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FACILITY DATA FILE
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Name:
  The name of this facility

Description:
  A general description for this facility.

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

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

Restrictions:
  Not Used.

Pic Num:
  The index into the Facilities bitmap.

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

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

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


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*BEGIN*
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Name                := City
Description         := A space-age city.
Facility Group      := Cultural
Facility Family     := 58
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 81
Cost Minerals       := 40000
Cost Organics       := 40000
Cost Radioactives   := 40000
Number of Tech Req  := 0
Number of Abilities := 13
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Generates 500 minerals, 200 organics and 200 radioactives per turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 200
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 150 research points each turn.
Ability 4 Val 1     := 150
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 50 intelligence points per turn.
Ability 5 Val 1     := 50
Ability 5 Val 2     := 0
Ability 6 Type      := Change Population Happiness - System
Ability 6 Descr     := Population in this system will grow happier with more of these facilities in their system.
Ability 6 Val 1     := 5
Ability 6 Val 2     := 0
Ability 7 Type      := Change Population Happiness - System
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Change Population Happiness - System
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 1000 extra cargo/deployment spaces.
Ability 9 Val 1     := 1000
Ability 9 Val 2     := 0
Ability 10 Type     := System Point Generation Modifier - Research
Ability 10 Descr    := Increase all research in a system by 2% (only 1 facility per system effective).
Ability 10 Val 1    := 2
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Mineral
Ability 11 Descr    := Can store 5000 minerals for an empire.
Ability 11 Val 1    := 5000
Ability 11 Val 2    := 0
Ability 12 Type     := Resource Storage - Organics
Ability 12 Descr    := Can store 5000 organics for an empire.
Ability 12 Val 1    := 5000
Ability 12 Val 2    := 0
Ability 13 Type     := Resource Storage - Radioactives
Ability 13 Descr    := Can store 5000 radioactives for an empire.
Ability 13 Val 1    := 5000
Ability 13 Val 2    := 0

Name                := Metropolis
Description         := A huge space-age city.
Facility Group      := Cultural
Facility Family     := 58
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 82
Cost Minerals       := 100000
Cost Organics       := 100000
Cost Radioactives   := 100000
Number of Tech Req  := 1
Tech Area Req 1     := Construction
Tech Level Req 1    := 1
Number of Abilities := 17
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Generates 1000 minerals, 500 organics and 500 radioactives per turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 250 research points each turn.
Ability 4 Val 1     := 250
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 100 intelligence points per turn.
Ability 5 Val 1     := 100
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Includes a spaceport.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Change Population Happiness - System
Ability 7 Descr     := Population in this system will grow happier with more of these facilities in their system.
Ability 7 Val 1     := 10
Ability 7 Val 2     := 0
Ability 8 Type      := Change Population Happiness - System
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 2000 extra cargo/deployment spaces.
Ability 9 Val 1     := 2000
Ability 9 Val 2     := 0
Ability 10 Type     := System Point Generation Modifier - Research
Ability 10 Descr    := Increase all research in a system by 4% (only 1 facility per system effective).
Ability 10 Val 1    := 4
Ability 10 Val 2    := 0
Ability 11 Type     := Change Population Happiness - System
Ability 11 Descr    :=  
Ability 11 Val 1    := 0
Ability 11 Val 2    := 0
Ability 12 Type     := Change Population Happiness - System
Ability 12 Descr    :=  
Ability 12 Val 1    := 0
Ability 12 Val 2    := 0
Ability 13 Type     := Change Population Happiness - System
Ability 13 Descr    :=  
Ability 13 Val 1    := 0
Ability 13 Val 2    := 0
Ability 14 Type     := Component Repair
Ability 14 Descr    := 
Ability 14 Val 1    := 0
Ability 14 Val 2    := 0
Ability 15 Type     := Resource Storage - Mineral
Ability 15 Descr    := Can store 10000 minerals for an empire.
Ability 15 Val 1    := 10000
Ability 15 Val 2    := 0
Ability 16 Type     := Resource Storage - Organics
Ability 16 Descr    := Can store 10000 organics for an empire.
Ability 16 Val 1    := 10000
Ability 16 Val 2    := 0
Ability 17 Type     := Resource Storage - Radioactives
Ability 17 Descr    := Can store 10000 radioactives for an empire.
Ability 17 Val 1    := 10000
Ability 17 Val 2    := 0

Name                := Megalopolis
Description         := An enormous space-age city: sprawling, replete with high-tech facilities, and very vertical.
Facility Group      := Cultural
Facility Family     := 58
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 82
Cost Minerals       := 250000
Cost Organics       := 250000
Cost Radioactives   := 250000
Number of Tech Req  := 2
Tech Area Req 1     := Industry
Tech Level Req 1    := 2
Tech Area Req 2     := Construction
Tech Level Req 2    := 2
Number of Abilities := 17
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Generates 2000 minerals, 1000 organics and 1000 radioactives per turn.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 500 research points each turn.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 200 intelligence points per turn.
Ability 5 Val 1     := 200
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Includes spaceports with unlimited supplies.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Supply Generation
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Change Population Happiness - System
Ability 8 Descr     := Population in this system will grow happier with more of these facilities in their system.
Ability 8 Val 1     := 15
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 3500 extra cargo/deployment spaces.
Ability 9 Val 1     := 3500
Ability 9 Val 2     := 0
Ability 10 Type     := System Point Generation Modifier - Research
Ability 10 Descr    := Increase all research in a system by 6% (only 1 facility per system effective).
Ability 10 Val 1    := 6
Ability 10 Val 2    := 0
Ability 11 Type     := Change Population Happiness - System
Ability 11 Descr    :=  
Ability 11 Val 1    := 0
Ability 11 Val 2    := 0
Ability 12 Type     := Change Population Happiness - System
Ability 12 Descr    :=  
Ability 12 Val 1    := 0
Ability 12 Val 2    := 0
Ability 13 Type     := Change Population Happiness - System
Ability 13 Descr    :=  
Ability 13 Val 1    := 0
Ability 13 Val 2    := 0
Ability 14 Type     := Component Repair
Ability 14 Descr    := 
Ability 14 Val 1    := 0
Ability 14 Val 2    := 0
Ability 15 Type     := Resource Storage - Mineral
Ability 15 Descr    := Can store 15000 minerals for an empire.
Ability 15 Val 1    := 15000
Ability 15 Val 2    := 0
Ability 16 Type     := Resource Storage - Organics
Ability 16 Descr    := Can store 15000 organics for an empire.
Ability 16 Val 1    := 15000
Ability 16 Val 2    := 0
Ability 17 Type     := Resource Storage - Radioactives
Ability 17 Descr    := Can store 15000 radioactives for an empire.
Ability 17 Val 1    := 15000
Ability 17 Val 2    := 0

Name                := Arcology
Description         := An enormous vertical community, including artificial elevated landscapes, power, resource, and food generation, all designed with great economy of space. A union of architecture and ecology. A wonder of space-age architecture, community design, and all aspects of engineering.
Facility Group      := Cultural
Facility Family     := 58
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 82
Cost Minerals       := 350000
Cost Organics       := 350000
Cost Radioactives   := 350000
Number of Tech Req  := 2
Tech Area Req 1     := Industry
Tech Level Req 1    := 3
Tech Area Req 2     := Construction
Tech Level Req 2    := 3
Number of Abilities := 17
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Generates 2500 minerals, 1500 organics and 1500 radioactives per turn.
Ability 1 Val 1     := 2500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1500
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 500 research points each turn.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 250 intelligence points per turn.
Ability 5 Val 1     := 250
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Includes spaceports with unlimited supplies.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Supply Generation
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Change Population Happiness - System
Ability 8 Descr     := Population in this system will grow happier with more of these facilities in their system.
Ability 8 Val 1     := 20
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 5000 extra cargo/deployment spaces.
Ability 9 Val 1     := 5000
Ability 9 Val 2     := 0
Ability 10 Type     := System Point Generation Modifier - Research
Ability 10 Descr    := Increase all research in a system by 7% (only 1 facility per system effective).
Ability 10 Val 1    := 7
Ability 10 Val 2    := 0
Ability 11 Type     := Change Population Happiness - System
Ability 11 Descr    :=  
Ability 11 Val 1    := 0
Ability 11 Val 2    := 0
Ability 12 Type     := Change Population Happiness - System
Ability 12 Descr    :=  
Ability 12 Val 1    := 0
Ability 12 Val 2    := 0
Ability 13 Type     := Change Population Happiness - System
Ability 13 Descr    :=  
Ability 13 Val 1    := 0
Ability 13 Val 2    := 0
Ability 14 Type     := Component Repair
Ability 14 Descr    := 
Ability 14 Val 1    := 0
Ability 14 Val 2    := 0
Ability 15 Type     := Resource Storage - Mineral
Ability 15 Descr    := Can store 20000 minerals for an empire.
Ability 15 Val 1    := 20000
Ability 15 Val 2    := 0
Ability 16 Type     := Resource Storage - Organics
Ability 16 Descr    := Can store 20000 organics for an empire.
Ability 16 Val 1    := 20000
Ability 16 Val 2    := 0
Ability 17 Type     := Resource Storage - Radioactives
Ability 17 Descr    := Can store 20000 radioactives for an empire.
Ability 17 Val 1    := 20000
Ability 17 Val 2    := 0

Name                := Colony World Cultural Center
Description         := A new civilization developed on a colony world, including cities, parks, infrastructure, arts, religions, sciences, industry, etc.
Facility Group      := Cultural
Facility Family     := 54
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 13
Cost Minerals       := 2400000
Cost Organics       := 2400000
Cost Radioactives   := 2400000
Number of Tech Req  := 0
Number of Abilities := 17
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Generates 4000 minerals, 3000 organics and 3000 radioactives per turn.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 3000
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 1000 research points each turn.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 350 intelligence points per turn.
Ability 5 Val 1     := 350
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Includes spaceports with unlimited supplies.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Supply Generation
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Change Population Happiness - System
Ability 8 Descr     := Improves the happiness of the populations who live in this system.
Ability 8 Val 1     := 25
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 10000 extra cargo/deployment spaces.
Ability 9 Val 1     := 10000
Ability 9 Val 2     := 0
Ability 10 Type     := System Point Generation Modifier - Research
Ability 10 Descr    := Increase all research in a system by 10% (only 1 facility per system effective).
Ability 10 Val 1    := 10
Ability 10 Val 2    := 0
Ability 11 Type     := Change Population Happiness - System
Ability 11 Descr    :=  
Ability 11 Val 1    := 0
Ability 11 Val 2    := 0
Ability 12 Type     := Change Population Happiness - System
Ability 12 Descr    :=  
Ability 12 Val 1    := 0
Ability 12 Val 2    := 0
Ability 13 Type     := Change Population Happiness - System
Ability 13 Descr    :=  
Ability 13 Val 1    := 0
Ability 13 Val 2    := 0
Ability 14 Type     := Component Repair
Ability 14 Descr    := Can repair +1 component per turn.
Ability 14 Val 1    := 1
Ability 14 Val 2    := 0
Ability 15 Type     := Resource Storage - Mineral
Ability 15 Descr    := Can store 100000 minerals for an empire.
Ability 15 Val 1    := 100000
Ability 15 Val 2    := 0
Ability 16 Type     := Resource Storage - Organics
Ability 16 Descr    := Can store 100000 organics for an empire.
Ability 16 Val 1    := 100000
Ability 16 Val 2    := 0
Ability 17 Type     := Resource Storage - Radioactives
Ability 17 Descr    := Can store 100000 radioactives for an empire.
Ability 17 Val 1    := 100000
Ability 17 Val 2    := 0

Name                := Cultural Center
Description         := The developed homeland of a space-age civilization, including cities, parks, infrastructure, arts, religions, sciences, industry, etc.
Facility Group      := Cultural
Facility Family     := 54
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 13
Cost Minerals       := 2400000
Cost Organics       := 2400000
Cost Radioactives   := 2400000
Number of Tech Req  := 0
Number of Abilities := 14
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Generates 5000 minerals, 5000 organics and 5000 radioactives per turn.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 5000
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 1500 research points each turn.
Ability 4 Val 1     := 1500
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 500 intelligence points per turn.
Ability 5 Val 1     := 500
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Includes spaceports with unlimited supplies.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Supply Generation
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Change Population Happiness - System
Ability 8 Descr     := Improves the happiness of the populations who live in this system.
Ability 8 Val 1     := 30
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 6000 extra cargo/deployment spaces.
Ability 9 Val 1     := 6000
Ability 9 Val 2     := 0
Ability 10 Type     := System Point Generation Modifier - Research
Ability 10 Descr    := Increase all research in a system by 15% (only 1 facility per system effective).
Ability 10 Val 1    := 15
Ability 10 Val 2    := 0
Ability 11 Type     := Component Repair
Ability 11 Descr    := Can repair +3 components per turn.
Ability 11 Val 1    := 3
Ability 11 Val 2    := 0
Ability 12 Type     := Resource Storage - Mineral
Ability 12 Descr    := Can store 200000 minerals for an empire.
Ability 12 Val 1    := 200000
Ability 12 Val 2    := 0
Ability 13 Type     := Resource Storage - Organics
Ability 13 Descr    := Can store 150000 organics for an empire.
Ability 13 Val 1    := 150000
Ability 13 Val 2    := 0
Ability 14 Type     := Resource Storage - Radioactives
Ability 14 Descr    := Can store 150000 radioactives for an empire.
Ability 14 Val 1    := 150000
Ability 14 Val 2    := 0

Name                := Biocrystals Factory I
Description         := Large-scale factory that can manufacture biocrystals.
Facility Group      := Resource Extraction
Facility Family     := 59
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 9
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 0
Number of Tech Req  := 4
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 1
Tech Area Req 3     := Organic Technology
Tech Level Req 3    := 1
Tech Area Req 4     := Crystalline Technology
Tech Level Req 4    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := The biocrystals manufactured here are worth up to 1000 minerals.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := The biocrystals manufactured here are worth up to 1000 organics.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0

Name                := Biocrystals Factory II
Description         := Large-scale factory that can manufacture biocrystals.
Facility Group      := Resource Extraction
Facility Family     := 59
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 9
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 0
Number of Tech Req  := 4
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 2
Tech Area Req 3     := Organic Technology
Tech Level Req 3    := 2
Tech Area Req 4     := Crystalline Technology
Tech Level Req 4    := 2
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := The biocrystals manufactured here are worth up to 1250 minerals.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := The biocrystals manufactured here are worth up to 1250 organics.
Ability 2 Val 1     := 1250
Ability 2 Val 2     := 0

Name                := Biocrystals Factory III
Description         := Large-scale factory that can manufacture biocrystals.
Facility Group      := Resource Extraction
Facility Family     := 59
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 9
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 0
Number of Tech Req  := 4
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 3
Tech Area Req 3     := Organic Technology
Tech Level Req 3    := 3
Tech Area Req 4     := Crystalline Technology
Tech Level Req 4    := 3
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := The biocrystals manufactured here are worth up to 1500 minerals.
Ability 1 Val 1     := 1500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := The biocrystals manufactured here are worth up to 1500 organics.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0

Name                := Chronosteel Manufacturing Plant I
Description         := Factory that manufactures chronosteel. This alloy is very strong and in minor temporal flux.
Facility Group      := Resource Extraction
Facility Family     := 60
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 33
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 4
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 1
Tech Area Req 3     := Temporal Technology
Tech Level Req 3    := 1
Tech Area Req 4     := Crystalline Technology
Tech Level Req 4    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := The chronosteel manufactured here is worth up to 1000 minerals.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := The chronosteel manufactured here is worth up to 1000 radioactives.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0

Name                := Chronosteel Manufacturing Plant II
Description         := Factory that manufactures chronosteel. This alloy is very strong and in minor temporal flux.
Facility Group      := Resource Extraction
Facility Family     := 60
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 33
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 4
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 2
Tech Area Req 3     := Temporal Technology
Tech Level Req 3    := 2
Tech Area Req 4     := Crystalline Technology
Tech Level Req 4    := 2
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := The chronosteel manufactured here is worth up to 1250 minerals.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := The chronosteel manufactured here is worth up to 1250 radioactives.
Ability 2 Val 1     := 1250
Ability 2 Val 2     := 0

Name                := Chronosteel Manufacturing Plant III
Description         := Factory that manufactures chronosteel. This alloy is very strong and in minor temporal flux.
Facility Group      := Resource Extraction
Facility Family     := 60
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 33
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 4
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 3
Tech Area Req 3     := Temporal Technology
Tech Level Req 3    := 3
Tech Area Req 4     := Crystalline Technology
Tech Level Req 4    := 3
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := The chronosteel manufactured here is worth up to 1500 minerals.
Ability 1 Val 1     := 1500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := The chronosteel manufactured here is worth up to 1500 radioactives.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0

Name                := Bioreactors Growing Center I
Description         := Growing chambers for bioreactors. Bioreactors are large blobs of organic material that generate a minor temporal flux around themselves through bio-temporal reactions within them.
Facility Group      := Resource Extraction
Facility Family     := 61
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 0
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 4
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 1
Tech Area Req 3     := Organic Technology
Tech Level Req 3    := 1
Tech Area Req 4     := Temporal Technology
Tech Level Req 4    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := The bioreactors manufactured here are worth up to 1000 organics.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := The bioreactors manufactured here are worth up to 1000 radioactives.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0

Name                := Bioreactors Growing Center II
Description         := Growing chambers for bioreactors. Bioreactors are large blobs of organic material that generate a minor temporal flux around themselves through bio-temporal reactions within them.
Facility Group      := Resource Extraction
Facility Family     := 61
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 0
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 4
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 2
Tech Area Req 3     := Organic Technology
Tech Level Req 3    := 2
Tech Area Req 4     := Temporal Technology
Tech Level Req 4    := 2
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := The bioreactors manufactured here are worth up to 1250 organics.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := The bioreactors manufactured here are worth up to 1250 radioactives.
Ability 2 Val 1     := 1250
Ability 2 Val 2     := 0

Name                := Bioreactors Growing Center III
Description         := Growing chambers for bioreactors. Bioreactors are large blobs of organic material that generate a minor temporal flux around themselves through bio-temporal reactions within them.
Facility Group      := Resource Extraction
Facility Family     := 61
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 0
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 4
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 3
Tech Area Req 3     := Organic Technology
Tech Level Req 3    := 3
Tech Area Req 4     := Temporal Technology
Tech Level Req 4    := 3
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := The bioreactors manufactured here are worth up to 1500 organics.
Ability 1 Val 1     := 1500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := The bioreactors manufactured here are worth up to 1500 radioactives.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0

Name                := Tritanium Factory
Description         := Large factory that can manufacture tritanium, an alloy between carbonic steel and titanium.
Facility Group      := Resource Extraction
Facility Family     := 62
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 10
Cost Minerals       := 7000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 10
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := The factory will manufacture an amount of tritanium equal to 1000 minerals.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Minerals
Ability 2 Descr     := The factory will boost mineral generation in this system by 30%.
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Component Repair
Ability 3 Descr     := This factory can be used to manufacture up to eight components per turn for ships needing repairs.
Ability 3 Val 1     := 8
Ability 3 Val 2     := 0

Name                := Bio-Center
Description         := Large bionic factory that can create organic materials of any size, type and shape.
Facility Group      := Resource Extraction
Facility Family     := 63
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 2000
Cost Organics       := 5000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 10
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := This reactor can generate up to 1000 units of organics.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := This reactor will boost system organics production by 30%.
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population - System
Ability 3 Descr     := 10M people will mature in the growth chambers per turn and spread out across the system.
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0

Name                := Nuclear Reactor
Description         := Large-scale nuclear reactor that can generate large amounts of power.
Facility Group      := Resource Extraction
Facility Family     := 64
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 10
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := This reactor can generate up to 1000 units of radioactive materials.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Radioactives
Ability 2 Descr     := This reactor will boost system radioactives production by 30%.
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Supply Generation
Ability 3 Descr     := This reactor will charge the batteries of any ship passing through its sector.
Ability 3 Val 1     := 
Ability 3 Val 2     := 

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       := 1500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Mineral Miner Facility II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Mineral Miner Facility III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Organics Farm Facility I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 800 organics each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Organics Farm Facility II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 900 organics each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Organics Farm Facility III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 2500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1000 organics each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Radioactives Extraction Facility I
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 800 radioactives each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Radioactives Extraction Facility II
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 900 radioactives each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Radioactives Extraction Facility III
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 2500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1000 radioactives each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Monolith Facility I
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Stellar Manipulation
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 Generation - Organics
Ability 2 Descr     := Harvests 500 organics each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 500 radioactives each turn.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0

Name                := Monolith Facility II
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Stellar Manipulation
Tech Level Req 1    := 2
Number of Abilities := 3
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 Generation - Organics
Ability 2 Descr     := Harvests 700 organics each turn.
Ability 2 Val 1     := 700
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 700 radioactives each turn.
Ability 3 Val 1     := 700
Ability 3 Val 2     := 0

Name                := Monolith Facility III
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Stellar Manipulation
Tech Level Req 1    := 3
Number of Abilities := 3
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 Generation - Organics
Ability 2 Descr     := Harvests 900 organics each turn.
Ability 2 Val 1     := 900
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 900 radioactives each turn.
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0

Name                := Research Center I
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 500 research points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Research Center II
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 600 research points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Research Center III
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 700 research points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Intelligence Center I
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 500 intelligence points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Intelligence Center II
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 600 intelligence points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Intelligence Center III
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 700 intelligence points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Space Port
Description         := Facility which processes all generated resources in its system and makes them available for the empire.
Facility Group      := Resource Extraction
Facility Family     := 7
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 7
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Spaceport
Ability 1 Descr     := Acts as a spaceport for this system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := None

Name                := Resupply Depot
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Resupply
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 35
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Resupply
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 20000 minerals for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 30000 minerals for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 40000 minerals for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 20000 organics for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 30000 organics for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 40000 organics for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 20000 radioactives for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 30000 radioactives for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 40000 radioactives for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Cargo Facility I
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1000 extra unit spaces on a planet.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Cargo Facility 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       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Cargo Facility III
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0

Name                := Mineral Scanner I
Description         := Advanced mineral detection which improves mineral extraction for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Mineral Scanner II
Description         := Advanced mineral detection which improves mineral extraction for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Mineral Scanner III
Description         := Advanced mineral detection which improves mineral extraction for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Hybrid Eco - Farms I
Description         := Advanced organic reclamation and development improves organics growth for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 8000
Cost Organics       := 2000
Cost Radioactives   := 200
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Hybrid Eco - Farms II
Description         := Advanced organic reclamation and development improves organics growth for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 8000
Cost Organics       := 2000
Cost Radioactives   := 200
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Hybrid Eco - Farms III
Description         := Advanced organic reclamation and development improves organics growth for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 8000
Cost Organics       := 2000
Cost Radioactives   := 200
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Radioactives Collider I
Description         := Advanced ore bombardment and processing improves radioactives extraction for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Radioactives Collider II
Description         := Advanced ore bombardment and processing improves radioactives extraction for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Radioactives Collider III
Description         := Advanced ore bombardment and processing improves radioactives extraction for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := System Mineral Scanner I
Description         := Advanced mineral detection which improves mineral extraction for an entire system.
Facility Group      := Resource Extraction
Facility Family     := 16
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 25
Cost Minerals       := 14000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 7
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := System Mineral Scanner II
Description         := Advanced mineral detection which improves mineral extraction for an entire system.
Facility Group      := Resource Extraction
Facility Family     := 16
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 25
Cost Minerals       := 14000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 8
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 20% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := System Mineral Scanner III
Description         := Advanced mineral detection which improves mineral extraction for an entire system.
Facility Group      := Resource Extraction
Facility Family     := 16
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 25
Cost Minerals       := 14000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 9
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := System Eco - Farms I
Description         := Advanced organic reclamation and development improves organics growth for an system.
Facility Group      := Resource Extraction
Facility Family     := 17
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 41
Cost Minerals       := 6000
Cost Organics       := 10000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 7
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Organics
Ability 1 Descr     := Increase organics production for a system by 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := System Eco - Farms II
Description         := Advanced organic reclamation and development improves organics growth for an system.
Facility Group      := Resource Extraction
Facility Family     := 17
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 41
Cost Minerals       := 6000
Cost Organics       := 10000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 8
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Organics
Ability 1 Descr     := Increase organics production for a system by 20% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := System Eco - Farms III
Description         := Advanced organic reclamation and development improves organics growth for an system.
Facility Group      := Resource Extraction
Facility Family     := 17
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 41
Cost Minerals       := 6000
Cost Organics       := 10000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 9
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Organics
Ability 1 Descr     := Increase organics production for a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := System Radioactives Collider I
Description         := Advanced ore bombardment and processing improves radioactives extraction for an system.
Facility Group      := Resource Extraction
Facility Family     := 18
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 64
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 12000
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 7
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Radioactives
Ability 1 Descr     := Increase radioactives production for a system by 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := System Radioactives Collider II
Description         := Advanced ore bombardment and processing improves radioactives extraction for an system.
Facility Group      := Resource Extraction
Facility Family     := 18
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 64
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 12000
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 8
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Radioactives
Ability 1 Descr     := Increase radioactives production for a system by 20% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := System Radioactives Collider III
Description         := Advanced ore bombardment and processing improves radioactives extraction for an system.
Facility Group      := Resource Extraction
Facility Family     := 18
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 64
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 12000
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 9
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Radioactives
Ability 1 Descr     := Increase radioactives production for a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Robotoid 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       := 15000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 10% (only 1 facility per planet effective).
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 10% (only 1 facility per planet effective).
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0

Name                := Robotoid 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       := 15000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 20% (only 1 facility per planet effective).
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 20% (only 1 facility per planet effective).
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0

Name                := Robotoid 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       := 15000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 30% (only 1 facility per planet effective).
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 30% (only 1 facility per planet effective).
Ability 3 Val 1     := 30
Ability 3 Val 2     := 0

Name                := System Robotoid Factory I
Description         := Robotic workers who will increase all production for an entire system.
Facility Group      := Resource Extraction
Facility Family     := 20
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 69
Cost Minerals       := 20000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production for a system by 10% (only 1 facility per system effective).
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production for a system by 10% (only 1 facility per system effective).
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0

Name                := System Robotoid Factory II
Description         := Robotic workers who will increase all production for an entire system.
Facility Group      := Resource Extraction
Facility Family     := 20
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 69
Cost Minerals       := 20000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 20% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production for a system by 20% (only 1 facility per system effective).
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production for a system by 20% (only 1 facility per system effective).
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0

Name                := System Robotoid Factory III
Description         := Robotic workers who will increase all production for an entire system.
Facility Group      := Resource Extraction
Facility Family     := 20
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 69
Cost Minerals       := 20000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 6
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production for a system by 30% (only 1 facility per system effective).
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production for a system by 30% (only 1 facility per system effective).
Ability 3 Val 1     := 30
Ability 3 Val 2     := 0

Name                := Central Computer Complex I
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 21
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Central Computer Complex II
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 21
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Central Computer Complex III
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 21
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Citizen Databank Complex I
Description         := Centralized databank of citizens which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Number of Abilities := 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                := Citizen Databank Complex II
Description         := Centralized databank of citizens which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
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                := Citizen Databank Complex III
Description         := Centralized databank of citizens which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
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                := System Computer Complex I
Description         := Massive centralized computer for an entire system which improves research capabilities.
Facility Group      := Research
Facility Family     := 23
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 71
Cost Minerals       := 25000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := System Computer Complex II
Description         := Massive centralized computer for an entire system which improves research capabilities.
Facility Group      := Research
Facility Family     := 23
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 71
Cost Minerals       := 25000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 20% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := System Computer Complex III
Description         := Massive centralized computer for an entire system which improves research capabilities.
Facility Group      := Research
Facility Family     := 23
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 71
Cost Minerals       := 25000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := System Citizen Databank I
Description         := Centralized databank of citizens which improves intelligence operations for an entire system.
Facility Group      := Intelligence
Facility Family     := 24
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 67
Cost Minerals       := 25000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := System Citizen Databank II
Description         := Centralized databank of citizens which improves intelligence operations for an entire system.
Facility Group      := Intelligence
Facility Family     := 24
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 67
Cost Minerals       := 25000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 20% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := System Citizen Databank III
Description         := Centralized databank of citizens which improves intelligence operations for an entire system.
Facility Group      := Intelligence
Facility Family     := 24
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 67
Cost Minerals       := 25000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := War Shrine I
Description         := Central place of worship for all that follow the path of the warrior. 
Facility Group      := Religious
Facility Family     := 25
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 5% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := War Shrine II
Description         := Central place of worship for all that follow the path of the warrior. 
Facility Group      := Religious
Facility Family     := 25
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 10% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := War Shrine III
Description         := Central place of worship for all that follow the path of the warrior. 
Facility Group      := Religious
Facility Family     := 25
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 15% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Death Shrine I
Description         := Twisted cult preoccupied with death which also has exceptional talent at enhancing weapons. 
Facility Group      := Religious
Facility Family     := 26
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 28
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Damage Modifier - System
Ability 1 Descr     := Gives a 5% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Death Shrine II
Description         := Twisted cult preoccupied with death which also has exceptional talent at enhancing weapons. 
Facility Group      := Religious
Facility Family     := 26
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 28
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Damage Modifier - System
Ability 1 Descr     := Gives a 10% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Death Shrine III
Description         := Twisted cult preoccupied with death which also has exceptional talent at enhancing weapons. 
Facility Group      := Religious
Facility Family     := 26
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 28
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Damage Modifier - System
Ability 1 Descr     := Gives a 15% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Time Shrine I
Description         := Devout following of workers dedicated to improving their ultimate use of time. 
Facility Group      := Religious
Facility Family     := 27
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 23
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production in a system by 5% (only 1 facility per system effective).
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production in a system by 5% (only 1 facility per system effective).
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production in a system by 5% (only 1 facility per system effective).
Ability 3 Val 1     := 5
Ability 3 Val 2     := 0

Name                := Time Shrine II
Description         := Devout following of workers dedicated to improving their ultimate use of time. 
Facility Group      := Religious
Facility Family     := 27
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 23
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 2
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production in a system by 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production in a system by 10% (only 1 facility per system effective).
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production in a system by 10% (only 1 facility per system effective).
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0

Name                := Time Shrine III
Description         := Devout following of workers dedicated to improving their ultimate use of time. 
Facility Group      := Religious
Facility Family     := 27
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 23
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production in a system by 15% (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production in a system by 15% (only 1 facility per system effective).
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production in a system by 15% (only 1 facility per system effective).
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0

Name                := Nature Shrine I
Description         := Commune dedicated to teaching harmony with nature. 
Facility Group      := Religious
Facility Family     := 28
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 30
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Planet Value Change - System
Ability 1 Descr     := Increases the value of all planets in the system by 1% each year (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet Conditions Change - System
Ability 2 Descr     := Improves the conditions of all planets in the system by 1% each year (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Nature Shrine II
Description         := Commune dedicated to teaching harmony with nature. 
Facility Group      := Religious
Facility Family     := 28
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 30
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 2
Number of Abilities := 2
Ability 1 Type      := Planet Value Change - System
Ability 1 Descr     := Increases the value of all planets in the system by 2% each year (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Planet Conditions Change - System
Ability 2 Descr     := Improves the conditions of all planets in the system by 2% each year (only 1 facility per system effective).
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0

Name                := Nature Shrine III
Description         := Commune dedicated to teaching harmony with nature. 
Facility Group      := Religious
Facility Family     := 28
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 30
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 3
Number of Abilities := 2
Ability 1 Type      := Planet Value Change - System
Ability 1 Descr     := Increases the value of all planets in the system by 3% each year (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Planet Conditions Change - System
Ability 2 Descr     := Improves the conditions of all planets in the system by 3% each year (only 1 facility per system effective).
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0

Name                := Fate Shrine I
Description         := Thoughtful seers who predict the future and can avert disasters. 
Facility Group      := Religious
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system effective).
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system effective).
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Fate Shrine II
Description         := Thoughtful seers who predict the future and can avert disasters. 
Facility Group      := Religious
Facility Family     := 29
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 2
Number of Abilities := 3
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system eff.
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 (only 1 facility per system eff.
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system eff.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Fate Shrine III
Description         := Thoughtful seers who predict the future and can avert disasters. 
Facility Group      := Religious
Facility Family     := 29
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system eff.
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 (only 1 facility per system eff.
Ability 2 Val 1     := -30
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system eff.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0

Name                := Resource Converter 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       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 50% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0

Name                := Resource Converter II
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 40% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Resource Converter III
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 30% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Ultra - 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       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 40% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Ultra - Recycler II
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 60% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 60
Ability 1 Val 2     := 0

Name                := Ultra - Recycler III
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 80% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 80
Ability 1 Val 2     := 0

Name                := Ship Training Facility MkI
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 31
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := The crews of ships in this sector will receive 1% experience per strategic time unit. The maximum amount of experience that can be obtained in this way is 25%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 25

Name                := Ship Training Facility MkII
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 31
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := The crews of ships in this sector will receive 2% experience per strategic time unit. The maximum amount of experience that can be obtained in this way is 30%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 30

Name                := Ship Training Facility MkIII
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 31
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := The crews of ships in this sector will receive 3% experience per strategic time unit. The maximum amount of experience that can be obtained in this way is 40%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 40

Name                := Fleet Training Facility MkI
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Ship Support
Facility Family     := 33
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 29
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := The crews of fleets in this sector will receive 1% experience per strategic time unit. The maximum amount of experience that can be obtained in this way is 25%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 25

Name                := Fleet Training Facility MkII
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Ship Support
Facility Family     := 33
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 29
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := The crews of ships in this sector will receive 2% experience per strategic time unit. The maximum amount of experience that can be obtained in this way is 30%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 30

Name                := Fleet Training Facility MkIII
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Ship Support
Facility Family     := 33
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 29
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := The crews of ships in this sector will receive 3% experience per strategic time unit. The maximum amount of experience that can be obtained in this way is 40%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 40

Name                := Gestation Vats I
Description         := Artificial gestation chambers which greatly increase the reproduction rate of an entire system.
Facility Group      := Population Support
Facility Family     := 34
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 43
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Gestation Vats II
Description         := Artificial gestation chambers which greatly increase the reproduction rate of an entire system.
Facility Group      := Population Support
Facility Family     := 34
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 43
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 2% faster (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Gestation Vats III
Description         := Artificial gestation chambers which greatly increase the reproduction rate of an entire system.
Facility Group      := Population Support
Facility Family     := 34
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 43
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 3% faster (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Replicant Center I
Description         := Artificially created population used mainly for labor.
Facility Group      := Population Support
Facility Family     := 35
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 15000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 10M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Replicant Center II
Description         := Artificially created population used mainly for labor.
Facility Group      := Population Support
Facility Family     := 35
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 15000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 20M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Replicant Center III
Description         := Artificially created population used mainly for labor.
Facility Group      := Population Support
Facility Family     := 35
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 15000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 6
Number of Abilities := 1
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

Name                := Medical Lab I
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 1
Number of Abilities := 3
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      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Medical Lab II
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 2
Number of Abilities := 3
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      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Medical Lab III
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 3
Number of Abilities := 3
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      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Urban Pacification Center I
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 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                := Urban Pacification Center II
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
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                := Urban Pacification Center III
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
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                := Space Yard Facility I
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Space Yard Facility II
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 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 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Space Yard Facility III
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 3000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 3000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 3000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 3000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Planetary Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs. 
Facility Group      := Shields
Facility Family     := 39
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 20000
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Shields
Tech Level Req 1    := 9
Number of Abilities := 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      := Shields
Facility Family     := 40
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 100000
Cost Organics       := 2000
Cost Radioactives   := 50000
Number of Tech Req  := 1
Tech Area Req 1     := Shields
Tech Level Req 1    := 10
Number of Abilities := 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
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 41
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 30000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

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       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 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       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 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       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 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       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 4
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       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 5
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       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 6
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       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 7
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 3 years.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant II
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 8
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2.5 years.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant III
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 9
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2 years.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Events Predictor I
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Temporal
Facility Family     := 45
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 10% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Events Predictor II
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Temporal
Facility Family     := 45
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 20% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Events Predictor III
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Temporal
Facility Family     := 45
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 30% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Temporal Vacation Service I
Description         := Entertainment service which allows populations to view past histories.  
Facility Group      := Temporal
Facility Family     := 46
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 27
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Temporal Vacation Service II
Description         := Entertainment service which allows populations to view past histories.  
Facility Group      := Temporal
Facility Family     := 46
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 27
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Temporal Vacation Service III
Description         := Entertainment service which allows populations to view past histories.  
Facility Group      := Temporal
Facility Family     := 46
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 27
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system effective).
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0

Name                := Psychic Ship Training Facility I
Description         := Psychic broadcast center which imparts collected ship experience to all ships in a system.
Facility Group      := Psychic
Facility Family     := 48
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 44
Cost Minerals       := 10000
Cost Organics       := 2000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Psychic Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 1% each turn up to 10% (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10

Name                := Psychic Ship Training Facility II
Description         := Psychic broadcast center which imparts collected ship experience to all ships in a system.
Facility Group      := Psychic
Facility Family     := 48
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 44
Cost Minerals       := 10000
Cost Organics       := 2000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Psychic Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 2% each turn up to 15% (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 15

Name                := Psychic Ship Training Facility III
Description         := Psychic broadcast center which imparts collected ship experience to all ships in a system.
Facility Group      := Psychic
Facility Family     := 48
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 44
Cost Minerals       := 10000
Cost Organics       := 2000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Psychic Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 3% each turn up to 20% (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 20

Name                := Psychic Fleet Training Facility I
Description         := Psychic broadcast center which imparts collected fleet experience to all fleets in a system.
Facility Group      := Psychic
Facility Family     := 49
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 47
Cost Minerals       := 11000
Cost Organics       := 2000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Psychic Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 1% each turn up to 10% (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10

Name                := Psychic Fleet Training Facility II
Description         := Psychic broadcast center which imparts collected fleet experience to all fleets in a system.
Facility Group      := Psychic
Facility Family     := 49
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 47
Cost Minerals       := 11000
Cost Organics       := 2000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Psychic Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 2% each turn up to 15% (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 15

Name                := Psychic Fleet Training Facility III
Description         := Psychic broadcast center which imparts collected fleet experience to all fleets in a system.
Facility Group      := Psychic
Facility Family     := 49
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 47
Cost Minerals       := 11000
Cost Organics       := 2000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Psychic Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 3% each turn up to 20% (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 20

Name                := Psychic Scanner I
Description         := Psychic scanner which can perform a detailed scan of any enemy ship within the system.
Facility Group      := Psychic
Facility Family     := 50
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 42
Cost Minerals       := 15000
Cost Organics       := 5000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Psychic Technology
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Psychic Scanner II
Description         := Psychic scanner which can perform a detailed scan of any enemy ship within the system.
Facility Group      := Psychic
Facility Family     := 50
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 42
Cost Minerals       := 12000
Cost Organics       := 4000
Cost Radioactives   := 12000
Number of Tech Req  := 1
Tech Area Req 1     := Psychic Technology
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Psychic Scanner III
Description         := Psychic scanner which can perform a detailed scan of any enemy ship within the system.
Facility Group      := Psychic
Facility Family     := 50
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 42
Cost Minerals       := 10000
Cost Organics       := 2000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Psychic Technology
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Solar Generator I
Description         := Massive solar collectors which can transmute solar energy to raw materials.
Facility Group      := Crystalline
Facility Family     := 51
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 63
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 100 minerals per star each turn.
Ability 1 Val 1     := 100
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 100 organics per star each turn.
Ability 2 Val 1     := 100
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 100 radioactives per star each turn.
Ability 3 Val 1     := 100
Ability 3 Val 2     := 0

Name                := Solar Generator II
Description         := Massive solar collectors which can transmute solar energy to raw materials.
Facility Group      := Crystalline
Facility Family     := 51
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 63
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 200 minerals per star each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 200 organics per star each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 200 radioactives per star each turn.
Ability 3 Val 1     := 200
Ability 3 Val 2     := 0

Name                := Solar Generator III
Description         := Massive solar collectors which can transmute solar energy to raw materials.
Facility Group      := Crystalline
Facility Family     := 51
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 63
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 6
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 300 minerals per star each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 300 organics per star each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 300 radioactives per star each turn.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0

Name                := Crystalline Restructuring Plant I
Description         := Facility which enhances vehicle hulls by adding crystalline matrices to their molecular structure.
Facility Group      := Crystalline
Facility Family     := 52
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 34
Cost Minerals       := 5000
Cost Organics       := 2000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Reduced Maintenance Cost - System
Ability 1 Descr     := Reduces all vehicle maintenance costs in the system by 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Crystalline Restructuring Plant II
Description         := Facility which enhances vehicle hulls by adding crystalline matrices to their molecular structure.
Facility Group      := Crystalline
Facility Family     := 52
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 34
Cost Minerals       := 5000
Cost Organics       := 2000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Reduced Maintenance Cost - System
Ability 1 Descr     := Reduces all vehicle maintenance costs in the system by 20% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Crystalline Restructuring Plant III
Description         := Facility which enhances vehicle hulls by adding crystalline matrices to their molecular structure.
Facility Group      := Crystalline
Facility Family     := 52
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 34
Cost Minerals       := 5000
Cost Organics       := 2000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Reduced Maintenance Cost - System
Ability 1 Descr     := Reduces all vehicle maintenance costs in the system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Energy Transmission Lens I
Description         := Massive lens which allows supplemental power to be beamed directly to ships within the system.
Facility Group      := Crystalline
Facility Family     := 53
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 51
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 20 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Energy Transmission Lens II
Description         := Massive lens which allows supplemental power to be beamed directly to ships within the system.
Facility Group      := Crystalline
Facility Family     := 53
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 51
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 40 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Energy Transmission Lens III
Description         := Massive lens which allows supplemental power to be beamed directly to ships within the system.
Facility Group      := Crystalline
Facility Family     := 53
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 51
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 60 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 60
Ability 1 Val 2     := 0

Name                := Crystalline Growth Yard I
Description         := Large space yard which can construct with large amounts of mineral crystals, but less organics and radioactives.
Facility Group      := Space Yard
Facility Family     := 70
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 72
Cost Minerals       := 15000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Crystalline Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 5000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 5000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 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 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Crystalline Growth Yard II
Description         := Large space yard which can construct with large amounts of mineral crystals, but less organics and radioactives.
Facility Group      := Space Yard
Facility Family     := 70
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 72
Cost Minerals       := 15000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Crystalline Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 7500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 7500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Crystalline Growth Yard III
Description         := Large space yard which can construct with large amounts of mineral crystals, but less organics and radioactives.
Facility Group      := Space Yard
Facility Family     := 70
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 72
Cost Minerals       := 15000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Crystalline Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 10000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10000
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 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Organic Maturation Yard I
Description         := Large space yard which can construct with large amounts of organics, but less minerals and radioactives.
Facility Group      := Space Yard
Facility Family     := 71
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 5000
Cost Organics       := 10000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Organic Technology
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 5000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 5000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Organic Maturation Yard II
Description         := Large space yard which can construct with large amounts of organics, but less minerals and radioactives.
Facility Group      := Space Yard
Facility Family     := 71
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 5000
Cost Organics       := 10000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Organic Technology
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 7500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 7500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Organic Maturation Yard III
Description         := Large space yard which can construct with large amounts of organics, but less minerals and radioactives.
Facility Group      := Space Yard
Facility Family     := 71
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 5000
Cost Organics       := 10000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Organic Technology
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 10000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 10000
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 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := ChronoYard I
Description         := Large space yard which can construct with large amounts of radioactives, but less minerals and organics.
Facility Group      := Space Yard
Facility Family     := 72
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 67
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Temporal Technology
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 5000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 5000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := ChronoYard II
Description         := Large space yard which can construct with large amounts of radioactives, but less minerals and organics.
Facility Group      := Space Yard
Facility Family     := 72
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 67
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Temporal Technology
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 7500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 7500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := ChronoYard III
Description         := Large space yard which can construct with large amounts of radioactives, but less minerals and organics.
Facility Group      := Space Yard
Facility Family     := 72
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 67
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Temporal Technology
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 10000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 10000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Planetary Repair Facility I
Description         := Large planetary yard where ships can be repaired.
Facility Group      := Space Yard
Facility Family     := 73
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 69
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Planetary Repair Yards
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 5 components per turn.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Planetary Repair Facility II
Description         := Large planetary yard where ships can be repaired.
Facility Group      := Space Yard
Facility Family     := 73
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 69
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Planetary Repair Yards
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 10 components per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Planetary Repair Facility III
Description         := Large planetary yard where ships can be repaired.
Facility Group      := Space Yard
Facility Family     := 73
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 69
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Planetary Repair Yards
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 15 components per turn.
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

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

