control Facility II
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Climate Control Facility III
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Value Improvement Plant I
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 4
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 1% each year.
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 1% each year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Value Improvement Plant II
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 5
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 2% each year.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 2% each year.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Value Improvement Plant III
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 6
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 3% each year.
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 3% each year.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0

Name                := Atmospheric Modification Plant I
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 7
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 3 years.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant II
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 8
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2.5 years.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant III
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 9
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2 years.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Research Center I
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 500 research points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Research Center II
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 600 research points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Research Center III
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 700 research points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Research Center IV
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 4
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 800 research points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Research Center V
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 5
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 900 research points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Research Center VI
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 6
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1000 research points each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Research Center VII
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 7
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1100 research points each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0

Name                := Research Center VIII
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 8
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1200 research points each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0

Name                := Research Center IX
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 9
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1300 research points each turn.
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0

Name                := Research Center X
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 10
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1400 research points each turn.
Ability 1 Val 1     := 1400
Ability 1 Val 2     := 0

Name                := Research Institute I
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Research Institute II
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Research Institute III
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Intelligence Center I
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 200 intelligence points each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0

Name                := Intelligence Center II
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 300 intelligence points each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0

Name                := Intelligence Center III
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 400 intelligence points each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0

Name                := Intelligence Center IV
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 4
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 500 intelligence points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Intelligence Center V
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 5
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 600 intelligence points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Intelligence Center VI
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 6
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 700 intelligence points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Intelligence Center VII
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 7
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 800 intelligence points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Intelligence Center VIII
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 8
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 900 intelligence points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Intelligence Center IX
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 9
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1000 intelligence points each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Intelligence Center X
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 10
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1100 intelligence points each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0

Name                := Starfleet Intelligence I
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Starfleet Intelligence II
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -20
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Starfleet Intelligence III
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -30
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -30
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Centralized Intelligence Service I
Description         := Centralized databank which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Centralized Intelligence Service II
Description         := Centralized databank which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Centralized Intelligence Service III
Description         := Centralized databank which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Trade Center I
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 300 minerals per star each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 300 organics per star each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 300 radioactives per star each turn.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 500 extra unit spaces on a planet.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Trade Center II
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 400 minerals per star each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 400 organics per star each turn.
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 400 radioactives per star each turn.
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 600 extra unit spaces on a planet.
Ability 4 Val 1     := 600
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Trade Center III
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 500 minerals per star each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 500 organics per star each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 500 radioactives per star each turn.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 700 extra unit spaces on a planet.
Ability 4 Val 1     := 700
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Colonization Center I
Description         := The center is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 10M per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Colonization Center II
Description         := The center is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 20M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Colonization Center III
Description         := The center is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 40M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Resupply Depot
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Commerce Infrastructure
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 35
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resupply
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Can store 500kt in cargo
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0

Name                := Planetary Defense Depot I
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1000kt of storage space.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Planetary Defense Depot II
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Planetary Defense Depot III
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0

Name                := Planetary Defense Depot IV
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 4000 extra unit spaces on a planet.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0

Name                := Planetary Defense Depot V
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 5000 extra unit spaces on a planet.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Planetary Defense Depot VI
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 6
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 6000 extra unit spaces on a planet.
Ability 1 Val 1     := 6000
Ability 1 Val 2     := 0

Name                := Medical Center I
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 1 plagues in this system.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Medical Center II
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 2 plagues in this system.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Medical Center III
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 3 plagues in this system.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Population Happiness Center I
Description         := Centers designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Population Happiness Center II
Description         := Center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Population Happiness Center III
Description         := Center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Construction Yard I
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard II
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard III
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project A
Description         := Expansion project designed to be upgraded into 2nd Construction Dome.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 04
Ability 1 Descr     := Must UPGRADE to Expanded Construction Dome A.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard A
Description         := An expansion yard that increases the construction rate of Construction Domes.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 04
Ability 4 Descr     := This is an UPGRADE facility.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project B
Description         := Expansion project designed to be upgraded into 3rd Construction Dome.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 05
Ability 1 Descr     := Must UPGRADE to Expanded Construction Dome B.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard B
Description         := An expansion yard that increases the construction rate of Construction Domess.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 05
Ability 4 Descr     := This is an UPGRADE facility.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Utopia Planitia Project
Description         := Orbital shipyard project designed to enhance a Construction Yard.
Facility Group      := Commerce Infrastructure
Facility Family     := 515
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 4000
Cost Organics       := 1500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := AI Tag 12
Ability 1 Descr     := Only One Per System.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Minerals
Ability 2 Descr     := Must UPGRADE to Utopia Planitia Facility.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Utopia Planitia Facility
Description         := Orbital shipyard project designed to enhance a Construction Yard.
Facility Group      := Commerce Infrastructure
Facility Family     := 515
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 4000
Cost Organics       := 1500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 6
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 800 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 5800
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 800 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 800
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 800 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 800
Ability 4 Type      := AI Tag 12
Ability 4 Descr     := Can generate unlimited supplies each turn for ships
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Supply Generation
Ability 5 Descr     := Only One Utopia Planitia Facility per system
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Gen Modifier System - Minerals
Ability 6 Descr     := 
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0

Name                := Repair Yard I
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
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      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 5%.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard II
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 4 components per turn.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 8%.
Ability 2 Val 1     := 8
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard III
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
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      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs. 
Facility Group      := Planetary Defense
Facility Family     := 39
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 5000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 7
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Stop Planet Destroyer
Ability 1 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := System Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system. 
Facility Group      := Planetary Defense
Facility Family     := 40
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 15000
Cost Organics       := 500
Cost Radioactives   := 1500
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 8
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Massive Planetary Shield Generator I
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 1000
Cost Organics       := 250
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator II
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 1000
Cost Organics       := 250
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 8000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 8000
Ability 1 Val 2     := 0

Name                := Fortress Facility I
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 1000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility II
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 2000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility III
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 3000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Starfleet Command I
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 576
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 4% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Starfleet Command II
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 576
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 8% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := Starship Tactics Center I
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 638
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 1% each turn up to 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Starship Tactics Center II
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 638
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Starship Tactics Center III
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 638
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Starfleet Tactical Center I
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 651
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 4
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 1% each turn up to 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Starfleet Tactical Center II
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 651
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 5
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Starfleet Tactical Center III
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 651
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Tactical Combat Center
Description         := Provides for enhance ship training and weapon damage within the system they are in.
Facility Group      := Military Infrastructure
Facility Family     := 505
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 742
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Damage Modifier - System
Ability 2 Descr     := Gives a 5% damage bonus to all of our weapons used in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 07
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Strategic Warefare Center
Description         := Provides for enhance fleet training and give a combat bonus within any system that they constructed in.
Facility Group      := Military Infrastructure
Facility Family     := 506
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 746
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Federation Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 5% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 08
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Capital
Description         := System Capital and Spaceport.
Facility Group      := Commerce Infrastructure
Facility Family     := 20
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 533
Cost Minerals       := 200
Cost Organics       := 500
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Federation Racial Trait
Tech Level Req 1    := 1
Number of Abilities := 6
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 150 minerals each turn.
Ability 1 Val 1     := 150
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 150 organics each turn.
Ability 2 Val 1     := 150
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 150 dilithium ore each turn.
Ability 3 Val 1     := 150
Ability 3 Val 2     := 0
Ability 4 Type      := Spaceport
Ability 4 Descr     := Acts as a spaceport for this system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Gen Modifier Planet - Minerals
Ability 5 Descr     := Gives a 1% bonus to all mineral production on the planet.
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0
Ability 6 Type      := AI Tag 14
Ability 6 Descr     := One Per Planet.
Ability 6 Val 1     := 1
Ability 6 Val 2     := 0

Name                := Mineral Miner Facility I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 200 minerals each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 500 mineral units.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 300 minerals each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1000 mineral units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 400 minerals each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1500 mineral units.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility IV
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 500 minerals each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2000 mineral units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility V
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 600 minerals each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2500 mineral units.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VI
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 700 minerals each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3000 mineral units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VII
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3500 mineral units.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VIII
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4000 mineral units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility IX
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4500 mineral units.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility X
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 10
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 5000 mineral units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 200 organics each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 500 organic units.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 300 organics each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1000 organic units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 400 organics each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1500 organic units.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility IV
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 500 organics each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2000 organic units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility V
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 600 organics each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2500 organic units.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VI
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 700 organics each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3000 organic units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VII
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 800 organics each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3500 organic units.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VIII
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 900 organics each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 4000 organic units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility IX
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1000 organics each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 4500 organic units.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility X
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 10
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1200 organics each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 5000 organic units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility I
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 200 dilithium ore each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 500 dilithium ore.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility II
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 300 dilithium ore each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1000 dilithium ore.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility III
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 400 dilithium ore each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1500 dilithium ore.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility IV
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 4
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 500 dilithium ore each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2000 dilithium ore.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility V
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 5
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 600 dilithium ore each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2500 dilithium ore.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VI
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 6
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 700 dilithium ore each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3000 dilithium ore.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VII
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 7
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 800 dilithium ore each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3500 dilithium ore.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VIII
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 8
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 900 dilithium ore each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4000 dilithium ore.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility IX
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 9
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1000 dilithium ore each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4500 dilithium ore.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility X
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 10
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1200 dilithium ore each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 5000 dilithium ore.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 10000 minerals for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 20000 minerals for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 30000 minerals for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 40000 minerals for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 50000 minerals for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 20000 organics for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 20000 organics for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 30000 organics for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 40000 organics for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 50000 organics for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 10000 dilithium ore for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 20000 dilithium ore for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 30000 dilithium ore for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 40000 dilithium ore for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 50000 dilithium ore for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Slave Camps I
Description         := Slave Camps are mining facility designed to use slave labor to the death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 15% 
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 15% 
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 15%
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Slave Camps II
Description         := Slave Camps are mining facility designed to use slave labor to the death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 20% 
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 20% 
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 20%
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Slave Camps III
Description         := Slave Camps are mining facility designed to use slave labor to the death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 25% 
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 25% 
Ability 2 Val 1     := 25
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 25%
Ability 3 Val 1     := 25
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Robotics Factory I
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 10%.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 10%.
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Robotics Factory II
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20%.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 20%.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 20%.
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Robotics Factory III
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30%.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 30%.
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 30%.
Ability 3 Val 1     := 30
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Industrial Replicator I
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 50% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0

Name                := Industrial Replicator II
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 40% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Industrial Replicator III
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 30% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Industrial Recycler I
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 40% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Industrial Recycler II
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 60% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 60
Ability 1 Val 2     := 0

Name                := Industrial Recycler III
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 80% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 80
Ability 1 Val 2     := 0

Name                := Climate Control Facility I
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Climate Control Facility II
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Climate Control Facility III
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Value Improvement Plant I
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 25
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 4
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 1% each year.
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 1% each year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Value Improvement Plant II
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 25
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 5
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 2% each year.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 2% each year.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Value Improvement Plant III
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 25
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 6
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 3% each year.
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 3% each year.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0

Name                := Atmospheric Modification Plant I
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 7
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 3 years.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant II
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 8
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2.5 years.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant III
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 9
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2 years.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Research Center I
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 500 research points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Research Center II
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 600 research points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Research Center III
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 700 research points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Research Center IV
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 4
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 800 research points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Research Center V
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 5
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 900 research points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Research Center VI
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 6
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1000 research points each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Research Center VII
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 7
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1100 research points each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0

Name                := Research Center VIII
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 8
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1200 research points each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0

Name                := Research Center IX
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 9
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1300 research points each turn.
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0

Name                := Research Center X
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 10
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1400 research points each turn.
Ability 1 Val 1     := 1400
Ability 1 Val 2     := 0

Name                := Computerized Research Complex I
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Computerized Research Complex II
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Computerized Research Complex III
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Intelligence Center I
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 200 intelligence points each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0

Name                := Intelligence Center II
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 300 intelligence points each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0

Name                := Intelligence Center III
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 400 intelligence points each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0

Name                := Intelligence Center IV
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 4
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 500 intelligence points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Intelligence Center V
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 5
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 600 intelligence points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Intelligence Center VI
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 6
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 700 intelligence points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Intelligence Center VII
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 7
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 800 intelligence points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Intelligence Center VIII
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 8
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 900 intelligence points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Intelligence Center IX
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 9
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1000 intelligence points each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Intelligence Center X
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 10
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1100 intelligence points each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0

Name                := Loss Prevention Division I
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Loss Prevention Division II
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -20
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Loss Prevention Division III
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -30
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -30
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Intelligence Authority I
Description         := Centralized databank of citizens which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Intelligence Authority II
Description         := Centralized databank of citizens which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Intelligence Authority III
Description         := Centralized databank of citizens which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Commerce Center I
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 300 minerals per star each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 300 organics per star each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 300 radioactives per star each turn.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 500 extra unit spaces on a planet.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Commerce Center II
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 400 minerals per star each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 400 organics per star each turn.
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 400 radioactives per star each turn.
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 600 extra unit spaces on a planet.
Ability 4 Val 1     := 600
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Commerce Center III
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 500 minerals per star each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 500 organics per star each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 500 radioactives per star each turn.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 700 extra unit spaces on a planet.
Ability 4 Val 1     := 700
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Office Of Exploitation I
Description         := Responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 10M per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Office Of Exploitation II
Description         := Responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 20M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Office Of Exploitation III
Description         := Responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 40M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Resupply Depot
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Commerce Infrastructure
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 35
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resupply
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Can store 500kt in cargo
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0

Name                := Planetary Defense Depot I
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1000kt of storage space.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Planetary Defense Depot II
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Planetary Defense Depot III
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0

Name                := Planetary Defense Depot IV
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 4000 extra unit spaces on a planet.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0

Name                := Planetary Defense Depot V
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 5000 extra unit spaces on a planet.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Planetary Defense Depot VI
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 6
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 6000 extra unit spaces on a planet.
Ability 1 Val 1     := 6000
Ability 1 Val 2     := 0

Name                := Medical Complex I
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 1 plagues in this system.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Medical Complex II
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 2 plagues in this system.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Medical Complex III
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 3 plagues in this system.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Pleasure Dome I
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Pleasure Dome II
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Pleasure Dome III
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Construction Yard I
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard II
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard III
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project A
Description         := Expansion project designed to be upgraded into 2nd Construction Dome.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 04
Ability 1 Descr     := Must UPGRADE to Expanded Construction Dome A.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard A
Description         := An expansion yard that increases the construction rate of Construction Domes.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 04
Ability 4 Descr     := This is an UPGRADE facility.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project B
Description         := Expansion project designed to be upgraded into 3rd Construction Dome.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 05
Ability 1 Descr     := Must UPGRADE to Expanded Construction Dome B.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard B
Description         := An expansion yard that increases the construction rate of Construction Domess.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 05
Ability 4 Descr     := This is an UPGRADE facility.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Repair Yard I
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
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      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 5%.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard II
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 4 components per turn.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 8%.
Ability 2 Val 1     := 8
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard III
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
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      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs. 
Facility Group      := Planetary Defense
Facility Family     := 39
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 5000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 7
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Stop Planet Destroyer
Ability 1 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := System Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system. 
Facility Group      := Planetary Defense
Facility Family     := 40
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 15000
Cost Organics       := 500
Cost Radioactives   := 1500
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 8
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Massive Planetary Shield Generator I
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 1000
Cost Organics       := 250
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator II
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 1000
Cost Organics       := 250
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 8000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 8000
Ability 1 Val 2     := 0

Name                := Fortress Facility I
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 1000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility II
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 2000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility III
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 3000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Commerce Authority I
Description         := The FCA (Ferengi Commerce Authority) is responsible for protecting the profits of the Ferengi Alliance.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 4% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Commerce Authority II
Description         := The FCA (Ferengi Commerce Authority) is responsible for protecting the profits of the Ferengi Alliance.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 8% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := Tactical Combat Center I
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 1% each turn up to 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Tactical Combat Center II
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Tactical Combat Center III
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Strategic Combat Center I
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 4
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 1% each turn up to 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Strategic Combat Center II
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 5
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Strategic Combat Center III
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Tactical Warefare Center
Description         := Provides for enhance ship training and weapon damage within the system they are in.
Facility Group      := Military Infrastructure
Facility Family     := 505
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 33
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Damage Modifier - System
Ability 2 Descr     := Gives a 5% damage bonus to all of our weapons used in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 07
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Strategic Warefare Center
Description         := Provides for enhance fleet training and give a combat bonus within any system that they constructed in.
Facility Group      := Military Infrastructure
Facility Family     := 506
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 34
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Ferengi Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 5% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 08
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Commerce Complex
Description         := System Capital and Spaceport.
Facility Group      := Commerce Infrastructure
Facility Family     := 20
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 533
Cost Minerals       := 200
Cost Organics       := 500
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Ferengi Racial Trait
Tech Level Req 1    := 1
Number of Abilities := 6
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 150 minerals each turn.
Ability 1 Val 1     := 150
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 150 organics each turn.
Ability 2 Val 1     := 150
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 150 dilithium ore each turn.
Ability 3 Val 1     := 150
Ability 3 Val 2     := 0
Ability 4 Type      := Spaceport
Ability 4 Descr     := Acts as a spaceport for this system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Gen Modifier Planet - Minerals
Ability 5 Descr     := Gives a 1% bonus to all mineral production on the planet.
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0
Ability 6 Type      := AI Tag 14
Ability 6 Descr     := One Per Planet.
Ability 6 Val 1     := 1
Ability 6 Val 2     := 0

Name                := Mineral Miner Facility I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 200 minerals each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 500 mineral units.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 300 minerals each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1000 mineral units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 400 minerals each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1500 mineral units.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility IV
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 500 minerals each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2000 mineral units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility V
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 600 minerals each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2500 mineral units.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VI
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 700 minerals each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3000 mineral units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VII
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3500 mineral units.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VIII
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4000 mineral units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility IX
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4500 mineral units.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility X
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 10
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 5000 mineral units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 200 organics each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 500 organic units.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 300 organics each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1000 organic units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 400 organics each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1500 organic units.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility IV
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 500 organics each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2000 organic units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility V
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 600 organics each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2500 organic units.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VI
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 700 organics each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3000 organic units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VII
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 800 organics each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3500 organic units.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VIII
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 900 organics each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 4000 organic units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility IX
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1000 organics each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 4500 organic units.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility X
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 10
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1200 organics each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 5000 organic units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility I
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 200 dilithium ore each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 500 dilithium ore.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility II
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 300 dilithium ore each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1000 dilithium ore.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility III
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 400 dilithium ore each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1500 dilithium ore.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility IV
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 4
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 500 dilithium ore each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2000 dilithium ore.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility V
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 5
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 600 dilithium ore each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2500 dilithium ore.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VI
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 6
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 700 dilithium ore each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3000 dilithium ore.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VII
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 7
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 800 dilithium ore each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3500 dilithium ore.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VIII
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 8
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 900 dilithium ore each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4000 dilithium ore.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility IX
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 9
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1000 dilithium ore each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4500 dilithium ore.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility X
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 10
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1200 dilithium ore each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 5000 dilithium ore.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 10000 minerals for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 20000 minerals for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 30000 minerals for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 40000 minerals for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 50000 minerals for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 20000 organics for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 20000 organics for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 30000 organics for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 40000 organics for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 50000 organics for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 10000 dilithium ore for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 20000 dilithium ore for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 30000 dilithium ore for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 40000 dilithium ore for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 50000 dilithium ore for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Forced Labor Camp I
Description         := Forced Labor Camps are mining facility designed to work criminals to death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 15% 
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 15% 
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 15%
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Forced Labor Camp II
Description         := Forced Labor Camps are mining facility designed to work criminals to death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 20% 
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 20% 
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 20%
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Forced Labor Camp III
Description         := Forced Labor Camps are mining facility designed to work criminals to death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 25% 
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 25% 
Ability 2 Val 1     := 25
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 25%
Ability 3 Val 1     := 25
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Robotics Factory I
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 10%.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 10%.
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Robotics Factory II
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20%.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 20%.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 20%.
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Robotics Factory III
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30%.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 30%.
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 30%.
Ability 3 Val 1     := 30
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Industrial Replicator I
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 50% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0

Name                := Industrial Replicator II
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 40% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Industrial Replicator III
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 30% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Industrial Recycler I
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 40% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Industrial Recycler II
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 60% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 60
Ability 1 Val 2     := 0

Name                := Industrial Recycler III
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 80% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 80
Ability 1 Val 2     := 0

Name                := Climate Control Facility I
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Climate Control Facility II
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Climate Control Facility III
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Value Improvement Plant I
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 25
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 4
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 1% each year.
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 1% each year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Value Improvement Plant II
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 25
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 5
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 2% each year.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 2% each year.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Value Improvement Plant III
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 25
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 6
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 3% each year.
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 3% each year.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0

Name                := Atmospheric Modification Plant I
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 7
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 3 years.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant II
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 8
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2.5 years.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant III
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 9
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2 years.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Research Center I
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 500 research points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Research Center II
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 600 research points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Research Center III
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 700 research points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Research Center IV
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 4
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 800 research points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Research Center V
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 5
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 900 research points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Research Center VI
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 6
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1000 research points each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Research Center VII
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 7
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1100 research points each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0

Name                := Research Center VIII
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 8
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1200 research points each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0

Name                := Research Center IX
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 9
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1300 research points each turn.
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0

Name                := Research Center X
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 10
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1400 research points each turn.
Ability 1 Val 1     := 1400
Ability 1 Val 2     := 0

Name                := Computerized Research Complex I
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Computerized Research Complex II
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Computerized Research Complex III
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Intelligence Center I
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 200 intelligence points each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0

Name                := Intelligence Center II
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 300 intelligence points each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0

Name                := Intelligence Center III
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 400 intelligence points each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0

Name                := Intelligence Center IV
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 4
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 500 intelligence points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Intelligence Center V
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 5
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 600 intelligence points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Intelligence Center VI
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 6
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 700 intelligence points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Intelligence Center VII
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 7
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 800 intelligence points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Intelligence Center VIII
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 8
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 900 intelligence points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Intelligence Center IX
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 9
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1000 intelligence points each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Intelligence Center X
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 10
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1100 intelligence points each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0

Name                := Imperial Security I
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Imperial Security II
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -20
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Imperial Security III
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -30
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -30
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Intelligence Complex I
Description         := Centralized databank which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Intelligence Complexx II
Description         := Centralized databank which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Intelligence Complex III
Description         := Centralized databank which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Trade Center I
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 300 minerals per star each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 300 organics per star each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 300 radioactives per star each turn.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 500 extra unit spaces on a planet.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Trade Center II
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 400 minerals per star each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 400 organics per star each turn.
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 400 radioactives per star each turn.
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 600 extra unit spaces on a planet.
Ability 4 Val 1     := 600
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Trade Center III
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 500 minerals per star each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 500 organics per star each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 500 radioactives per star each turn.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 700 extra unit spaces on a planet.
Ability 4 Val 1     := 700
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Forced Relocation Center I
Description         := Responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 10M per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Forced Relocation Center II
Description         := Responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 20M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Forced Relocation Center III
Description         := Responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 40M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Resupply Depot
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Commerce Infrastructure
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 35
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resupply
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Can store 500kt in cargo
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0

Name                := Military Supply Depot I
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1000kt of storage space.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Military Supply Depot II
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Military Supply Depot III
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0

Name                := Military Supply Depot IV
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 4000 extra unit spaces on a planet.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0

Name                := Military Supply Depot V
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 5000 extra unit spaces on a planet.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Military Supply Depot VI
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 120
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 6
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 6000 extra unit spaces on a planet.
Ability 1 Val 1     := 6000
Ability 1 Val 2     := 0

Name                := Medical Facility I
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 1 plagues in this system.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Medical Facility II
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 2 plagues in this system.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Medical Facility III
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 3 plagues in this system.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Combat Dome I
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Combat Dome II
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Combat Dome III
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Construction Yard I
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard II
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard III
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project A
Description         := Expansion project designed to be upgraded into 2nd Construction Dome.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 04
Ability 1 Descr     := Must UPGRADE to Expanded Construction Dome A.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard A
Description         := An expansion yard that increases the construction rate of Construction Domes.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 04
Ability 4 Descr     := This is an UPGRADE facility.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project B
Description         := Expansion project designed to be upgraded into 3rd Construction Dome.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 05
Ability 1 Descr     := Must UPGRADE to Expanded Construction Dome B.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard B
Description         := An expansion yard that increases the construction rate of Construction Domess.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 05
Ability 4 Descr     := This is an UPGRADE facility.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Repair Yard I
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
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      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 5%.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard II
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 4 components per turn.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 8%.
Ability 2 Val 1     := 8
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard III
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
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      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs. 
Facility Group      := Planetary Defense
Facility Family     := 39
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 5000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 7
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Stop Planet Destroyer
Ability 1 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := System Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system. 
Facility Group      := Planetary Defense
Facility Family     := 40
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 15000
Cost Organics       := 500
Cost Radioactives   := 1500
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 8
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Massive Planetary Shield Generator I
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 1000
Cost Organics       := 250
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator II
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 1000
Cost Organics       := 250
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 8000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 8000
Ability 1 Val 2     := 0

Name                := Fortress Facility I
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 1000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility II
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 2000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility III
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 3000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Imperial Command I
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 199
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 4% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Imperial Command II
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 199
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 8% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := War Academy I
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 200
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 1% each turn up to 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := War Academy II
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 200
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := War Academy III
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 200
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Imperial War Academy I
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 216
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 4
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 1% each turn up to 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Imperial War Academy II
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 216
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 5
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Imperial War Academy III
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 216
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Space Combat Academy
Description         := Provides for enhance ship training and weapon damage within the system they are in.
Facility Group      := Military Infrastructure
Facility Family     := 505
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 733
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Damage Modifier - System
Ability 2 Descr     := Gives a 5% damage bonus to all of our weapons used in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 07
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Space Warefare Center
Description         := Provides for enhance fleet training and give a combat bonus within any system that they constructed in.
Facility Group      := Military Infrastructure
Facility Family     := 506
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 746
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Klingon Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 5% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 08
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Capital
Description         := System Capital and Spaceport.
Facility Group      := Commerce Infrastructure
Facility Family     := 20
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 533
Cost Minerals       := 200
Cost Organics       := 500
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Klingon Racial Trait
Tech Level Req 1    := 1
Number of Abilities := 6
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 150 minerals each turn.
Ability 1 Val 1     := 150
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 150 organics each turn.
Ability 2 Val 1     := 150
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 150 dilithium ore each turn.
Ability 3 Val 1     := 150
Ability 3 Val 2     := 0
Ability 4 Type      := Spaceport
Ability 4 Descr     := Acts as a spaceport for this system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Gen Modifier Planet - Minerals
Ability 5 Descr     := Gives a 1% bonus to all mineral production on the planet.
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0
Ability 6 Type      := AI Tag 14
Ability 6 Descr     := One Per Planet.
Ability 6 Val 1     := 1
Ability 6 Val 2     := 0

Name                := Mineral Miner Facility I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 200 minerals each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 500 mineral units.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 300 minerals each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1000 mineral units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 400 minerals each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1500 mineral units.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility IV
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 500 minerals each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2000 mineral units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility V
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 600 minerals each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2500 mineral units.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VI
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 700 minerals each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3000 mineral units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VII
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3500 mineral units.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VIII
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4000 mineral units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility IX
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4500 mineral units.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility X
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 10
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 5000 mineral units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 200 organics each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 500 organic units.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 300 organics each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1000 organic units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 400 organics each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1500 organic units.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility IV
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 500 organics each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2000 organic units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility V
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 600 organics each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2500 organic units.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VI
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 700 organics each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3000 organic units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VII
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 800 organics each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3500 organic units.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VIII
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 900 organics each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 4000 organic units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility IX
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1000 organics each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 4500 organic units.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility X
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 10
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1200 organics each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 5000 organic units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility I
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 200 dilithium ore each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 500 dilithium ore.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility II
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 300 dilithium ore each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1000 dilithium ore.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility III
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 400 dilithium ore each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1500 dilithium ore.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility IV
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 4
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 500 dilithium ore each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2000 dilithium ore.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility V
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 5
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 600 dilithium ore each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2500 dilithium ore.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VI
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 6
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 700 dilithium ore each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3000 dilithium ore.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VII
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 7
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 800 dilithium ore each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3500 dilithium ore.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VIII
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 8
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 900 dilithium ore each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4000 dilithium ore.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility IX
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 9
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1000 dilithium ore each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4500 dilithium ore.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility X
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 10
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1200 dilithium ore each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 5000 dilithium ore.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 10000 minerals for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 20000 minerals for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 30000 minerals for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 40000 minerals for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 50000 minerals for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 20000 organics for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 20000 organics for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 30000 organics for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 40000 organics for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 50000 organics for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 10000 dilithium ore for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 20000 dilithium ore for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 30000 dilithium ore for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 40000 dilithium ore for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 50000 dilithium ore for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Forced Labor Camp I
Description         := Mining facilities that are designed to work enemies of the state to death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 15% 
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 15% 
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 15%
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Forced Labor Camp II
Description         := Mining facilities that are designed to work enemies of the state to death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 20% 
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 20% 
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 20%
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Forced Labor Camp III
Description         := Mining facilities that are designed to work enemies of the state to death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 25% 
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 25% 
Ability 2 Val 1     := 25
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 25%
Ability 3 Val 1     := 25
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Robotics Factory I
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 10%.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 10%.
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Robotics Factory II
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20%.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 20%.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 20%.
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Robotics Factory III
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30%.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 30%.
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 30%.
Ability 3 Val 1     := 30
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Industrial Replicator I
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 50% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0

Name                := Industrial Replicator II
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 40% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Industrial Replicator III
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 30% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Industrial Recycler I
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 40% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Industrial Recycler II
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 60% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 60
Ability 1 Val 2     := 0

Name                := Industrial Recycler III
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 80% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 80
Ability 1 Val 2     := 0

Name                := Climate Control Facility I
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Climate Control Facility II
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Climate Control Facility III
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Value Improvement Plant I
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 4
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 1% each year.
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 1% each year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Value Improvement Plant II
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 5
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 2% each year.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 2% each year.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Value Improvement Plant III
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 6
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 3% each year.
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 3% each year.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0

Name                := Atmospheric Modification Plant I
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 7
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 3 years.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant II
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 8
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2.5 years.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant III
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 9
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2 years.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Research Center I
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 500 research points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Research Center II
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 600 research points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Research Center III
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 700 research points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Research Center IV
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 4
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 800 research points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Research Center V
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 5
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 900 research points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Research Center VI
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 6
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1000 research points each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Research Center VII
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 7
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1100 research points each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0

Name                := Research Center VIII
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 8
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1200 research points each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0

Name                := Research Center IX
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 9
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1300 research points each turn.
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0

Name                := Research Center X
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 10
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1400 research points each turn.
Ability 1 Val 1     := 1400
Ability 1 Val 2     := 0

Name                := Central Research Complex I
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Central Research Complex II
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Central Research Complex III
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Intelligence Center I
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 200 intelligence points each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0

Name                := Intelligence Center II
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 300 intelligence points each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0

Name                := Intelligence Center III
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 400 intelligence points each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0

Name                := Intelligence Center IV
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 4
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 500 intelligence points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Intelligence Center V
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 5
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 600 intelligence points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Intelligence Center VI
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 6
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 700 intelligence points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Intelligence Center VII
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 7
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 800 intelligence points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Intelligence Center VIII
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 8
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 900 intelligence points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Intelligence Center IX
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 9
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1000 intelligence points each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Intelligence Center X
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 10
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1100 intelligence points each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0

Name                := Tal'Shiar Intelligence Facility I
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Tal'Shiar Intelligence Facility II
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -20
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Tal'Shiar Intelligence Facility III
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -30
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -30
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Imperial Intelligence Complex I
Description         := Centralized databank which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Imperial Intelligence Complex II
Description         := Centralized databank which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Imperial Intelligence Complex III
Description         := Centralized databank which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Trade Center I
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 300 minerals per star each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 300 organics per star each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 300 radioactives per star each turn.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 500 extra unit spaces on a planet.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Trade Center II
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 400 minerals per star each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 400 organics per star each turn.
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 400 radioactives per star each turn.
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 600 extra unit spaces on a planet.
Ability 4 Val 1     := 600
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Trade Center III
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 500 minerals per star each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 500 organics per star each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 500 radioactives per star each turn.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 700 extra unit spaces on a planet.
Ability 4 Val 1     := 700
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Colonization Center I
Description         := Is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 10M per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Colonization Center II
Description         := Is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 20M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Colonization Center III
Description         := Is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 40M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Resupply Depot
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Commerce Infrastructure
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 35
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resupply
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Can store 500kt in cargo
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0

Name                := Planetary Defense Depot I
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1000kt of storage space.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Planetary Defense Depot II
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Planetary Defense Depot III
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0

Name                := Planetary Defense Depot IV
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 4000 extra unit spaces on a planet.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0

Name                := Planetary Defense Depot V
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 5000 extra unit spaces on a planet.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Planetary Defense Depot VI
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 6
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 6000 extra unit spaces on a planet.
Ability 1 Val 1     := 6000
Ability 1 Val 2     := 0

Name                := Medical Facility I
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 1 plagues in this system.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Medical Facility II
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 2 plagues in this system.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Medical Facility III
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 3 plagues in this system.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Recreational Center I
Description         := Recreational center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Recreational Center II
Description         := Recreational center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Recreational Center III
Description         := Recreational center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Construction Yard I
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard II
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard III
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project A
Description         := Expansion project designed to be upgraded into 2nd Construction Dome.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 04
Ability 1 Descr     := Must UPGRADE to Expanded Construction Dome A.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard A
Description         := An expansion yard that increases the construction rate of Construction Domes.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 04
Ability 4 Descr     := This is an UPGRADE facility.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project B
Description         := Expansion project designed to be upgraded into 3rd Construction Dome.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 05
Ability 1 Descr     := Must UPGRADE to Expanded Construction Dome B.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard B
Description         := An expansion yard that increases the construction rate of Construction Domess.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 05
Ability 4 Descr     := This is an UPGRADE facility.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Repair Yard I
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
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      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 5%.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard II
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 4 components per turn.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 8%.
Ability 2 Val 1     := 8
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard III
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
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      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs. 
Facility Group      := Planetary Defense
Facility Family     := 39
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 5000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 7
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Stop Planet Destroyer
Ability 1 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := System Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system. 
Facility Group      := Planetary Defense
Facility Family     := 40
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 15000
Cost Organics       := 500
Cost Radioactives   := 1500
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 8
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Massive Planetary Shield Generator I
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 1000
Cost Organics       := 250
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator II
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 1000
Cost Organics       := 250
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 8000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 8000
Ability 1 Val 2     := 0

Name                := Fortress Facility I
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 1000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility II
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 2000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility III
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 3000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Imperial Command Center I
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 576
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 4% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Imperial Command Center II
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 576
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 8% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := Tactical Combat College I
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 638
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 1% each turn up to 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Tactical Combat College II
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 638
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Tactical Combat College III
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 638
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Strategic Combat College I
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 651
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 4
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 1% each turn up to 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Strategic Combat College II
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 651
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 5
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Strategic Combat College III
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 651
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Tactical Warfare College
Description         := Provides for enhance ship training and weapon damage within the system they are in.
Facility Group      := Military Infrastructure
Facility Family     := 505
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 742
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Damage Modifier - System
Ability 2 Descr     := Gives a 5% damage bonus to all of our weapons used in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 07
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Strategic Warfare College
Description         := Provides for enhance fleet training and give a combat bonus within any system that they constructed in.
Facility Group      := Military Infrastructure
Facility Family     := 506
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 746
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Romulan Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 5% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 08
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Capital
Description         := System Capital and Spaceport.
Facility Group      := Commerce Infrastructure
Facility Family     := 20
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 533
Cost Minerals       := 200
Cost Organics       := 500
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Romulan Racial Trait
Tech Level Req 1    := 1
Number of Abilities := 6
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 150 minerals each turn.
Ability 1 Val 1     := 150
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 150 organics each turn.
Ability 2 Val 1     := 150
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 150 dilithium ore each turn.
Ability 3 Val 1     := 150
Ability 3 Val 2     := 0
Ability 4 Type      := Spaceport
Ability 4 Descr     := Acts as a spaceport for this system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Gen Modifier Planet - Minerals
Ability 5 Descr     := Gives a 1% bonus to all mineral production on the planet.
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0
Ability 6 Type      := AI Tag 14
Ability 6 Descr     := One Per Planet.
Ability 6 Val 1     := 1
Ability 6 Val 2     := 0

Name                := Mineral Miner Facility I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 200 minerals each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 500 mineral units.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 300 minerals each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1000 mineral units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 400 minerals each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1500 mineral units.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility IV
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 500 minerals each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2000 mineral units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility V
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 600 minerals each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2500 mineral units.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VI
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 700 minerals each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3000 mineral units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VII
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3500 mineral units.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VIII
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4000 mineral units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility IX
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4500 mineral units.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility X
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 10
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 5000 mineral units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 200 organics each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 500 organic units.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 300 organics each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1000 organic units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 400 organics each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1500 organic units.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility IV
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 500 organics each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2000 organic units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility V
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 600 organics each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2500 organic units.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VI
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 700 organics each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3000 organic units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VII
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 800 organics each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3500 organic units.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VIII
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 900 organics each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 4000 organic units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility IX
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1000 organics each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 4500 organic units.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility X
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 10
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1200 organics each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 5000 organic units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility I
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 200 dilithium ore each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 500 dilithium ore.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility II
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 300 dilithium ore each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1000 dilithium ore.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility III
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 400 dilithium ore each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1500 dilithium ore.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility IV
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 4
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 500 dilithium ore each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2000 dilithium ore.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility V
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 5
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 600 dilithium ore each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2500 dilithium ore.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VI
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 6
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 700 dilithium ore each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3000 dilithium ore.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VII
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 7
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 800 dilithium ore each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3500 dilithium ore.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VIII
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 8
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 900 dilithium ore each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4000 dilithium ore.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility IX
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 9
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1000 dilithium ore each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4500 dilithium ore.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility X
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 10
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1200 dilithium ore each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 5000 dilithium ore.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 10000 minerals for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 20000 minerals for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 30000 minerals for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 40000 minerals for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 50000 minerals for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 20000 organics for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 20000 organics for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 30000 organics for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 40000 organics for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 50000 organics for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 10000 dilithium ore for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 20000 dilithium ore for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 30000 dilithium ore for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 40000 dilithium ore for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 50000 dilithium ore for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Forced Labor Camp I
Description         := Mining facilities that are designed to work enemies of the state to death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 15% 
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 15% 
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 15%
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Forced Labor Camp II
Description         := Mining facilities that are designed to work enemies of the state to death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 20% 
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 20% 
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 20%
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Forced Labor Camp III
Description         := Mining facilities that are designed to work enemies of the state to death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 25% 
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 25% 
Ability 2 Val 1     := 25
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 25%
Ability 3 Val 1     := 25
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Robotics Factory I
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 10%.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 10%.
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Robotics Factory II
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20%.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 20%.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 20%.
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Robotics Factory III
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30%.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 30%.
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 30%.
Ability 3 Val 1     := 30
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Industrial Replicator I
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 50% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0

Name                := Industrial Replicator II
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 40% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Industrial Replicator III
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 30% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Industrial Recycler I
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 40% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Industrial Recycler II
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 60% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 60
Ability 1 Val 2     := 0

Name                := Industrial Recycler III
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 80% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 80
Ability 1 Val 2     := 0

Name                := Climate Control Facility I
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Climate Control Facility II
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Climate Control Facility III
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Value Improvement Plant I
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 4
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 1% each year.
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 1% each year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Value Improvement Plant II
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 5
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 2% each year.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 2% each year.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Value Improvement Plant III
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 6
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 3% each year.
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 3% each year.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0

Name                := Atmospheric Modification Plant I
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 7
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 3 years.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant II
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 8
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2.5 years.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant III
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 9
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2 years.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Research Center I
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 500 research points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Research Center II
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 600 research points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Research Center III
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 700 research points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Research Center IV
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 4
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 800 research points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Research Center V
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 5
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 900 research points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Research Center VI
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 6
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1000 research points each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Research Center VII
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 7
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1100 research points each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0

Name                := Research Center VIII
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 8
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1200 research points each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0

Name                := Research Center IX
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 9
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1300 research points each turn.
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0

Name                := Research Center X
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 10
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1400 research points each turn.
Ability 1 Val 1     := 1400
Ability 1 Val 2     := 0

Name                := Central Research Complex I
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Central Research Complex II
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Central Research Complex III
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Intelligence Center I
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 200 intelligence points each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0

Name                := Intelligence Center II
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 300 intelligence points each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0

Name                := Intelligence Center III
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 400 intelligence points each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0

Name                := Intelligence Center IV
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 4
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 500 intelligence points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Intelligence Center V
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 5
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 600 intelligence points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Intelligence Center VI
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 6
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 700 intelligence points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Intelligence Center VII
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 7
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 800 intelligence points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Intelligence Center VIII
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 8
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 900 intelligence points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Intelligence Center IX
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 9
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1000 intelligence points each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Intelligence Center X
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 10
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1100 intelligence points each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0

Name                := Centeralized Intelligence Facility I
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Centeralized Intelligence Facility II
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -20
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Centeralized Intelligence Facility III
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -30
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -30
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Computerized Intelligence Complex I
Description         := Centralized databank which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Computerized Intelligence Complex II
Description         := Centralized databank which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Computerized Intelligence Complex III
Description         := Centralized databank which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Trade Center I
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 300 minerals per star each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 300 organics per star each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 300 radioactives per star each turn.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 500 extra unit spaces on a planet.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Trade Center II
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 400 minerals per star each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 400 organics per star each turn.
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 400 radioactives per star each turn.
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 600 extra unit spaces on a planet.
Ability 4 Val 1     := 600
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Trade Center III
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 500 minerals per star each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 500 organics per star each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 500 radioactives per star each turn.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 700 extra unit spaces on a planet.
Ability 4 Val 1     := 700
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Colonization Center I
Description         := Is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 10M per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Colonization Center II
Description         := Is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 20M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Colonization Center III
Description         := Is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 40M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Resupply Depot
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Commerce Infrastructure
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 35
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resupply
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Can store 500kt in cargo
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0

Name                := Planetary Defense Depot I
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1000kt of storage space.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Planetary Defense Depot II
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Planetary Defense Depot III
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0

Name                := Planetary Defense Depot IV
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 4000 extra unit spaces on a planet.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0

Name                := Planetary Defense Depot V
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 5000 extra unit spaces on a planet.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Planetary Defense Depot VI
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 6
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 6000 extra unit spaces on a planet.
Ability 1 Val 1     := 6000
Ability 1 Val 2     := 0

Name                := Medical Facility I
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 1 plagues in this system.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Medical Facility II
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 2 plagues in this system.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Medical Facility III
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 3 plagues in this system.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Recreational Center I
Description         := Recreational center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Recreational Center II
Description         := Recreational center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Recreational Center III
Description         := Recreational center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Construction Yard I
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard II
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard III
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project A
Description         := Expansion project designed to be upgraded into 2nd Construction Dome.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 04
Ability 1 Descr     := Must UPGRADE to Expanded Construction Dome A.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard A
Description         := An expansion yard that increases the construction rate of Construction Domes.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 04
Ability 4 Descr     := This is an UPGRADE facility.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project B
Description         := Expansion project designed to be upgraded into 3rd Construction Dome.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 05
Ability 1 Descr     := Must UPGRADE to Expanded Construction Dome B.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard B
Description         := An expansion yard that increases the construction rate of Construction Domess.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 05
Ability 4 Descr     := This is an UPGRADE facility.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Repair Yard I
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
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      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 5%.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard II
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 4 components per turn.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 8%.
Ability 2 Val 1     := 8
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard III
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
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      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs. 
Facility Group      := Planetary Defense
Facility Family     := 39
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 5000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 7
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Stop Planet Destroyer
Ability 1 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := System Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system. 
Facility Group      := Planetary Defense
Facility Family     := 40
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 15000
Cost Organics       := 500
Cost Radioactives   := 1500
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 8
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Massive Planetary Shield Generator I
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 1000
Cost Organics       := 250
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator II
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 1000
Cost Organics       := 250
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 8000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 8000
Ability 1 Val 2     := 0

Name                := Fortress Facility I
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 1000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility II
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 2000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility III
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 3000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Imperial Command Center I
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 576
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 4% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Imperial Command Center II
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 576
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 8% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := Tactical Combat College I
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 638
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 1% each turn up to 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Tactical Combat College II
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 638
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Tactical Combat College III
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 638
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Strategic Combat College I
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 651
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 4
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 1% each turn up to 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Strategic Combat College II
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 651
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 5
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Strategic Combat College III
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 651
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Tactical Warfare College
Description         := Provides for enhance ship training and weapon damage within the system they are in.
Facility Group      := Military Infrastructure
Facility Family     := 505
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 742
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Damage Modifier - System
Ability 2 Descr     := Gives a 5% damage bonus to all of our weapons used in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 07
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Strategic Warfare College
Description         := Provides for enhance fleet training and give a combat bonus within any system that they constructed in.
Facility Group      := Military Infrastructure
Facility Family     := 506
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 746
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Tholian Racial Trait
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 5% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 08
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Capital
Description         := System Capital and Spaceport.
Facility Group      := Commerce Infrastructure
Facility Family     := 20
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 533
Cost Minerals       := 200
Cost Organics       := 500
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Tholian Racial Trait
Tech Level Req 1    := 1
Number of Abilities := 6
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 150 minerals each turn.
Ability 1 Val 1     := 150
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 150 organics each turn.
Ability 2 Val 1     := 150
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 150 dilithium ore each turn.
Ability 3 Val 1     := 150
Ability 3 Val 2     := 0
Ability 4 Type      := Spaceport
Ability 4 Descr     := Acts as a spaceport for this system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Gen Modifier Planet - Minerals
Ability 5 Descr     := Gives a 1% bonus to all mineral production on the planet.
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0
Ability 6 Type      := AI Tag 14
Ability 6 Descr     := One Per Planet.
Ability 6 Val 1     := 1
Ability 6 Val 2     := 0

Name                := Mineral Miner Facility I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 200 minerals each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 500 mineral units.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 300 minerals each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1000 mineral units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 400 minerals each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1500 mineral units.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility IV
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 500 minerals each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2000 mineral units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility V
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 600 minerals each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2500 mineral units.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VI
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 700 minerals each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3000 mineral units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VII
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3500 mineral units.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VIII
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4000 mineral units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility IX
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4500 mineral units.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility X
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 10
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 5000 mineral units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 200 organics each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 500 organic units.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 300 organics each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1000 organic units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 400 organics each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1500 organic units.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility IV
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 500 organics each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2000 organic units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility V
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 600 organics each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2500 organic units.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VI
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 700 organics each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3000 organic units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VII
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 800 organics each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3500 organic units.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VIII
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 900 organics each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 4000 organic units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility IX
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1000 organics each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 4500 organic units.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility X
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 10
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1200 organics each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 5000 organic units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility I
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 1
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 200 dilithium ore each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 500 dilithium ore.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility II
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 2
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 300 dilithium ore each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1000 dilithium ore.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility III
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 3
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 400 dilithium ore each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1500 dilithium ore.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility IV
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 4
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 500 dilithium ore each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2000 dilithium ore.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility V
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 5
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 600 dilithium ore each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2500 dilithium ore.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VI
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 6
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 700 dilithium ore each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3000 dilithium ore.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VII
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 7
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 800 dilithium ore each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3500 dilithium ore.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VIII
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 8
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 900 dilithium ore each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4000 dilithium ore.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility IX
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 9
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1000 dilithium ore each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4500 dilithium ore.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility X
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 10
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1200 dilithium ore each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 5000 dilithium ore.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 10000 minerals for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 20000 minerals for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 30000 minerals for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 40000 minerals for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 50000 minerals for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 20000 organics for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 20000 organics for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 30000 organics for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 40000 organics for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 50000 organics for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 10000 dilithium ore for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 20000 dilithium ore for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 30000 dilithium ore for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 40000 dilithium ore for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 50000 dilithium ore for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Forced Labor Camp I
Description         := Mining facilities that are designed to work enemies of the state to death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 15% 
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 15% 
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 15%
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Forced Labor Camp II
Description         := Mining facilities that are designed to work enemies of the state to death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 20% 
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 20% 
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 20%
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Forced Labor Camp III
Description         := Mining facilities that are designed to work enemies of the state to death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 25% 
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 25% 
Ability 2 Val 1     := 25
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 25%
Ability 3 Val 1     := 25
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Robotics Factory I
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 1
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 10%.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 10%.
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Robotics Factory II
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 2
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20%.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 20%.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 20%.
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Robotics Factory III
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 3
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30%.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 30%.
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 30%.
Ability 3 Val 1     := 30
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Industrial Replicator I
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 50% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0

Name                := Industrial Replicator II
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 40% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Industrial Replicator III
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 30% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Industrial Recycler I
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 1
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 40% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Industrial Recycler II
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 2
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 60% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 60
Ability 1 Val 2     := 0

Name                := Industrial Recycler III
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 3
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 80% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 80
Ability 1 Val 2     := 0

Name                := Climate Control Facility I
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 1
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Climate Control Facility II
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 2
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Climate Control Facility III
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 3
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Value Improvement Plant I
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 4
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 1% each year.
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 1% each year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Value Improvement Plant II
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 5
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 2% each year.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 2% each year.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Value Improvement Plant III
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 6
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 3% each year.
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 3% each year.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0

Name                := Atmospheric Modification Plant I
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 7
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 3 years.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant II
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 8
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2.5 years.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant III
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 9
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2 years.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Research Center I
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 500 research points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Research Center II
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 600 research points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Research Center III
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 700 research points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Research Center IV
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 4
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 800 research points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Research Center V
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 5
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 900 research points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Research Center VI
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 6
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1000 research points each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Research Center VII
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 7
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1100 research points each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0

Name                := Research Center VIII
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 8
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1200 research points each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0

Name                := Research Center IX
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 9
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1300 research points each turn.
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0

Name                := Research Center X
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 10
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1400 research points each turn.
Ability 1 Val 1     := 1400
Ability 1 Val 2     := 0

Name                := Central Research Complex I
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Central Research Complex II
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Central Research Complex III
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Intelligence Center I
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 1
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 200 intelligence points each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0

Name                := Intelligence Center II
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 2
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 300 intelligence points each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0

Name                := Intelligence Center III
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 3
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 400 intelligence points each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0

Name                := Intelligence Center IV
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 4
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 500 intelligence points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Intelligence Center V
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 5
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 600 intelligence points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Intelligence Center VI
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 6
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 700 intelligence points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Intelligence Center VII
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 7
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 800 intelligence points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Intelligence Center VIII
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 8
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 900 intelligence points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Intelligence Center IX
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 9
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1000 intelligence points each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Intelligence Center X
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 10
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1100 intelligence points each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0

Name                := Centeralized Intelligence Facility I
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Centeralized Intelligence Facility II
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -20
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Centeralized Intelligence Facility III
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -30
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -30
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Computerized Intelligence Complex I
Description         := Centralized databank which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Computerized Intelligence Complex II
Description         := Centralized databank which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Computerized Intelligence Complex III
Description         := Centralized databank which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Trade Center I
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 300 minerals per star each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 300 organics per star each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 300 radioactives per star each turn.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 500 extra unit spaces on a planet.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Trade Center II
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 400 minerals per star each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 400 organics per star each turn.
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 400 radioactives per star each turn.
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 600 extra unit spaces on a planet.
Ability 4 Val 1     := 600
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Trade Center III
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 500 minerals per star each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 500 organics per star each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 500 radioactives per star each turn.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 700 extra unit spaces on a planet.
Ability 4 Val 1     := 700
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Colonization Center I
Description         := Is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 10M per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Colonization Center II
Description         := Is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 20M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Colonization Center III
Description         := Is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 40M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Resupply Depot
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Commerce Infrastructure
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 35
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resupply
Tech Level Req 1    := 1
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Can store 500kt in cargo
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0

Name                := Planetary Defense Depot I
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1000kt of storage space.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Planetary Defense Depot II
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Planetary Defense Depot III
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0

Name                := Planetary Defense Depot IV
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 4000 extra unit spaces on a planet.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0

Name                := Planetary Defense Depot V
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 5000 extra unit spaces on a planet.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Planetary Defense Depot VI
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 6
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 6000 extra unit spaces on a planet.
Ability 1 Val 1     := 6000
Ability 1 Val 2     := 0

Name                := Medical Facility I
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 1
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 1 plagues in this system.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Medical Facility II
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 2
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 2 plagues in this system.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Medical Facility III
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 3 plagues in this system.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Recreational Center I
Description         := Recreational center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 1
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Recreational Center II
Description         := Recreational center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Recreational Center III
Description         := Recreational center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Construction Yard I
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard II
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard III
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project A
Description         := Expansion project designed to be upgraded into 2nd Construction Dome.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 1
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 04
Ability 1 Descr     := Must UPGRADE to Expanded Construction Dome A.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard A
Description         := An expansion yard that increases the construction rate of Construction Domes.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 2
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 04
Ability 4 Descr     := This is an UPGRADE facility.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project B
Description         := Expansion project designed to be upgraded into 3rd Construction Dome.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 1
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 05
Ability 1 Descr     := Must UPGRADE to Expanded Construction Dome B.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard B
Description         := An expansion yard that increases the construction rate of Construction Domess.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 2
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 05
Ability 4 Descr     := This is an UPGRADE facility.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Repair Yard I
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 1
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 3
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      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 5%.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard II
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 2
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 4 components per turn.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 8%.
Ability 2 Val 1     := 8
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard III
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 3
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 3
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      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs. 
Facility Group      := Planetary Defense
Facility Family     := 39
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 5000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 7
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Stop Planet Destroyer
Ability 1 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := System Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system. 
Facility Group      := Planetary Defense
Facility Family     := 40
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 15000
Cost Organics       := 500
Cost Radioactives   := 1500
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 8
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Massive Planetary Shield Generator I
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 1000
Cost Organics       := 250
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator II
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 1000
Cost Organics       := 250
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 2
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 8000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 8000
Ability 1 Val 2     := 0

Name                := Fortress Facility I
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 1
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 1000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility II
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 2
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 2000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility III
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 3
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 3000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Imperial Command Center I
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 576
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 4% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Imperial Command Center II
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 576
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 8% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := Tactical Combat College I
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 638
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 1% each turn up to 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Tactical Combat College II
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 638
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Tactical Combat College III
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 638
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Strategic Combat College I
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 651
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 4
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 1% each turn up to 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Strategic Combat College II
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 651
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 5
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Strategic Combat College III
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 651
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Tactical Warfare College
Description         := Provides for enhance ship training and weapon damage within the system they are in.
Facility Group      := Military Infrastructure
Facility Family     := 505
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 742
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Damage Modifier - System
Ability 2 Descr     := Gives a 5% damage bonus to all of our weapons used in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 07
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Strategic Warfare College
Description         := Provides for enhance fleet training and give a combat bonus within any system that they constructed in.
Facility Group      := Military Infrastructure
Facility Family     := 506
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 746
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Major AI
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 5% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 08
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Capital
Description         := System Capital and Spaceport.
Facility Group      := Commerce Infrastructure
Facility Family     := 20
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 533
Cost Minerals       := 200
Cost Organics       := 500
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Major AI
Tech Level Req 1    := 1
Number of Abilities := 6
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 150 minerals each turn.
Ability 1 Val 1     := 150
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 150 organics each turn.
Ability 2 Val 1     := 150
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 150 dilithium ore each turn.
Ability 3 Val 1     := 150
Ability 3 Val 2     := 0
Ability 4 Type      := Spaceport
Ability 4 Descr     := Acts as a spaceport for this system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Gen Modifier Planet - Minerals
Ability 5 Descr     := Gives a 1% bonus to all mineral production on the planet.
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0
Ability 6 Type      := AI Tag 14
Ability 6 Descr     := One Per Planet.
Ability 6 Val 1     := 1
Ability 6 Val 2     := 0

Name                := Mineral Miner Facility I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 200 minerals each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 500 mineral units.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 300 minerals each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1000 mineral units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 400 minerals each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1500 mineral units.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility IV
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 500 minerals each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2000 mineral units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility V
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 600 minerals each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2500 mineral units.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VI
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 700 minerals each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3000 mineral units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VII
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3500 mineral units.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VIII
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4000 mineral units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility IX
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4500 mineral units.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility X
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 10
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 5000 mineral units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 200 organics each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 500 organic units.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 300 organics each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1000 organic units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 400 organics each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1500 organic units.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility IV
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 500 organics each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2000 organic units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility V
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 600 organics each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2500 organic units.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VI
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 700 organics each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3000 organic units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VII
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 800 organics each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3500 organic units.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VIII
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 900 organics each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 4000 organic units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility IX
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1000 organics each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 4500 organic units.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility X
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 10
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1200 organics each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 5000 organic units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility I
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 1
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 200 dilithium ore each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 500 dilithium ore.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility II
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 2
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 300 dilithium ore each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1000 dilithium ore.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility III
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 3
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 400 dilithium ore each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1500 dilithium ore.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility IV
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 4
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 500 dilithium ore each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2000 dilithium ore.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility V
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 5
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 600 dilithium ore each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2500 dilithium ore.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VI
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 6
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 700 dilithium ore each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3000 dilithium ore.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VII
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 7
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 800 dilithium ore each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3500 dilithium ore.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VIII
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 8
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 900 dilithium ore each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4000 dilithium ore.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility IX
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 9
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1000 dilithium ore each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4500 dilithium ore.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility X
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 10
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1200 dilithium ore each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 5000 dilithium ore.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 10000 minerals for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 20000 minerals for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 30000 minerals for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 40000 minerals for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 50000 minerals for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 20000 organics for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 20000 organics for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 30000 organics for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 40000 organics for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 50000 organics for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 10000 dilithium ore for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 20000 dilithium ore for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 30000 dilithium ore for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 40000 dilithium ore for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 50000 dilithium ore for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Forced Labor Camp I
Description         := Mining facilities that are designed to work enemies of the state to death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 15% 
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 15% 
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 15%
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Forced Labor Camp II
Description         := Mining facilities that are designed to work enemies of the state to death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 20% 
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 20% 
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 20%
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Forced Labor Camp III
Description         := Mining facilities that are designed to work enemies of the state to death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 25% 
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 25% 
Ability 2 Val 1     := 25
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 25%
Ability 3 Val 1     := 25
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Robotics Factory I
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 1
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 10%.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 10%.
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Robotics Factory II
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 2
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20%.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 20%.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 20%.
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Robotics Factory III
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 3
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30%.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 30%.
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 30%.
Ability 3 Val 1     := 30
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Industrial Replicator I
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 50% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0

Name                := Industrial Replicator II
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 40% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Industrial Replicator III
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 30% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Industrial Recycler I
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 1
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 40% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Industrial Recycler II
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 2
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 60% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 60
Ability 1 Val 2     := 0

Name                := Industrial Recycler III
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 3
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 80% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 80
Ability 1 Val 2     := 0

Name                := Climate Control Facility I
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 1
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Climate Control Facility II
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 2
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Climate Control Facility III
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 3
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Value Improvement Plant I
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 4
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 1% each year.
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 1% each year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Value Improvement Plant II
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 5
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 2% each year.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 2% each year.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Value Improvement Plant III
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 6
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 3% each year.
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 3% each year.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0

Name                := Atmospheric Modification Plant I
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 7
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 3 years.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant II
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 8
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2.5 years.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant III
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 9
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2 years.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Research Center I
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 500 research points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Research Center II
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 600 research points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Research Center III
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 700 research points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Research Center IV
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 4
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 800 research points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Research Center V
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 5
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 900 research points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Research Center VI
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 6
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1000 research points each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Research Center VII
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 7
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1100 research points each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0

Name                := Research Center VIII
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 8
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1200 research points each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0

Name                := Research Center IX
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 9
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1300 research points each turn.
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0

Name                := Research Center X
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 10
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1400 research points each turn.
Ability 1 Val 1     := 1400
Ability 1 Val 2     := 0

Name                := Central Research Complex I
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Central Research Complex II
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Central Research Complex III
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Intelligence Center I
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 1
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 200 intelligence points each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0

Name                := Intelligence Center II
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 2
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 300 intelligence points each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0

Name                := Intelligence Center III
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 3
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 400 intelligence points each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0

Name                := Intelligence Center IV
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 4
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 500 intelligence points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Intelligence Center V
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 5
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 600 intelligence points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Intelligence Center VI
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 6
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 700 intelligence points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Intelligence Center VII
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 7
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 800 intelligence points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Intelligence Center VIII
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 8
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 900 intelligence points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Intelligence Center IX
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 9
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1000 intelligence points each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Intelligence Center X
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 10
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1100 intelligence points each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0

Name                := Centeralized Intelligence Facility I
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Centeralized Intelligence Facility II
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -20
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Centeralized Intelligence Facility III
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -30
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -30
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Computerized Intelligence Complex I
Description         := Centralized databank which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Computerized Intelligence Complex II
Description         := Centralized databank which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Computerized Intelligence Complex III
Description         := Centralized databank which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Trade Center I
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 300 minerals per star each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 300 organics per star each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 300 radioactives per star each turn.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 500 extra unit spaces on a planet.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Trade Center II
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 400 minerals per star each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 400 organics per star each turn.
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 400 radioactives per star each turn.
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 600 extra unit spaces on a planet.
Ability 4 Val 1     := 600
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Trade Center III
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 500 minerals per star each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 500 organics per star each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 500 radioactives per star each turn.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 700 extra unit spaces on a planet.
Ability 4 Val 1     := 700
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Colonization Center I
Description         := Is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 10M per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Colonization Center II
Description         := Is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 20M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Colonization Center III
Description         := Is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 40M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Resupply Depot
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Commerce Infrastructure
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 35
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resupply
Tech Level Req 1    := 1
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Can store 500kt in cargo
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0

Name                := Planetary Defense Depot I
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1000kt of storage space.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Planetary Defense Depot II
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Planetary Defense Depot III
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0

Name                := Planetary Defense Depot IV
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 4000 extra unit spaces on a planet.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0

Name                := Planetary Defense Depot V
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 5000 extra unit spaces on a planet.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Planetary Defense Depot VI
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 6
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 6000 extra unit spaces on a planet.
Ability 1 Val 1     := 6000
Ability 1 Val 2     := 0

Name                := Medical Facility I
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 1
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 1 plagues in this system.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Medical Facility II
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 2
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 2 plagues in this system.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Medical Facility III
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 3 plagues in this system.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Recreational Center I
Description         := Recreational center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 1
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Recreational Center II
Description         := Recreational center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Recreational Center III
Description         := Recreational center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Construction Yard I
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard II
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard III
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project A
Description         := Expansion project designed to be upgraded into 2nd Construction Dome.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 1
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 04
Ability 1 Descr     := Must UPGRADE to Expanded Construction Dome A.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard A
Description         := An expansion yard that increases the construction rate of Construction Domes.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 2
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 04
Ability 4 Descr     := This is an UPGRADE facility.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project B
Description         := Expansion project designed to be upgraded into 3rd Construction Dome.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 1
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 05
Ability 1 Descr     := Must UPGRADE to Expanded Construction Dome B.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard B
Description         := An expansion yard that increases the construction rate of Construction Domess.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 2
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 05
Ability 4 Descr     := This is an UPGRADE facility.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Repair Yard I
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 1
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 3
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      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 5%.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard II
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 2
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 4 components per turn.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 8%.
Ability 2 Val 1     := 8
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard III
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 3
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 3
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      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs. 
Facility Group      := Planetary Defense
Facility Family     := 39
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 5000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 7
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Stop Planet Destroyer
Ability 1 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := System Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system. 
Facility Group      := Planetary Defense
Facility Family     := 40
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 15000
Cost Organics       := 500
Cost Radioactives   := 1500
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 8
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Massive Planetary Shield Generator I
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 1000
Cost Organics       := 250
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator II
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 1000
Cost Organics       := 250
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 2
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 8000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 8000
Ability 1 Val 2     := 0

Name                := Fortress Facility I
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 1
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 1000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility II
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 2
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 2000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility III
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 3
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 3000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Imperial Command Center I
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 576
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 4% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Imperial Command Center II
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 576
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 8% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := Tactical Combat College I
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 638
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 1% each turn up to 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Tactical Combat College II
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 638
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Tactical Combat College III
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 638
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Strategic Combat College I
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 651
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 4
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 1% each turn up to 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Strategic Combat College II
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 651
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 5
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Strategic Combat College III
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 651
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Tactical Warfare College
Description         := Provides for enhance ship training and weapon damage within the system they are in.
Facility Group      := Military Infrastructure
Facility Family     := 505
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 742
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Damage Modifier - System
Ability 2 Descr     := Gives a 5% damage bonus to all of our weapons used in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 07
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Strategic Warfare College
Description         := Provides for enhance fleet training and give a combat bonus within any system that they constructed in.
Facility Group      := Military Infrastructure
Facility Family     := 506
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 746
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Minor AI
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 5% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 08
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Capital
Description         := System Capital and Spaceport.
Facility Group      := Commerce Infrastructure
Facility Family     := 20
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 533
Cost Minerals       := 200
Cost Organics       := 500
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Minor AI
Tech Level Req 1    := 1
Number of Abilities := 6
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 150 minerals each turn.
Ability 1 Val 1     := 150
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 150 organics each turn.
Ability 2 Val 1     := 150
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 150 dilithium ore each turn.
Ability 3 Val 1     := 150
Ability 3 Val 2     := 0
Ability 4 Type      := Spaceport
Ability 4 Descr     := Acts as a spaceport for this system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Gen Modifier Planet - Minerals
Ability 5 Descr     := Gives a 1% bonus to all mineral production on the planet.
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0
Ability 6 Type      := AI Tag 14
Ability 6 Descr     := One Per Planet.
Ability 6 Val 1     := 1
Ability 6 Val 2     := 0

Name                := Bynar Planetary Computer
Description         := Bynar Planetary Computer provides for research and intelligence.
Facility Group      := Racial Trait
Facility Family     := 1000
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 131
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 1
Tech Area Req 1     := Bynars
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Produces 200 research points.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Planet Point Generation Modifier - Intelligence
Ability 2 Descr     := Produces 200 intelligence points.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Spaceport
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Talarian Defense Network
Description         := Provides for better planetary defense.
Facility Group      := Racial Trait
Facility Family     := 1000
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 1
Tech Area Req 1     := Talarian
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Ground Defense
Ability 1 Descr     := Produces 200 to ground defense.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 01
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Spaceport
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := 
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Selay Mustering Base
Description         := Provides for better planetary defense.
Facility Group      := Racial Trait
Facility Family     := 1000
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 170
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 1
Tech Area Req 1     := Selay
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Ground Defense
Ability 1 Descr     := Produces 200 to ground defense.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 01
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Spaceport
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := 
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Antican Mustering Base
Description         := Provides for better planetary defense.
Facility Group      := Racial Trait
Facility Family     := 1000
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 170
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 1
Tech Area Req 1     := Anticans
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Ground Defense
Ability 1 Descr     := Produces 200 to ground defense.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 01
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Spaceport
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := 
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Bandi Architectural center
Description         := Facility that improves organic value.
Facility Group      := Racial Trait
Facility Family     := 1000
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 162
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 1
Tech Area Req 1     := Bandi
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Change Organics Value
Ability 1 Descr     := Improves organic value by 20%
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 01
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Spaceport
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := 
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Mintakan Farm
Description         := A farm that produces a lot of organics
Facility Group      := Racial Trait
Facility Family     := 1000
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 162
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 1
Tech Area Req 1     := Mintakan
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Generates 500 organics
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 01
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Spaceport
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := 
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Lurian Family Center
Description         := A place of relaxation where friends and families gather to socialize and have a good time.
Facility Group      := Racial Trait
Facility Family     := 1000
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 111
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 1
Tech Area Req 1     := Lurian
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Population Happiness
Ability 1 Descr     := Improves population happiness by 20%
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Spaceport
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := 
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Bajoran Jalanda Forum
Description         := A place of relaxation where friends and families gather to socialize and have a good time.
Facility Group      := Racial Trait
Facility Family     := 1000
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 138
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 1
Tech Area Req 1     := Bajorian
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves population happiness by 20%
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Spaceport
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := 
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Chalnoth Gladiatorial Arena
Description         := An arena where young Chalnoth learn to fight.
Facility Group      := Racial Trait
Facility Family     := 1000
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 158
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 1
Tech Area Req 1     := Chalnoth
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Ground Defense
Ability 1 Descr     := Produces 200 to ground defense.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Spaceport
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := 
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Talosian Illusion Center
Description         := A wondrous place of illusion and mystery that gives both pleasure to Talosians, but strikes fear in off worlders.
Facility Group      := Racial Trait
Facility Family     := 1000
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 150
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 1
Tech Area Req 1     := Talosian
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves population happiness by 20%
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Ground Defense
Ability 2 Descr     := Produces 200 to ground defense.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0
Ability 3 Type      := Spaceport
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 01
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Betaziod Couselling Center
Description         := Center for couselling and self improvement.
Facility Group      := Racial Trait
Facility Family     := 1000
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 108
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 1
Tech Area Req 1     := Betazoid
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Population Happiness
Ability 1 Descr     := Improves happiness by 10% planet wide
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Spaceport
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := 
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Malcoria Social Center
Description         := A place where people come to socialize and visit. 
Facility Group      := Racial Trait
Facility Family     := 1000
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 112
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 1
Tech Area Req 1     := Malcoria
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Population Happiness
Ability 1 Descr     := Improves happiness by 10%.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Spaceport
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := 
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Zakdorn Military Academy
Description         := An advanced military academy that improves the training of ships crews.
Facility Group      := Racial Trait
Facility Family     := 1000
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 127
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 1
Tech Area Req 1     := Zakdorn
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Ship Training
Ability 1 Descr     := Zakdorn's are well known for their advance star ship training courses that give a 10% combat bonus.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Spaceport
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := 
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Takaran Physics Institute
Description         := Advanced center for the research of physics.
Facility Group      := Racial Trait
Facility Family     := 1000
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 140
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 1
Tech Area Req 1     := Takarans
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Generates 20% more research.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Spaceport
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := 
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Benzit Industrial Center
Description         := Industrial center.
Facility Group      := Racial Trait
Facility Family     := 1000
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 120
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 1
Tech Area Req 1     := Benzites
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Generates 20% more minerals per planet
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Radioactives
Ability 2 Descr     := Generates 20% more dilithium per planet
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Spaceport
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 01
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Mizarian Monument of Surrender
Description         := Monument of Surrender is dedicated to the Mizarian way of life; to surrender to any aggressor.
Facility Group      := Racial Trait
Facility Family     := 1000
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 141
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 1
Tech Area Req 1     := Mizarian
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Ground Defense
Ability 1 Descr     := Mizrians are cowards.  They are not warriors and do not fight.
Ability 1 Val 1     := -2000
Ability 1 Val 2     := 0
Ability 2 Type      := Spaceport
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := 
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Pakled Collection Facility
Description         := Pakleds love to collect trash.
Facility Group      := Racial Trait
Facility Family     := 1000
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 166
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 1
Tech Area Req 1     := Pakleds
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Conversion 
Ability 1 Descr     := Good for 30% resource conversion.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Reclamation
Ability 2 Descr     := Good for 30% of rsource reclamation.
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Spaceport
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 01
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Trill Research Committee
Description         := Trill love to research things.
Facility Group      := Racial Trait
Facility Family     := 1000
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 165
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 1
Tech Area Req 1     := Trill
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Gives a 20% bonus to research
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Spaceport
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := 
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Ullian Psychohistorical Archive
Description         := Ullians are information savers.
Facility Group      := Racial Trait
Facility Family     := 1000
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 155
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 1
Tech Area Req 1     := Ullian
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Uillan love to investigate lost memories and to gather and save them.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Spaceport
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := 
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Yridian Intelligence Service
Description         := Yridians are information brokers.
Facility Group      := Racial Trait
Facility Family     := 1000
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 153
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 1
Tech Area Req 1     := Yridians
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Yridian's love to gather intelligence and then sell it.  They get a 20% bonus.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Spaceport
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := 
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Ktarian Game Studio
Description         := Ktarian's are masters at making addictive games.
Facility Group      := Racial Trait
Facility Family     := 1000
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 111
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 1
Tech Area Req 1     := Ktarians
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := 20% bonus to happiness through addictive games.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Spaceport
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := 
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Sheliak Bioengineering Center
Description         := Sheliak love bioengineering new ways to generate research and intelligence bonuses.
Facility Group      := Racial Trait
Facility Family     := 1000
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 148
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 1
Tech Area Req 1     := Sheliak
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := 20% bonus to research
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet Point Generation Modifier - Intelligence
Ability 2 Descr     := 20% bonus to intelligence
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Spaceport
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 01
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Nausicaan Recruitment Center
Description         := Nausicaan's love to fight.
Facility Group      := Racial Trait
Facility Family     := 1000
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 133
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 1
Tech Area Req 1     := Nausicaan
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Ground Defense
Ability 1 Descr     := 20% to ground combat
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Spaceport
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := 
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Tamarian Mythology Library 
Description         := Tamarian mythology give them a special insight into researching the ways of the universe.
Facility Group      := Racial Trait
Facility Family     := 1000
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 148
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 1
Tech Area Req 1     := Tamarian
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := 20% bonus to research
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Spaceport
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 01
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := 
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Andorian War College
Description         := Andorian's love to wage war and teach others how to do it as well.
Facility Group      := Racial Trait
Facility Family     := 1000
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 146
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 1
Tech Area Req 1     := Andorian
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := 20% to fleet training
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := 20% to system combat
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Spaceport
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 01
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Gorn War College
Description         := The Gorn love to wage war and to teach other Gorn how to do it as well.
Facility Group      := Racial Trait
Facility Family     := 1000
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 128
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 1
Tech Area Req 1     := Gorn
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := 20% to fleet training
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := 20% to system combat
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Spaceport
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 01
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Sona War Institute
Description         := The Sona are an angry people who live to wage war.
Facility Group      := Racial Trait
Facility Family     := 1000
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 103
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 1
Tech Area Req 1     := Sona
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := 20% to fleet training
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := 20% to system combat
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Spaceport
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 01
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Vulcan Science Academy
Description         := Vulcan's love science.
Facility Group      := Racial Trait
Facility Family     := 1000
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 165
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 1
Tech Area Req 1     := Vulcan
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := 50% bonus to research
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 01
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Spaceport
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := 
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Industrial Complex
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 487
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 1
Tech Area Req 1     := Primitive AI
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 500 minerals each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 500 mineral units.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 1000kt of storage space.
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0

Name                := Farming Complex
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 494
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Primitive AI
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 800 organics each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 500 organic units.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Complex
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Primitive AI
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 800 dilithium ore each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 500 dilithium ore.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Industrial Complex
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 487
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 1
Tech Area Req 1     := Pacifist Race
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 2500 minerals each turn.
Ability 1 Val 1     := 2500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 500 mineral units.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 1000kt of storage space.
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0

Name                := Farming Complex
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 494
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Pacifist Race
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 2000 organics each turn.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 500 organic units.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Complex
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Pacifist Race
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 2000 dilithium ore each turn.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 500 dilithium ore.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 200 minerals each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 500 mineral units.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 300 minerals each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1000 mineral units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 400 minerals each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1500 mineral units.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility IV
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 500 minerals each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2000 mineral units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility V
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 600 minerals each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2500 mineral units.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VI
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 700 minerals each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3000 mineral units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VII
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3500 mineral units.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VIII
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4000 mineral units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility IX
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4500 mineral units.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility X
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 10
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 5000 mineral units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 200 organics each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 500 organic units.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 300 organics each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1000 organic units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 400 organics each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1500 organic units.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility IV
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 500 organics each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2000 organic units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility V
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 600 organics each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2500 organic units.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VI
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 700 organics each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3000 organic units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VII
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 800 organics each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3500 organic units.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VIII
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 900 organics each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 4000 organic units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility IX
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1000 organics each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 4500 organic units.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility X
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 106
Cost Minerals       := 50
Cost Organics       := 200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 10
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1200 organics each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 5000 organic units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility I
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 1
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 200 dilithium ore each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 500 dilithium ore.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility II
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 2
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 300 dilithium ore each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1000 dilithium ore.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility III
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 3
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 400 dilithium ore each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1500 dilithium ore.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility IV
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 4
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 500 dilithium ore each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2000 dilithium ore.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility V
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 5
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 600 dilithium ore each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2500 dilithium ore.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VI
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 6
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 700 dilithium ore each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3000 dilithium ore.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VII
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 7
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 800 dilithium ore each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3500 dilithium ore.
Ability 2 Val 1     := 3500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility VIII
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 8
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 900 dilithium ore each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4000 dilithium ore.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility IX
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 9
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1000 dilithium ore each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4500 dilithium ore.
Ability 2 Val 1     := 4500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Dilithium Mining Facility X
Description         := Large fusion reactors which process a planet's dilithium ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 105
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Dilithium Mining
Tech Level Req 1    := 10
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1200 dilithium ore each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 5000 dilithium ore.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 10000 minerals for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 20000 minerals for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 30000 minerals for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 40000 minerals for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 50000 minerals for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 20000 organics for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 20000 organics for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 30000 organics for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 40000 organics for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 50000 organics for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 10000 dilithium ore for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 20000 dilithium ore for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 30000 dilithium ore for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 40000 dilithium ore for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Dilithium Ore Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 50000 dilithium ore for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Forced Labor Camp I
Description         := Mining facilities that are designed to work enemies of the state to death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 15% 
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 15% 
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 15%
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Forced Labor Camp II
Description         := Mining facilities that are designed to work enemies of the state to death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 20% 
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 20% 
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 20%
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Forced Labor Camp III
Description         := Mining facilities that are designed to work enemies of the state to death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 150
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 25% 
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organics production for a system by 25% 
Ability 2 Val 1     := 25
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactives production for a system by 25%
Ability 3 Val 1     := 25
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := This facility lowers planetary moral by 5% a year.
Ability 4 Val 1     := -5
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 11
Ability 5 Descr     := Only 1 facility per system effective
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Robotics Factory I
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 1
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 10%.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 10%.
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Robotics Factory II
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 2
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20%.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 20%.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 20%.
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Robotics Factory III
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 150
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 3
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30%.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 30%.
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 30%.
Ability 3 Val 1     := 30
Ability 3 Val 2     := 0
Ability 4 Type      := Star - Unstable
Ability 4 Descr     := Only 1 facility per planet effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Industrial Replicator I
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 50% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0

Name                := Industrial Replicator II
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 40% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Industrial Replicator III
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 30% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Industrial Recycler I
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 1
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 40% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Industrial Recycler II
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 2
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 60% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 60
Ability 1 Val 2     := 0

Name                := Industrial Recycler III
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 3
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 80% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 80
Ability 1 Val 2     := 0

Name                := Climate Control Facility I
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 1
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Climate Control Facility II
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 2
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Climate Control Facility III
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 3
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Value Improvement Plant I
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 4
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 1% each year.
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 1% each year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Value Improvement Plant II
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 5
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 2% each year.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 2% each year.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Value Improvement Plant III
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 6
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 3% each year.
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 3% each year.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0

Name                := Research Center I
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 500 research points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Research Center II
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 600 research points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Research Center III
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 700 research points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Research Center IV
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 4
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 800 research points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Research Center V
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 5
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 900 research points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Research Center VI
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 6
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1000 research points each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Research Center VII
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 7
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1100 research points each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0

Name                := Research Center VIII
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 8
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1200 research points each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0

Name                := Research Center IX
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 9
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1300 research points each turn.
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0

Name                := Research Center X
Description         := High-Tech researching facility which develops new Racial Trait for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 10
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1400 research points each turn.
Ability 1 Val 1     := 1400
Ability 1 Val 2     := 0

Name                := Central Research Complex I
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Central Research Complex II
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Central Research Complex III
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 200
Cost Organics       := 50
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Intelligence Center I
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 1
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 200 intelligence points each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0

Name                := Intelligence Center II
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 2
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 300 intelligence points each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0

Name                := Intelligence Center III
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 3
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 400 intelligence points each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0

Name                := Intelligence Center IV
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 4
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 500 intelligence points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Intelligence Center V
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 5
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 600 intelligence points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Intelligence Center VI
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 6
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 700 intelligence points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Intelligence Center VII
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 7
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 800 intelligence points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Intelligence Center VIII
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 8
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 900 intelligence points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Intelligence Center IX
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 9
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1000 intelligence points each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Intelligence Center X
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 50
Cost Organics       := 100
Cost Radioactives   := 10
Number of Tech Req  := 2
Tech Area Req 1     := Intelligence Infastructure
Tech Level Req 1    := 10
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1100 intelligence points each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0

Name                := Trade Center I
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 300 minerals per star each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 300 organics per star each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 300 radioactives per star each turn.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 500 extra unit spaces on a planet.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Trade Center II
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 400 minerals per star each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 400 organics per star each turn.
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 400 radioactives per star each turn.
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 600 extra unit spaces on a planet.
Ability 4 Val 1     := 600
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Trade Center III
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 500 minerals per star each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 500 organics per star each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 500 radioactives per star each turn.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 700 extra unit spaces on a planet.
Ability 4 Val 1     := 700
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Colonization Center I
Description         := Is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 10M per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Colonization Center II
Description         := Is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 20M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Colonization Center III
Description         := Is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 40M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Resupply Depot
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Commerce Infrastructure
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 35
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Resupply
Tech Level Req 1    := 1
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Can store 500kt in cargo
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0

Name                := Planetary Defense Depot I
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1000kt of storage space.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Planetary Defense Depot II
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Planetary Defense Depot III
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0

Name                := Planetary Defense Depot IV
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 4000 extra unit spaces on a planet.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0

Name                := Planetary Defense Depot V
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 5000 extra unit spaces on a planet.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Planetary Defense Depot VI
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 6
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 6000 extra unit spaces on a planet.
Ability 1 Val 1     := 6000
Ability 1 Val 2     := 0

Name                := Medical Facility I
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 1
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 1 plagues in this system.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Medical Facility II
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 2
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 2 plagues in this system.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Medical Facility III
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 3 plagues in this system.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Recreational Center I
Description         := Recreational center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 1
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Recreational Center II
Description         := Recreational center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Recreational Center III
Description         := Recreational center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 100
Cost Organics       := 200
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Construction Yard I
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard II
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard III
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project A
Description         := Expansion project designed to be upgraded into 2nd Construction Dome.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 1
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 04
Ability 1 Descr     := Must UPGRADE to Expanded Construction Dome A.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard A
Description         := An expansion yard that increases the construction rate of Construction Domes.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 3000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 2
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 04
Ability 4 Descr     := This is an UPGRADE facility.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Repair Yard I
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 1
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 3
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      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 5%.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard II
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 2
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 4 components per turn.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 8%.
Ability 2 Val 1     := 8
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard III
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 3
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 3
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      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs. 
Facility Group      := Planetary Defense
Facility Family     := 39
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 5000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 7
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Stop Planet Destroyer
Ability 1 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := System Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system. 
Facility Group      := Planetary Defense
Facility Family     := 40
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 15000
Cost Organics       := 500
Cost Radioactives   := 1500
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 8
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Massive Planetary Shield Generator I
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 1000
Cost Organics       := 250
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator II
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 1000
Cost Organics       := 250
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 2
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 8000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 8000
Ability 1 Val 2     := 0

Name                := Fortress Facility I
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 1
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 1000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility II
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 2
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 2000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility III
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 3
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 3000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Imperial Command Center I
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 576
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 4% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Imperial Command Center II
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 576
Cost Minerals       := 100
Cost Organics       := 50
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 8% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := Tactical Combat College I
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 638
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 1% each turn up to 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Tactical Combat College II
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 638
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Tactical Combat College III
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 638
Cost Minerals       := 100
Cost Organics       := 100
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Strategic Combat College I
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 651
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 4
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 1% each turn up to 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Strategic Combat College II
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 651
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 5
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Strategic Combat College III
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 651
Cost Minerals       := 150
Cost Organics       := 150
Cost Radioactives   := 50
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Tactical Warfare College
Description         := Provides for enhance ship training and weapon damage within the system they are in.
Facility Group      := Military Infrastructure
Facility Family     := 505
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 742
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Damage Modifier - System
Ability 2 Descr     := Gives a 5% damage bonus to all of our weapons used in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 07
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Strategic Warfare College
Description         := Provides for enhance fleet training and give a combat bonus within any system that they constructed in.
Facility Group      := Military Infrastructure
Facility Family     := 506
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 746
Cost Minerals       := 200
Cost Organics       := 200
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Neutral AI
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 5% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 08
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Capital
Description         := System Capital and Spaceport.
Facility Group      := Commerce Infrastructure
Facility Family     := 20
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 533
Cost Minerals       := 200
Cost Organics       := 500
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Neutral AI
Tech Level Req 1    := 1
Number of Abilities := 6
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 150 minerals each turn.
Ability 1 Val 1     := 150
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 150 organics each turn.
Ability 2 Val 1     := 150
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 150 dilithium ore each turn.
Ability 3 Val 1     := 150
Ability 3 Val 2     := 0
Ability 4 Type      := Spaceport
Ability 4 Descr     := Acts as a spaceport for this system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Gen Modifier Planet - Minerals
Ability 5 Descr     := Gives a 1% bonus to all mineral production on the planet.
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0
Ability 6 Type      := AI Tag 14
Ability 6 Descr     := One Per Planet.
Ability 6 Val 1     := 1
Ability 6 Val 2     := 0

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