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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                := Spaceport
Description         := Facility used to primarily shift goods from the planet into space to a new destination, as well as to receive materials.
Facility Group      := Resupply
Facility Family     := 600
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 1500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 0
Number of Abilities := 1
Ability 1 Type      := Spaceport
Ability 1 Descr     := Acts as a Spaceport in this system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Mining 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 1600 minerals each turn.
Ability 1 Val 1     := 1600
Ability 1 Val 2     := 0

Name                := Mining 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 2000 minerals each turn.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Mining 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 2400 minerals each turn.
Ability 1 Val 1     := 2400
Ability 1 Val 2     := 0

Name                := Farming 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 1600 organics each turn.
Ability 1 Val 1     := 1600
Ability 1 Val 2     := 0

Name                := Farming 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 2000 organics each turn.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Farming 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 2400 organics each turn.
Ability 1 Val 1     := 2400
Ability 1 Val 2     := 0

Name                := Processing Plant 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 1600 radioactives each turn.
Ability 1 Val 1     := 1600
Ability 1 Val 2     := 0

Name                := Processing Plant 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 2000 radioactives each turn.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Processing Plant 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 2400 radioactives each turn.
Ability 1 Val 1     := 2400
Ability 1 Val 2     := 0

Name                := Research Compound I
Description         := High-Tech researching facility which develops new technology for Earthforce.
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  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Earth Alliance Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 600 research points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Research Compound II
Description         := Enhanced High-Tech researching facility which develops new technology for Earthforce.
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  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Earth Alliance Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 900 research points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Research Compound III
Description         := Advanced High-Tech researching facility which develops new technology for Earthforce.
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  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Earth Alliance Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1200 research points each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0

Name                := Research Base I
Description         := High-Tech researching facility which develops new technology for the Regime.
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  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Narn Regime Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 900 research points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Research Base II
Description         := Enhanced High-Tech researching facility which develops new technology for the Regime.
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  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Narn Regime Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1000 research points each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Research Base III
Description         := Advanced High-Tech researching facility which develops new technology for Earthforce.
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  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Narn Regime Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1100 research points each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0

Name                := Research Compound I
Description         := High-Tech researching facility which develops new technology for the Republic.
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  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Centauri Republic Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 600 research points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Research Compound II
Description         := Enhanced High-Tech researching facility which develops new technology for the Republic.
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  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Centauri Republic Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 800 research points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Research Compound III
Description         := Advanced High-Tech researching facility which develops new technology for the Republic.
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  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Centauri Republic Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 900 research points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Fire Wing Compound I
Description         := High-Tech researching facility which members of the Fire Wing Clan develop new technology for the Federation.
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  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Minbari Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 300 research points each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0

Name                := Fire Wing Compound II
Description         := Enhanced High-Tech researching facility which members of the Fire Wing Clan develop new technology for the Federation.
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  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Minbari Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 400 research points each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0

Name                := Fire Wing Compound III
Description         := Advanced High-Tech researching facility which members of the Fire Wing Clan develop new technology for the Federation.
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  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Minbari Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 500 research points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Psicorps Facility I
Description         := Large intelligence gathering organization that relies on the subtleties of its telepaths for success. 
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  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Earth Alliance Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 600 intelligence points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Psicorps Facility II
Description         := Enhanced intelligence gathering organization that relies on the subtleties of its telepaths for success. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Earth Alliance Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 700 intelligence points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Psicorps Facility III
Description         := Advanced intelligence gathering organization that relies on the subtleties of its telepaths for success. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Earth Alliance Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 800 intelligence points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Fourth Circle Installation 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  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Narn Regime Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 300 intelligence points each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0

Name                := Fourth Circle Installation II
Description         := Enhanced intelligence gathering organization.
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Narn Regime Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 400 intelligence points each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0

Name                := Fourth Circle Installation III
Description         := Advanced intelligence gathering organization.
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Narn Regime Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 500 intelligence points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0


Name                := Great House Estate 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  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Centauri Republic Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 800 intelligence points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Great House Estate II
Description         := Enhanced intelligence gathering organization.
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Centauri Republic Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 900 intelligence points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Great House Estate III
Description         := Advanced intelligence gathering organization.
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Centauri Republic Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1000 intelligence points each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Moon Shield Outpost 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  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Minbari Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 600 intelligence points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Moon Shield Outpost II
Description         := Enhanced intelligence gathering organization.
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Minbari Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 700 intelligence points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Moon Shield Outpost III
Description         := Advanced intelligence gathering organization.
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Minbari Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 800 intelligence points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Earthforce Academy I
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Earth Alliance Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 1% each turn up to 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10

Name                := Earthforce Academy II
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Earth Alliance Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 15

Name                := Earthforce Academy III
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Earth Alliance Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 3% each turn up to 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 20

Name                := EF Fleet Academy I
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Ship Support
Facility Family     := 33
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Earth Alliance Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 1% each turn up to 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10

Name                := EF Fleet Academy II
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Ship Support
Facility Family     := 33
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Earth Alliance Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 2% each turn up to 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 15

Name                := EF Fleet Academy III
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Ship Support
Facility Family     := 33
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Earth Alliance Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 3% each turn up to 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 20

Name                := Fourth Circle Installation I
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Narn Regime Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 1% each turn up to 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 15

Name                := Fourth Circle II
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Narn Regime Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 20

Name                := Fourth Circle Installation III
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Narn Regime Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 3% each turn up to 25% (only 1 facility per planet effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 25

Name                := Fourth Circle Training Base I
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Ship Support
Facility Family     := 33
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Narn Regime Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 1% each turn up to 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10

Name                := Fourth Circle Training Base II
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Ship Support
Facility Family     := 33
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Narn Regime Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 1% each turn up to 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 15

Name                := Fourth Circle Training Base III
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Ship Support
Facility Family     := 33
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Narn Regime Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 1% each turn up to 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 20

Name                := Royal Guard Training Facility I
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Centauri Republic Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 1% each turn up to 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10

Name                := Royal Guard Training Facility II
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Centauri Republic Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 15

Name                := Royal Guard Training Facility III
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Centauri Republic Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 3% each turn up to 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 20

Name                := Centauri Republic Fleet Academy I
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Ship Support
Facility Family     := 33
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Centauri Republic Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 1% each turn up to 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10

Name                := Centauri Republic Fleet Academy II
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Ship Support
Facility Family     := 33
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Centauri Republic Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 2% each turn up to 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 15

Name                := Centauri Republic Fleet Academy III
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Ship Support
Facility Family     := 33
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Centauri Republic Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 3% each turn up to 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 20

Name                := Wind Sword Outpost I
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Minbari Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 1% each turn up to 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 15

Name                := Wind Sword Outpost II
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Minbari Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 20

Name                := Wind Sword Outpost III
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Minbari Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 3% each turn up to 25% (only 1 facility per planet effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 25

Name                := Minbari Federation Fleet Academy I
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Ship Support
Facility Family     := 33
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Minbari Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 1% each turn up to 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 15

Name                := Minbari Federation Fleet Academy II
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Ship Support
Facility Family     := 33
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Minbari Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 2% each turn up to 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 20

Name                := Minbari Federation Fleet Academy III
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Ship Support
Facility Family     := 33
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Minbari Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 3% each turn up to 25% (only 1 facility per planet effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 25

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                := Survey Team HQ 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  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Earth Alliance Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Survey Team HQ 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  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Earth Alliance Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Survey Team HQ 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  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Earth Alliance Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 45% (only 1 facility per planet effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := Fifth Circle HQ 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  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Narn Regime Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Fifth Circle HQ 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  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Narn Regime Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Fifth Circle HQ 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  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Narn Regime Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Labour Camps I
Description         := Advanced workforce 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  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Centauri Republic Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Labour Camps II
Description         := Advanced workforce 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  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Centauri Republic Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 40% (only 1 facility per planet effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Labour Camps 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  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Centauri Republic Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 60% (only 1 facility per planet effective).
Ability 1 Val 1     := 60
Ability 1 Val 2     := 0

Name                := Worker Caste Outpost 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  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Minbari Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Worker Caste Outpost 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  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Minbari Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 40% (only 1 facility per planet effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Worker Caste Outpost 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  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Minbari Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 60% (only 1 facility per planet effective).
Ability 1 Val 1     := 60
Ability 1 Val 2     := 0

Name                := Hydroponics Center I
Description         := Advanced organics center which improves organics 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  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Earth Alliance Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Hydroponics Center II
Description         := Advanced organics center which improves organics 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  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Earth Alliance Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Hydroponics Center III
Description         := Advanced organics center which improves organic 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  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Earth Alliance Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 45% (only 1 facility per planet effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := Farming Center I
Description         := Advanced organics center which improves organic 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  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Narn Regime Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Farming Center II
Description         := Advanced organics center which improves organic 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  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Narn Regime Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 40% (only 1 facility per planet effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Farming Center III
Description         := Advanced organics center which improves organic 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  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Narn Regime Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 60% (only 1 facility per planet effective).
Ability 1 Val 1     := 60
Ability 1 Val 2     := 0

Name                := Forced Farming I
Description         := Advanced workforce which improves organics 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  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Centauri Republic Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Forced Farming II
Description         := Advanced workforce which improves organics 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  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Centauri Republic Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 40% (only 1 facility per planet effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Forced Farming III
Description         := Advanced workforce which improves organics 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  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Centauri Republic Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 60% (only 1 facility per planet effective).
Ability 1 Val 1     := 60
Ability 1 Val 2     := 0

Name                := Hydroponics Center I
Description         := Advanced organics center which improves organics 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  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Minbari Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Hydroponics Center II
Description         := Advanced organics center which improves organics 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  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Minbari Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Hydroponics Center III
Description         := Advanced organics center which improves organics 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  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Minbari Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 45% (only 1 facility per planet effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := Fusion Reactor I
Description         := Advanced reactor which improves radioactives 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  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Earth Alliance Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Fusion Reactor II
Description         := Advanced reactor which improves radioactives 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  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Earth Alliance Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Fusion Reactor III
Description         := Advanced reactor which improves radioactives 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  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Earth Alliance Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 45% (only 1 facility per planet effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := Fusion Reactor I
Description         := Advanced reactor which improves radioactives 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  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Narn Regime Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Fusion Reactor II
Description         := Advanced reactor which improves radioactives 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  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Narn Regime Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Fusion Reactor III
Description         := Advanced reactor which improves radioactives 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  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Narn Regime Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 45% (only 1 facility per planet effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := Antimatter Reactor I
Description         := Advanced reactor which improves radioactives 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  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Centauri Republic Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Antimatter Reactor II
Description         := Advanced reactor which improves radioactives 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  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Centauri Republic Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 35% (only 1 facility per planet effective).
Ability 1 Val 1     := 35
Ability 1 Val 2     := 0

Name                := Antimatter Reactor III
Description         := Advanced reactor which improves radioactives 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  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Centauri Republic Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 50% (only 1 facility per planet effective).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0

Name                := Gravimetric Reactor I
Description         := Advanced reactor which improves radioactives 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  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Minbari Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 25% (only 1 facility per planet effective).
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Gravimetric Reactor II
Description         := Advanced reactor which improves radioactives 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  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Minbari Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 50% (only 1 facility per planet effective).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0

Name                := Gravimetric Reactor III
Description         := Advanced reactor which improves radioactives 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  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Minbari Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 75% (only 1 facility per planet effective).
Ability 1 Val 1     := 75
Ability 1 Val 2     := 0

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

Name                := University 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  := 2
Tech Area Req 1     := Education
Tech Level Req 1    := 2
Tech Area Req 2     := Earth Alliance Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := University 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  := 2
Tech Area Req 1     := Education
Tech Level Req 1    := 3
Tech Area Req 2     := Earth Alliance Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

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

Name                := Education Center 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  := 2
Tech Area Req 1     := Education
Tech Level Req 1    := 2
Tech Area Req 2     := Narn Regime Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 25% (only 1 facility per planet effective).
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Education Center 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  := 2
Tech Area Req 1     := Education
Tech Level Req 1    := 3
Tech Area Req 2     := Narn Regime Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 45% (only 1 facility per planet effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

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

Name                := Testing Labs 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  := 2
Tech Area Req 1     := Education
Tech Level Req 1    := 2
Tech Area Req 2     := Centauri Republic Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Testing Labs 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  := 2
Tech Area Req 1     := Education
Tech Level Req 1    := 3
Tech Area Req 2     := Centauri Republic Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Religious Caste Outpost I
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 21
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Education
Tech Level Req 1    := 1
Tech Area Req 2     := Minbari Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 5% (only 1 facility per planet effective).
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Religious Caste Outpost 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  := 2
Tech Area Req 1     := Education
Tech Level Req 1    := 2
Tech Area Req 2     := Minbari Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Religious Caste Outpost 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  := 2
Tech Area Req 1     := Education
Tech Level Req 1    := 3
Tech Area Req 2     := Minbari Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Psicorps Training Facility 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  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Earth Alliance Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Psicorps Training Facility 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  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Earth Alliance Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Psicorps Training Facility 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  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Earth Alliance Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Thenta Makur HQ 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  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Narn Regime Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Thenta Makur HQ 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  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Narn Regime Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Thenta Makur HQ 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  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Narn Regime Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Assassins Guild 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  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Centauri Republic Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Assassins Guild 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  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Centauri Republic Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 25% (only 1 facility per planet effective).
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Assassins Guild 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  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Centauri Republic Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 45% (only 1 facility per planet effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := Ranger Outpost 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  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Minbari Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Ranger Outpost 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  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Minbari Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Ranger Outpost 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  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Minbari Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Electronic Warfare Matrix I
Description         := Sensors and things.
Facility Group      := Defense
Facility Family     := 25
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 4000
Cost Organics       := 0
Cost Radioactives   := 4000
Number of Tech Req  := 3
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Advanced Military Science
Tech Level Req 2    := 1
Tech Area Req 3     := Earth Alliance Technology
Tech Level Req 3    := 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                := Electronic Warfare Matrix II
Description         := Sensors and things.
Facility Group      := Defense
Facility Family     := 25
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 6000
Number of Tech Req  := 3
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Advanced Military Science
Tech Level Req 2    := 2
Tech Area Req 3     := Earth Alliance Technology
Tech Level Req 3    := 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                := Electronic Warfare Matrix III
Description         := Sensors and things.
Facility Group      := Defense
Facility Family     := 25
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 8000
Number of Tech Req  := 3
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Advanced Military Science
Tech Level Req 2    := 3
Tech Area Req 3     := Earth Alliance Technology
Tech Level Req 3    := 1
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                := Temple of G'Quan
Description         := Temples, omg.
Facility Group      := Defense
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     := Narn Religion
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                := Library of G'Quan
Description         := Temples, omg.
Facility Group      := Defense
Facility Family     := 25
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Narn Religion
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                := Citadel of G'Quan
Description         := Temples, omg.
Facility Group      := Defense
Facility Family     := 25
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Narn Religion
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                := Defense Matrix I
Description         := Sensors and things.
Facility Group      := Defense
Facility Family     := 25
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 4000
Cost Organics       := 0
Cost Radioactives   := 4000
Number of Tech Req  := 3
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Advanced Military Science
Tech Level Req 2    := 1
Tech Area Req 3     := Centauri Republic Technology
Tech Level Req 3    := 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                := Defense Matrix II
Description         := Sensors and things.
Facility Group      := Defense
Facility Family     := 25
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 6000
Number of Tech Req  := 3
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Advanced Military Science
Tech Level Req 2    := 2
Tech Area Req 3     := Centauri Republic Technology
Tech Level Req 3    := 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                := Defense Matrix III
Description         := Sensors and things.
Facility Group      := Defense
Facility Family     := 25
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 8000
Number of Tech Req  := 3
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Advanced Military Science
Tech Level Req 2    := 3
Tech Area Req 3     := Centauri Republic Technology
Tech Level Req 3    := 1
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                := Tactical Center I
Description         := Sensors and things.
Facility Group      := Defense
Facility Family     := 25
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 4000
Cost Organics       := 0
Cost Radioactives   := 4000
Number of Tech Req  := 3
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Advanced Military Science
Tech Level Req 2    := 1
Tech Area Req 3     := Minbari Federation Technology
Tech Level Req 3    := 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                := Tactical Center II
Description         := Sensors and things.
Facility Group      := Defense
Facility Family     := 25
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 6000
Number of Tech Req  := 3
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Advanced Military Science
Tech Level Req 2    := 2
Tech Area Req 3     := Minbari Federation Technology
Tech Level Req 3    := 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                := Tactical Center III
Description         := Sensors and things.
Facility Group      := Defense
Facility Family     := 25
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 8000
Number of Tech Req  := 3
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Advanced Military Science
Tech Level Req 2    := 3
Tech Area Req 3     := Minbari Federation Technology
Tech Level Req 3    := 1
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                := Psicops Building I
Description         := Thoughtful seers who predict the future and can avert disasters. 
Facility Group      := Telepathy
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Telepathy Studies
Tech Level Req 1    := 1
Tech Area Req 2     := Earth Alliance Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (-10, only 1 facility per system effective).
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (-10, only 1 facility per system effective).
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0

Name                := Psicops Building II
Description         := Thoughtful seers who predict the future and can avert disasters. 
Facility Group      := Telepathy
Facility Family     := 29
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Telepathy Studies
Tech Level Req 1    := 2
Tech Area Req 2     := Earth Alliance Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (-20, only 1 facility per system effective).
Ability 1 Val 1     := -20
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (-20, only 1 facility per system effective).
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0

Name                := Psicops Building III
Description         := Thoughtful seers who predict the future and can avert disasters. 
Facility Group      := Telepathy
Facility Family     := 29
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Telepathy Studies
Tech Level Req 1    := 3
Tech Area Req 2     := Earth Alliance Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (-30, only 1 facility per system effective).
Ability 1 Val 1     := -30
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (-30, only 1 facility per system effective).
Ability 2 Val 1     := -30
Ability 2 Val 2     := 0

Name                := Contemplation Center I
Description         := Thoughtful seers who predict the future and can avert disasters. 
Facility Group      := Telepathy
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000

Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Narn Religion
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (-5, only 1 facility per system effective).
Ability 1 Val 1     := -5
Ability 1 Val 2     := 0

Name                := Contemplation Center II
Description         := Thoughtful seers who predict the future and can avert disasters. 
Facility Group      := Telepathy
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Narn Religion
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (-10, only 1 facility per system effective).
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0

Name                := Contemplation Center III
Description         := Thoughtful seers who predict the future and can avert disasters. 
Facility Group      := Telepathy
Facility Family     := 29
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Narn Religion
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (-15, only 1 facility per system effective).
Ability 1 Val 1     := -15
Ability 1 Val 2     := 0

Name                := Telepath's Guild I
Description         := Thoughtful seers who predict the future and can avert disasters. 
Facility Group      := Telepathy
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Telepathy Studies
Tech Level Req 1    := 1
Tech Area Req 2     := Centauri Republic Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (-10, only 1 facility per system effective).
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (-15, only 1 facility per system effective).
Ability 2 Val 1     := -15
Ability 2 Val 2     := 0

Name                := Telepath's Guild II
Description         := Thoughtful seers who predict the future and can avert disasters. 
Facility Group      := Telepathy
Facility Family     := 29
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Telepathy Studies
Tech Level Req 1    := 2
Tech Area Req 2     := Centauri Republic Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (-20, only 1 facility per system effective).
Ability 1 Val 1     := -20
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (-30, only 1 facility per system effective).
Ability 2 Val 1     := -30
Ability 2 Val 2     := 0

Name                := Telepath's Guild III
Description         := Thoughtful seers who predict the future and can avert disasters. 
Facility Group      := Telepathy
Facility Family     := 29
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Telepathy Studies
Tech Level Req 1    := 3
Tech Area Req 2     := Centauri Republic Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (-30, only 1 facility per system effective).
Ability 1 Val 1     := -30
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (-45, only 1 facility per system effective).
Ability 2 Val 1     := -45
Ability 2 Val 2     := 0

Name                := Library of Valen I
Description         := Thoughtful seers who predict the future and can avert disasters. 
Facility Group      := Telepathy
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Telepathy Studies
Tech Level Req 1    := 1
Tech Area Req 2     := Minbari Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (-10, only 1 facility per system effective).
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (-10, only 1 facility per system effective).
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0

Name                := Library of Valen II
Description         := Thoughtful seers who predict the future and can avert disasters. 
Facility Group      := Telepathy
Facility Family     := 29
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Telepathy Studies
Tech Level Req 1    := 2
Tech Area Req 2     := Minbari Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (-20, only 1 facility per system effective).
Ability 1 Val 1     := -20
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (-20, only 1 facility per system effective).
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0

Name                := Library of Valen III
Description         := Thoughtful seers who predict the future and can avert disasters. 
Facility Group      := Telepathy
Facility Family     := 29
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Telepathy Studies
Tech Level Req 1    := 3
Tech Area Req 2     := Minbari Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (-30, only 1 facility per system effective).
Ability 1 Val 1     := -30
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (-30, only 1 facility per system effective).
Ability 2 Val 1     := -30
Ability 2 Val 2     := 0

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

Name                := Medical Facilities V
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 5 plagues in this system.
Ability 1 Val 1     := 5
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                := 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                := Space Yard Facility IV
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 4
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 3500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 3500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 3500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 3500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Space Yard Facility V
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 5
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 4000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 4000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 4000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 4000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 4000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 4000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Planetary Scanners I
Description         := Dedicated scanning system which can perform a detailed scan of any enemy ship within the system.
Facility Group      := Sensors
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     := EA Scanners
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Presidential Palace
Description         := The very center of the Earth Alliance, the Presidential Palace houses not only the president, but generates a generous portion of Alliance income through tax, trading and allocation of resources.
Facility Group      := Hub
Facility Family     := 100
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 200000
Cost Organics       := 200000
Cost Radioactives   := 200000
Number of Tech Req  := 1
Tech Area Req 1     := Earth Alliance Technology
Tech Level Req 1    := 1
Number of Abilities := 16
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Generates 1500 Minerals, Organics and Radioactives.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1500
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1500
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 500 research points each turn.
Ability 5 Val 1     := 500
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 500 intelligence points each turn.
Ability 6 Val 1     := 500
Ability 6 Val 2     := 0
Ability 7 Type      := Spaceport
Ability 7 Descr     := Acts as a spaceport for this system
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Cargo Storage
Ability 8 Descr     := Provides 5000 extra cargo spaces.
Ability 8 Val 1     := 5000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Mineral
Ability 9 Descr     := Can store 50000 minerals for the Empire.
Ability 9 Val 1     := 50000
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Storage - Organics
Ability 10 Descr    := Can store 50000 organics for the Empire.
Ability 10 Val 1    := 50000
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Radioactives
Ability 11 Descr    := Can store 50000 radioactives for the Empire.
Ability 11 Val 1    := 50000
Ability 11 Val 2    := 0
Ability 12 Type     := Supply Generation
Ability 12 Descr    := Supply and Refueling facilities available.
Ability 12 Val 1    := 0
Ability 12 Val 2    := 0
Ability 13 Type     := Change Population Happiness - System
Ability 13 Descr    := The presence of the Palace provides the system with a bonus to their happiness.
Ability 13 Val 1    := 2
Ability 13 Val 2    := 0
Ability 14 Type     := Reduced Maintenance Cost - System
Ability 14 Descr    := Maintenance Costs reduced by 25%, system wide.
Ability 14 Val 1    := 25
Ability 14 Val 2    := 0
Ability 15 Type     := Change Bad Event Chance - System
Ability 15 Descr    := High levels of commercial interaction result in system awareness, early warning for cosmic events. Reduce chance by 30%  
Ability 15 Val 1    := -30
Ability 15 Val 2    := 0
Ability 16 Type     := Combat Modifier - System
Ability 16 Descr    := When fighting to defend their homeworld system, ships receive a 20% Combat bonus.
Ability 16 Val 1    := 20
Ability 16 Val 2    := 0

Name                := Kha'Ri Headquarters
Description         := The very center of the Narn Regime, the Kha'Ri collects taxes, organises the military and governs the people.
Facility Group      := Hub
Facility Family     := 100
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 200000
Cost Organics       := 200000
Cost Radioactives   := 200000
Number of Tech Req  := 1
Tech Area Req 1     := Narn Regime Technology
Tech Level Req 1    := 1
Number of Abilities := 16
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Generates 1500 Minerals, Organics and Radioactives.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1500
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1500
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 750 research points each turn.
Ability 5 Val 1     := 750
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 250 intelligence points each turn.
Ability 6 Val 1     := 250
Ability 6 Val 2     := 0
Ability 7 Type      := Spaceport
Ability 7 Descr     := Acts as a spaceport for this system
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Cargo Storage
Ability 8 Descr     := Provides 5000 extra cargo spaces.
Ability 8 Val 1     := 5000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Mineral
Ability 9 Descr     := Can store 50000 minerals for the Empire.
Ability 9 Val 1     := 50000
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Storage - Organics
Ability 10 Descr    := Can store 50000 organics for the Empire.
Ability 10 Val 1    := 50000
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Radioactives
Ability 11 Descr    := Can store 50000 radioactives for the Empire.
Ability 11 Val 1    := 50000
Ability 11 Val 2    := 0
Ability 12 Type     := Supply Generation
Ability 12 Descr    := Supply and Refueling facilities available.
Ability 12 Val 1    := 0
Ability 12 Val 2    := 0
Ability 13 Type     := Change Population Happiness - System
Ability 13 Descr    := The presence of the Kha'Ri provides the system with a bonus to their happiness.
Ability 13 Val 1    := 2
Ability 13 Val 2    := 0
Ability 14 Type     := Reduced Maintenance Cost - System
Ability 14 Descr    := Maintenance Costs reduced by 25%, system wide.
Ability 14 Val 1    := 25
Ability 14 Val 2    := 0
Ability 15 Type     := Change Bad Event Chance - System
Ability 15 Descr    := High levels of commercial interaction result in system awareness, early warning for cosmic events. Reduce chance by 30%  
Ability 15 Val 1    := -30
Ability 15 Val 2    := 0
Ability 16 Type     := Combat Modifier - System
Ability 16 Descr    := When fighting to defend their homeworld system, ships receive a 20% Combat bonus.
Ability 16 Val 1    := 20
Ability 16 Val 2    := 0

Name                := Palace of the Emperor
Description         := The very center of the Centauri Republic, the Palace of the Emperor houses not only the Emperor, but generates a generous portion of Republic income through tax, trading and allocation of resources.
Facility Group      := Hub
Facility Family     := 100
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 200000
Cost Organics       := 200000
Cost Radioactives   := 200000
Number of Tech Req  := 1
Tech Area Req 1     := Centauri Republic Technology
Tech Level Req 1    := 1
Number of Abilities := 16
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Generates 1500 Minerals, Organics and Radioactives.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1500
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1500
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 500 research points each turn.
Ability 5 Val 1     := 500
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 750 intelligence points each turn.
Ability 6 Val 1     := 750
Ability 6 Val 2     := 0
Ability 7 Type      := Spaceport
Ability 7 Descr     := Acts as a spaceport for this system
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Cargo Storage
Ability 8 Descr     := Provides 5000 extra cargo spaces.
Ability 8 Val 1     := 5000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Mineral
Ability 9 Descr     := Can store 50000 minerals for the Empire.
Ability 9 Val 1     := 50000
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Storage - Organics
Ability 10 Descr    := Can store 50000 organics for the Empire.
Ability 10 Val 1    := 50000
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Radioactives
Ability 11 Descr    := Can store 50000 radioactives for the Empire.
Ability 11 Val 1    := 50000
Ability 11 Val 2    := 0
Ability 12 Type     := Supply Generation
Ability 12 Descr    := Supply and Refueling facilities available.
Ability 12 Val 1    := 0
Ability 12 Val 2    := 0
Ability 13 Type     := Change Population Happiness - System
Ability 13 Descr    := The presence of the Palace provides the system with a bonus to their happiness.
Ability 13 Val 1    := 2
Ability 13 Val 2    := 0
Ability 14 Type     := Reduced Maintenance Cost - System
Ability 14 Descr    := Maintenance Costs reduced by 25%, system wide.
Ability 14 Val 1    := 25
Ability 14 Val 2    := 0
Ability 15 Type     := Change Bad Event Chance - System
Ability 15 Descr    := High levels of commercial interaction result in system awareness, early warning for cosmic events. Reduce chance by 30%  
Ability 15 Val 1    := -30
Ability 15 Val 2    := 0
Ability 16 Type     := Combat Modifier - System
Ability 16 Descr    := When fighting to defend their homeworld system, ships receive a 10% Combat bonus.
Ability 16 Val 1    := 10
Ability 16 Val 2    := 0

Name                := Grey Council Headquarters
Description         := The very center of the Minbari Federation, the Grey Council spends much of its time on the Warcruiser Valen'Tha, though also spend time at their HQ on Minbar, delegating tasks to the Castes.
Facility Group      := Hub
Facility Family     := 100
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 200000
Cost Organics       := 200000
Cost Radioactives   := 200000
Number of Tech Req  := 1
Tech Area Req 1     := Minbari Federation Technology
Tech Level Req 1    := 1
Number of Abilities := 16
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Generates 1500 Minerals, Organics and Radioactives.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1500
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1500
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 250 research points each turn.
Ability 5 Val 1     := 250
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 500 intelligence points each turn.
Ability 6 Val 1     := 500
Ability 6 Val 2     := 0
Ability 7 Type      := Spaceport
Ability 7 Descr     := Acts as a spaceport for this system
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Cargo Storage
Ability 8 Descr     := Provides 5000 extra cargo spaces.
Ability 8 Val 1     := 5000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Mineral
Ability 9 Descr     := Can store 50000 minerals for the Empire.
Ability 9 Val 1     := 50000
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Storage - Organics
Ability 10 Descr    := Can store 50000 organics for the Empire.
Ability 10 Val 1    := 50000
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Radioactives
Ability 11 Descr    := Can store 50000 radioactives for the Empire.
Ability 11 Val 1    := 50000
Ability 11 Val 2    := 0
Ability 12 Type     := Supply Generation
Ability 12 Descr    := Supply and Refueling facilities available.
Ability 12 Val 1    := 0
Ability 12 Val 2    := 0
Ability 13 Type     := Change Population Happiness - System
Ability 13 Descr    := The presence of the Council provides the system with a bonus to their happiness.
Ability 13 Val 1    := 2
Ability 13 Val 2    := 0
Ability 14 Type     := Reduced Maintenance Cost - System
Ability 14 Descr    := Maintenance Costs reduced by 25%, system wide.
Ability 14 Val 1    := 25
Ability 14 Val 2    := 0
Ability 15 Type     := Change Bad Event Chance - System
Ability 15 Descr    := High levels of commercial interaction result in system awareness, early warning for cosmic events. Reduce chance by 30%  
Ability 15 Val 1    := -30
Ability 15 Val 2    := 0
Ability 16 Type     := Combat Modifier - System
Ability 16 Descr    := When fighting to defend their homeworld system, ships receive a 20% Combat bonus.
Ability 16 Val 1    := 20
Ability 16 Val 2    := 0

Name                := Resupply Base
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

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*END*
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