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FACILITY DATA FILE DN4.32
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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                := Mineral Miner Facility I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 1000
Cost Organics       := 100
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 400 minerals each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 01
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 100 minerals for an empire.
Ability 3 Val 1     := 100
Ability 3 Val 2     := 0

Name                := Mineral Miner Facility II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 1200
Cost Organics       := 100
Cost Radioactives   := 200
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 600 minerals each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 01
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 150 minerals for an empire.
Ability 3 Val 1     := 150
Ability 3 Val 2     := 0

Name                := Mineral Miner Facility III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 1400
Cost Organics       := 100
Cost Radioactives   := 300
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 01
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 200 minerals for an empire.
Ability 3 Val 1     := 200
Ability 3 Val 2     := 0

Name                := Mineral Miner Facility IV
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 1600
Cost Organics       := 100
Cost Radioactives   := 400
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 01
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 250 minerals for an empire.
Ability 3 Val 1     := 250
Ability 3 Val 2     := 0

Name                := Mineral Miner Facility V
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 1800
Cost Organics       := 100
Cost Radioactives   := 500
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 01
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 300 minerals for an empire.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0

Name                := Mineral Miner Facility VI
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2000
Cost Organics       := 100
Cost Radioactives   := 600
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1400 minerals each turn.
Ability 1 Val 1     := 1400
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 01
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 350 minerals for an empire.
Ability 3 Val 1     := 350
Ability 3 Val 2     := 0

Name                := Mineral Miner Facility VII
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2200
Cost Organics       := 100
Cost Radioactives   := 700
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 7
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1600 minerals each turn.
Ability 1 Val 1     := 1600
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 01
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 400 minerals for an empire.
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0

Name                := Mineral Miner Facility VIII
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2400
Cost Organics       := 100
Cost Radioactives   := 800
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 8
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1800 minerals each turn.
Ability 1 Val 1     := 1800
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 01
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 450 minerals for an empire.
Ability 3 Val 1     := 450
Ability 3 Val 2     := 0

Name                := Mineral Miner Facility IX
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2600
Cost Organics       := 100
Cost Radioactives   := 900
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 9
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 2000 minerals each turn.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 01
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 500 minerals for an empire.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0

Name                := Mineral Miner Facility X
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2800
Cost Organics       := 100
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 10
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 2200 minerals each turn.
Ability 1 Val 1     := 2200
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 01
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 550 minerals for an empire.
Ability 3 Val 1     := 550
Ability 3 Val 2     := 0

Name                := Mineral Miner City I
Description         := Enormous city sized planet processor which mines minerals from the deepest layers.  Provides substantial habitation for several millions of people.
Facility Group      := Resource Extraction
Facility Family     := 111
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 375
Cost Minerals       := 6000
Cost Organics       := 600
Cost Radioactives   := 600
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1600 minerals each turn.
Ability 1 Val 1     := 1600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2000 minerals for an empire.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 500 extra unit spaces on a planet.
Ability 3 Val 1     := 500
Ability 3 Val 2     :=
Ability 4 Type      := AI Tag 07
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Mineral Miner City II
Description         := Enormous city sized planet processor which mines minerals from the deepest layers.  Provides substantial habitation for several millions of people.
Facility Group      := Resource Extraction
Facility Family     := 111
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 375
Cost Minerals       := 7200
Cost Organics       := 600
Cost Radioactives   := 1200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 2400 minerals each turn.
Ability 1 Val 1     := 2400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 3000 minerals for an empire.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 600 extra unit spaces on a planet.
Ability 3 Val 1     := 600
Ability 3 Val 2     :=
Ability 4 Type      := AI Tag 07
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Mineral Miner City III
Description         := Enormous city sized planet processor which mines minerals from the deepest layers.  Provides substantial habitation for several millions of people.
Facility Group      := Resource Extraction
Facility Family     := 111
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 375
Cost Minerals       := 8400
Cost Organics       := 600
Cost Radioactives   := 1800
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 2
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 3200 minerals each turn.
Ability 1 Val 1     := 3200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 4000 minerals for an empire.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 700 extra unit spaces on a planet.
Ability 3 Val 1     := 700
Ability 3 Val 2     :=
Ability 4 Type      := AI Tag 07
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Mineral Miner City IV
Description         := Enormous city sized planet processor which mines minerals from the deepest layers.  Provides substantial habitation for several millions of people.
Facility Group      := Resource Extraction
Facility Family     := 111
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 375
Cost Minerals       := 9600
Cost Organics       := 600
Cost Radioactives   := 2400
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 3
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 4000 minerals each turn.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 5000 minerals for an empire.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 800 extra unit spaces on a planet.
Ability 3 Val 1     := 800
Ability 3 Val 2     :=
Ability 4 Type      := AI Tag 07
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Mineral Miner City V
Description         := Enormous city sized planet processor which mines minerals from the deepest layers.  Provides substantial habitation for several millions of people.
Facility Group      := Resource Extraction
Facility Family     := 111
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 375
Cost Minerals       := 10800
Cost Organics       := 600
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 4
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 4800 minerals each turn.
Ability 1 Val 1     := 4800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 6000 minerals for an empire.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 900 extra unit spaces on a planet.
Ability 3 Val 1     := 900
Ability 3 Val 2     :=
Ability 4 Type      := AI Tag 07
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Mineral Miner City VI
Description         := Enormous city sized planet processor which mines minerals from the deepest layers.  Provides substantial habitation for several millions of people.
Facility Group      := Resource Extraction
Facility Family     := 111
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 375
Cost Minerals       := 12000
Cost Organics       := 600
Cost Radioactives   := 3600
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 5
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 5600 minerals each turn.
Ability 1 Val 1     := 5600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 7000 minerals for an empire.
Ability 2 Val 1     := 7000
Ability 2 Val 2     := 
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 1000 extra unit spaces on a planet.
Ability 3 Val 1     := 1000
Ability 3 Val 2     :=
Ability 4 Type      := AI Tag 07
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Mineral Miner City VII
Description         := Enormous city sized planet processor which mines minerals from the deepest layers.  Provides substantial habitation for several millions of people.
Facility Group      := Resource Extraction
Facility Family     := 111
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 375
Cost Minerals       := 13200
Cost Organics       := 600
Cost Radioactives   := 4200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 6
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 6400 minerals each turn.
Ability 1 Val 1     := 6400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 8000 minerals for an empire.
Ability 2 Val 1     := 8000
Ability 2 Val 2     := 
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 1100 extra unit spaces on a planet.
Ability 3 Val 1     := 1100
Ability 3 Val 2     :=
Ability 4 Type      := AI Tag 07
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Mineral Miner City VIII
Description         := Enormous city sized planet processor which mines minerals from the deepest layers.  Provides substantial habitation for several millions of people.
Facility Group      := Resource Extraction
Facility Family     := 111
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 375
Cost Minerals       := 14400
Cost Organics       := 600
Cost Radioactives   := 4800
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 7
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 7200 minerals each turn.
Ability 1 Val 1     := 7200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 9000 minerals for an empire.
Ability 2 Val 1     := 9000
Ability 2 Val 2     := 
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 1200 extra unit spaces on a planet.
Ability 3 Val 1     := 1200
Ability 3 Val 2     :=
Ability 4 Type      := AI Tag 07
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Mineral Miner City IX
Description         := Enormous city sized planet processor which mines minerals from the deepest layers.  Provides substantial habitation for several millions of people.
Facility Group      := Resource Extraction
Facility Family     := 111
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 375
Cost Minerals       := 15600
Cost Organics       := 600
Cost Radioactives   := 5400
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 8
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 8000 minerals each turn.
Ability 1 Val 1     := 8000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 10000 minerals for an empire.
Ability 2 Val 1     := 10000
Ability 2 Val 2     := 
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 1300 extra unit spaces on a planet.
Ability 3 Val 1     := 1300
Ability 3 Val 2     :=
Ability 4 Type      := AI Tag 07
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Mineral Miner City X
Description         := Enormous city sized planet processor which mines minerals from the deepest layers.  Provides substantial habitation for several millions of people.
Facility Group      := Resource Extraction
Facility Family     := 111
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 375
Cost Minerals       := 16800
Cost Organics       := 600
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 9
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 8800 minerals each turn.
Ability 1 Val 1     := 8800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 11000 minerals for an empire.
Ability 2 Val 1     := 11000
Ability 2 Val 2     := 
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 1400 extra unit spaces on a planet.
Ability 3 Val 1     := 1400
Ability 3 Val 2     :=
Ability 4 Type      := AI Tag 07
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Organics Farm Facility I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 200
Cost Organics       := 1000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 400 organics each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 02
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Organics
Ability 3 Descr     := Can store 100 organics for an empire.
Ability 3 Val 1     := 100
Ability 3 Val 2     := 0

Name                := Organics Farm Facility II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 300
Cost Organics       := 1200
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 600 organics each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 02
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Organics
Ability 3 Descr     := Can store 150 organics for an empire.
Ability 3 Val 1     := 150
Ability 3 Val 2     := 0

Name                := Organics Farm Facility III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 400
Cost Organics       := 1400
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 800 organics each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 02
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Organics
Ability 3 Descr     := Can store 200 organics for an empire.
Ability 3 Val 1     := 200
Ability 3 Val 2     := 0

Name                := Organics Farm Facility IV
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 500
Cost Organics       := 1600
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1000 organics each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 02
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Organics
Ability 3 Descr     := Can store 250 organics for an empire.
Ability 3 Val 1     := 250
Ability 3 Val 2     := 0

Name                := Organics Farm Facility V
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 600
Cost Organics       := 1800
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1200 organics each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 02
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Organics
Ability 3 Descr     := Can store 300 organics for an empire.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0

Name                := Organics Farm Facility VI
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 700
Cost Organics       := 2000
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1400 organics each turn.
Ability 1 Val 1     := 1400
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 02
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Organics
Ability 3 Descr     := Can store 350 organics for an empire.
Ability 3 Val 1     := 350
Ability 3 Val 2     := 0

Name                := Organics Farm Facility VII
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 800
Cost Organics       := 2200
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 7
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1600 organics each turn.
Ability 1 Val 1     := 1600
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 02
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Organics
Ability 3 Descr     := Can store 400 organics for an empire.
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0

Name                := Organics Farm Facility VIII
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 900
Cost Organics       := 2400
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 8
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1800 organics each turn.
Ability 1 Val 1     := 1800
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 02
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Organics
Ability 3 Descr     := Can store 450 organics for an empire.
Ability 3 Val 1     := 450
Ability 3 Val 2     := 0

Name                := Organics Farm Facility IX
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 1000
Cost Organics       := 2600
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 9
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 2000 organics each turn.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 02
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Organics
Ability 3 Descr     := Can store 500 organics for an empire.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0

Name                := Organics Farm Facility X
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 1100
Cost Organics       := 2800
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 10
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 2200 organics each turn.
Ability 1 Val 1     := 2200
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 02
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Organics
Ability 3 Descr     := Can store 550 organics for an empire.
Ability 3 Val 1     := 550
Ability 3 Val 2     := 0

Name                := Organics Farm City I
Description         := Enormous city sized biological growing facility which generates organic materials from a planet's surface.  Provides pleasant housing for several millions of people.
Facility Group      := Resource Extraction
Facility Family     := 112
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 374
Cost Minerals       := 1200
Cost Organics       := 6000
Cost Radioactives   := 400
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1600 organics each turn.
Ability 1 Val 1     := 1600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2000 organics for an empire.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 500 extra unit spaces on a planet.
Ability 3 Val 1     := 500
Ability 3 Val 2     :=
Ability 4 Type      := AI Tag 08
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Organics Farm City II
Description         := Enormous city sized biological growing facility which generates organic materials from a planet's surface.  Provides pleasant housing for several millions of people.
Facility Group      := Resource Extraction
Facility Family     := 112
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 374
Cost Minerals       := 1800
Cost Organics       := 7200
Cost Radioactives   := 400
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 2400 organics each turn.
Ability 1 Val 1     := 2400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 3000 organics for an empire.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 600 extra unit spaces on a planet.
Ability 3 Val 1     := 600
Ability 3 Val 2     :=
Ability 4 Type      := AI Tag 08
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Organics Farm City III
Description         := Enormous city sized biological growing facility which generates organic materials from a planet's surface.  Provides pleasant housing for several millions of people.
Facility Group      := Resource Extraction
Facility Family     := 112
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 374
Cost Minerals       := 2400
Cost Organics       := 8400
Cost Radioactives   := 400
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 2
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 3200 organics each turn.
Ability 1 Val 1     := 3200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 4000 organics for an empire.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 700 extra unit spaces on a planet.
Ability 3 Val 1     := 700
Ability 3 Val 2     :=
Ability 4 Type      := AI Tag 08
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Organics Farm City IV
Description         := Enormous city sized biological growing facility which generates organic materials from a planet's surface.  Provides pleasant housing for several millions of people.
Facility Group      := Resource Extraction
Facility Family     := 112
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 374
Cost Minerals       := 3000
Cost Organics       := 9600
Cost Radioactives   := 400
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 3
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 4000 organics each turn.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 5000 organics for an empire.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 800 extra unit spaces on a planet.
Ability 3 Val 1     := 800
Ability 3 Val 2     :=
Ability 4 Type      := AI Tag 08
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Organics Farm City V
Description         := Enormous city sized biological growing facility which generates organic materials from a planet's surface.  Provides pleasant housing for several millions of people.
Facility Group      := Resource Extraction
Facility Family     := 112
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 374
Cost Minerals       := 3600
Cost Organics       := 10800
Cost Radioactives   := 400
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 4
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 4800 organics each turn.
Ability 1 Val 1     := 4800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 6000 organics for an empire.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 900 extra unit spaces on a planet.
Ability 3 Val 1     := 900
Ability 3 Val 2     :=
Ability 4 Type      := AI Tag 08
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Organics Farm City VI
Description         := Enormous city sized biological growing facility which generates organic materials from a planet's surface.  Provides pleasant housing for several millions of people.
Facility Group      := Resource Extraction
Facility Family     := 112
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 374
Cost Minerals       := 4200
Cost Organics       := 12000
Cost Radioactives   := 400
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 5
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 5600 organics each turn.
Ability 1 Val 1     := 5600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 7000 organics for an empire.
Ability 2 Val 1     := 7000
Ability 2 Val 2     := 
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 1000 extra unit spaces on a planet.
Ability 3 Val 1     := 1000
Ability 3 Val 2     :=
Ability 4 Type      := AI Tag 08
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Organics Farm City VII
Description         := Enormous city sized biological growing facility which generates organic materials from a planet's surface.  Provides pleasant housing for several millions of people.
Facility Group      := Resource Extraction
Facility Family     := 112
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 374
Cost Minerals       := 4800
Cost Organics       := 13200
Cost Radioactives   := 400
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 6
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 6400 organics each turn.
Ability 1 Val 1     := 6400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 8000 organics for an empire.
Ability 2 Val 1     := 8000
Ability 2 Val 2     := 
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 1100 extra unit spaces on a planet.
Ability 3 Val 1     := 1100
Ability 3 Val 2     :=
Ability 4 Type      := AI Tag 08
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Organics Farm City VIII
Description         := Enormous city sized biological growing facility which generates organic materials from a planet's surface.  Provides pleasant housing for several millions of people.
Facility Group      := Resource Extraction
Facility Family     := 112
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 374
Cost Minerals       := 5400
Cost Organics       := 14400
Cost Radioactives   := 400
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 7
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 7200 organics each turn.
Ability 1 Val 1     := 7200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 9000 organics for an empire.
Ability 2 Val 1     := 9000
Ability 2 Val 2     := 
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 1200 extra unit spaces on a planet.
Ability 3 Val 1     := 1200
Ability 3 Val 2     :=
Ability 4 Type      := AI Tag 08
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Organics Farm City IX
Description         := Enormous city sized biological growing facility which generates organic materials from a planet's surface.  Provides pleasant housing for several millions of people.
Facility Group      := Resource Extraction
Facility Family     := 112
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 374
Cost Minerals       := 6000
Cost Organics       := 15600
Cost Radioactives   := 400
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 8
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 8000 organics each turn.
Ability 1 Val 1     := 8000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 10000 organics for an empire.
Ability 2 Val 1     := 10000
Ability 2 Val 2     := 
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 1300 extra unit spaces on a planet.
Ability 3 Val 1     := 1300
Ability 3 Val 2     :=
Ability 4 Type      := AI Tag 08
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Organics Farm City X
Description         := Enormous city sized biological growing facility which generates organic materials from a planet's surface.  Provides pleasant housing for several millions of people.
Facility Group      := Resource Extraction
Facility Family     := 112
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 374
Cost Minerals       := 6600
Cost Organics       := 16800
Cost Radioactives   := 400
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 9
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 8800 organics each turn.
Ability 1 Val 1     := 8800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 11000 organics for an empire.
Ability 2 Val 1     := 11000
Ability 2 Val 2     := 
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 1400 extra unit spaces on a planet.
Ability 3 Val 1     := 1400
Ability 3 Val 2     :=
Ability 4 Type      := AI Tag 08
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility I
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 200
Cost Organics       := 0
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 400 radioactives each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 03
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Radioactives
Ability 3 Descr     := Can store 100 radioactives for an empire.
Ability 3 Val 1     := 100
Ability 3 Val 2     := 0

Name                := Radioactives Extraction Facility II
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 300
Cost Organics       := 0
Cost Radioactives   := 1200
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 2
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 600 radioactives each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 03
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Radioactives
Ability 3 Descr     := Can store 150 radioactives for an empire.
Ability 3 Val 1     := 150
Ability 3 Val 2     := 0

Name                := Radioactives Extraction Facility III
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 400
Cost Organics       := 0
Cost Radioactives   := 1400
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 800 radioactives each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 03
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Radioactives
Ability 3 Descr     := Can store 200 radioactives for an empire.
Ability 3 Val 1     := 200
Ability 3 Val 2     := 0

Name                := Radioactives Extraction Facility IV
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 500
Cost Organics       := 0
Cost Radioactives   := 1600
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1000 radioactives each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 03
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Radioactives
Ability 3 Descr     := Can store 250 radioactives for an empire.
Ability 3 Val 1     := 250
Ability 3 Val 2     := 0

Name                := Radioactives Extraction Facility V
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 600
Cost Organics       := 0
Cost Radioactives   := 1800
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1200 radioactives each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 03
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Radioactives
Ability 3 Descr     := Can store 300 radioactives for an empire.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0

Name                := Radioactives Extraction Facility VI
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 700
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 6
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1400 radioactives each turn.
Ability 1 Val 1     := 1400
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 03
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Radioactives
Ability 3 Descr     := Can store 350 radioactives for an empire.
Ability 3 Val 1     := 350
Ability 3 Val 2     := 0

Name                := Radioactives Extraction Facility VII
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 800
Cost Organics       := 0
Cost Radioactives   := 2200
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 7
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1600 radioactives each turn.
Ability 1 Val 1     := 1600
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 03
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Radioactives
Ability 3 Descr     := Can store 400 radioactives for an empire.
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0

Name                := Radioactives Extraction Facility VIII
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 900
Cost Organics       := 0
Cost Radioactives   := 2400
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 8
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1800 radioactives each turn.
Ability 1 Val 1     := 1800
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 03
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Radioactives
Ability 3 Descr     := Can store 450 radioactives for an empire.
Ability 3 Val 1     := 450
Ability 3 Val 2     := 0

Name                := Radioactives Extraction Facility IX
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 1000
Cost Organics       := 0
Cost Radioactives   := 2600
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 9
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 2000 radioactives each turn.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 03
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Radioactives
Ability 3 Descr     := Can store 500 radioactives for an empire.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0

Name                := Radioactives Extraction Facility X
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       := 10
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 1100
Cost Organics       := 0
Cost Radioactives   := 2800
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 10
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 2200 radioactives each turn.
Ability 1 Val 1     := 2200
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 03
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Radioactives
Ability 3 Descr     := Can store 550 radioactives for an empire.
Ability 3 Val 1     := 550
Ability 3 Val 2     := 0

Name                := Radioactives Extraction City I
Description         := Enormous city sized fusion reactors which process a planet's ore to generate refined high-energy materials.  Provides atrocious living conditions for several millions of people.
Facility Group      := Resource Extraction
Facility Family     := 113
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 372
Cost Minerals       := 1200
Cost Organics       := 400
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1600 radioactives each turn.
Ability 1 Val 1     := 1600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 2000 radioactives for an empire.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 500 extra unit spaces on a planet.
Ability 3 Val 1     := 500
Ability 3 Val 2     :=
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Radioactives Extraction City II
Description         := Enormous city sized fusion reactors which process a planet's ore to generate refined high-energy materials.  Provides atrocious living conditions for several millions of people.
Facility Group      := Resource Extraction
Facility Family     := 113
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 372
Cost Minerals       := 1800
Cost Organics       := 400
Cost Radioactives   := 7200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 2400 radioactives each turn.
Ability 1 Val 1     := 2400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 3000 radioactives for an empire.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 600 extra unit spaces on a planet.
Ability 3 Val 1     := 600
Ability 3 Val 2     :=
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Radioactives Extraction City III
Description         := Enormous city sized fusion reactors which process a planet's ore to generate refined high-energy materials.  Provides atrocious living conditions for several millions of people.
Facility Group      := Resource Extraction
Facility Family     := 113
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 372
Cost Minerals       := 2400
Cost Organics       := 400
Cost Radioactives   := 8400
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 2
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 3200 radioactives each turn.
Ability 1 Val 1     := 3200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 4000 radioactives for an empire.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 700 extra unit spaces on a planet.
Ability 3 Val 1     := 700
Ability 3 Val 2     :=
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Radioactives Extraction City IV
Description         := Enormous city sized fusion reactors which process a planet's ore to generate refined high-energy materials.  Provides atrocious living conditions for several millions of people.
Facility Group      := Resource Extraction
Facility Family     := 113
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 372
Cost Minerals       := 3000
Cost Organics       := 400
Cost Radioactives   := 9600
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 3
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 4000 radioactives each turn.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 5000 radioactives for an empire.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 800 extra unit spaces on a planet.
Ability 3 Val 1     := 800
Ability 3 Val 2     :=
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Radioactives Extraction City V
Description         := Enormous city sized fusion reactors which process a planet's ore to generate refined high-energy materials.  Provides atrocious living conditions for several millions of people.
Facility Group      := Resource Extraction
Facility Family     := 113
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 372
Cost Minerals       := 3600
Cost Organics       := 400
Cost Radioactives   := 10800
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 4
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 4800 radioactives each turn.
Ability 1 Val 1     := 4800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 6000 radioactives for an empire.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 900 extra unit spaces on a planet.
Ability 3 Val 1     := 900
Ability 3 Val 2     :=
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Radioactives Extraction City VI
Description         := Enormous city sized fusion reactors which process a planet's ore to generate refined high-energy materials.  Provides atrocious living conditions for several millions of people.
Facility Group      := Resource Extraction
Facility Family     := 113
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 372
Cost Minerals       := 4200
Cost Organics       := 400
Cost Radioactives   := 12000
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 5
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 5600 radioactives each turn.
Ability 1 Val 1     := 5600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 7000 radioactives for an empire.
Ability 2 Val 1     := 7000
Ability 2 Val 2     := 
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 1000 extra unit spaces on a planet.
Ability 3 Val 1     := 1000
Ability 3 Val 2     :=
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Radioactives Extraction City VII
Description         := Enormous city sized fusion reactors which process a planet's ore to generate refined high-energy materials.  Provides atrocious living conditions for several millions of people.
Facility Group      := Resource Extraction
Facility Family     := 113
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 372
Cost Minerals       := 4800
Cost Organics       := 400
Cost Radioactives   := 13200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 6
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 6400 radioactives each turn.
Ability 1 Val 1     := 6400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 8000 radioactives for an empire.
Ability 2 Val 1     := 8000
Ability 2 Val 2     := 
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 1100 extra unit spaces on a planet.
Ability 3 Val 1     := 1100
Ability 3 Val 2     :=
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Radioactives Extraction City VIII
Description         := Enormous city sized fusion reactors which process a planet's ore to generate refined high-energy materials.  Provides atrocious living conditions for several millions of people.
Facility Group      := Resource Extraction
Facility Family     := 113
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 372
Cost Minerals       := 5400
Cost Organics       := 400
Cost Radioactives   := 14400
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 7
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 7200 radioactives each turn.
Ability 1 Val 1     := 7200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 9000 radioactives for an empire.
Ability 2 Val 1     := 9000
Ability 2 Val 2     := 
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 1200 extra unit spaces on a planet.
Ability 3 Val 1     := 1200
Ability 3 Val 2     :=
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Radioactives Extraction City IX
Description         := Enormous city sized fusion reactors which process a planet's ore to generate refined high-energy materials.  Provides atrocious living conditions for several millions of people.
Facility Group      := Resource Extraction
Facility Family     := 113
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 372
Cost Minerals       := 6000
Cost Organics       := 400
Cost Radioactives   := 15600
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 8
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 8000 radioactives each turn.
Ability 1 Val 1     := 8000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 10000 radioactives for an empire.
Ability 2 Val 1     := 10000
Ability 2 Val 2     := 
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 1300 extra unit spaces on a planet.
Ability 3 Val 1     := 1300
Ability 3 Val 2     :=
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Radioactives Extraction City X
Description         := Enormous city sized fusion reactors which process a planet's ore to generate refined high-energy materials.  Provides atrocious living conditions for several millions of people.
Facility Group      := Resource Extraction
Facility Family     := 113
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 372
Cost Minerals       := 6600
Cost Organics       := 400
Cost Radioactives   := 16800
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 9
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 8800 radioactives each turn.
Ability 1 Val 1     := 8800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Can store 11000 radioactives for an empire.
Ability 2 Val 1     := 11000
Ability 2 Val 2     := 
Ability 3 Type      := Cargo Storage
Ability 3 Descr     := Provides 1300 extra unit spaces on a planet.
Ability 3 Val 1     := 1300
Ability 3 Val 2     :=
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Monolith Facility I
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 4
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 2
Tech Area Req 3     := Radioactives Extraction
Tech Level Req 3    := 2
Tech Area Req 4     := Arcologies
Tech Level Req 4    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 500 minerals each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 500 organics each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 500 radioactives each turn.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 04
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Monolith Facility II
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 4
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 3
Tech Area Req 3     := Radioactives Extraction
Tech Level Req 3    := 3
Tech Area Req 4     := Arcologies
Tech Level Req 4    := 2
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 700 minerals each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 700 organics each turn.
Ability 2 Val 1     := 700
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 700 radioactives each turn.
Ability 3 Val 1     := 700
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 04
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Monolith Facility III
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 4
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 4
Tech Area Req 3     := Radioactives Extraction
Tech Level Req 3    := 4
Tech Area Req 4     := Arcologies
Tech Level Req 4    := 3
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 900 organics each turn.
Ability 2 Val 1     := 900
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 900 radioactives each turn.
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 04
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Monolith Facility IV
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 4
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 5
Tech Area Req 3     := Radioactives Extraction
Tech Level Req 3    := 5
Tech Area Req 4     := Arcologies
Tech Level Req 4    := 4
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1100 minerals each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1100 organics each turn.
Ability 2 Val 1     := 1100
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1100 radioactives each turn.
Ability 3 Val 1     := 1100
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 04
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Monolith Facility V
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 4
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 6
Tech Area Req 3     := Radioactives Extraction
Tech Level Req 3    := 6
Tech Area Req 4     := Arcologies
Tech Level Req 4    := 5
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1300 minerals each turn.
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1300 organics each turn.
Ability 2 Val 1     := 1300
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1300 radioactives each turn.
Ability 3 Val 1     := 1300
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 04
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Monolith Facility VI
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 4
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 7
Tech Area Req 3     := Radioactives Extraction
Tech Level Req 3    := 7
Tech Area Req 4     := Arcologies
Tech Level Req 4    := 6
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1500 minerals each turn.
Ability 1 Val 1     := 1500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1500 organics each turn.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1500 radioactives each turn.
Ability 3 Val 1     := 1500
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 04
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Monolith Facility VII
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 4
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 8
Tech Area Req 3     := Radioactives Extraction
Tech Level Req 3    := 8
Tech Area Req 4     := Arcologies
Tech Level Req 4    := 7
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1700 minerals each turn.
Ability 1 Val 1     := 1700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1700 organics each turn.
Ability 2 Val 1     := 1700
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1700 radioactives each turn.
Ability 3 Val 1     := 1700
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 04
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Monolith Facility VIII
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 4
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 9
Tech Area Req 3     := Radioactives Extraction
Tech Level Req 3    := 9
Tech Area Req 4     := Arcologies
Tech Level Req 4    := 8
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1900 minerals each turn.
Ability 1 Val 1     := 1900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1900 organics each turn.
Ability 2 Val 1     := 1900
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1900 radioactives each turn.
Ability 3 Val 1     := 1900
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 04
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Monolith Facility IX
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 4
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 10
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 10
Tech Area Req 3     := Radioactives Extraction
Tech Level Req 3    := 10
Tech Area Req 4     := Arcologies
Tech Level Req 4    := 9
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 2100 minerals each turn.
Ability 1 Val 1     := 2100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 2100 organics each turn.
Ability 2 Val 1     := 2100
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 2100 radioactives each turn.
Ability 3 Val 1     := 2100
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 04
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Research Center I
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 1
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 300 research points each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 05
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Research Center II
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 1200
Cost Organics       := 500
Cost Radioactives   := 600
Number of Tech Req  := 1
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Number of Abilities := 2
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 400 research points each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 05
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Research Center III
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 1400
Cost Organics       := 500
Cost Radioactives   := 700
Number of Tech Req  := 1
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Number of Abilities := 2
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 500 research points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 05
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Research Center IV
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 1600
Cost Organics       := 500
Cost Radioactives   := 800
Number of Tech Req  := 1
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 4
Number of Abilities := 2
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
Ability 2 Type      := AI Tag 05
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Research Center V
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 1800
Cost Organics       := 500
Cost Radioactives   := 900
Number of Tech Req  := 1
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 5
Number of Abilities := 2
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 700 research points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 05
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Research Center VI
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2000
Cost Organics       := 500
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 6
Number of Abilities := 2
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
Ability 2 Type      := AI Tag 05
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Research Center VII
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2200
Cost Organics       := 500
Cost Radioactives   := 1100
Number of Tech Req  := 1
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 7
Number of Abilities := 2
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
Ability 2 Type      := AI Tag 05
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Research Center VIII
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2400
Cost Organics       := 500
Cost Radioactives   := 1200
Number of Tech Req  := 1
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 8
Number of Abilities := 2
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
Ability 2 Type      := AI Tag 05
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Research Center IX
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2600
Cost Organics       := 500
Cost Radioactives   := 1300
Number of Tech Req  := 1
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 9
Number of Abilities := 2
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
Ability 2 Type      := AI Tag 05
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Research Center X
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2800
Cost Organics       := 500
Cost Radioactives   := 1400
Number of Tech Req  := 1
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 10
Number of Abilities := 2
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
Ability 2 Type      := AI Tag 05
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Research City I
Description         := Enormous city-sized high-Tech researching facility which develops new technology for a society.  Provides homes for several millions of scientists and students.
Facility Group      := Research
Facility Family     := 115
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 370
Cost Minerals       := 6000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Number of Abilities := 3
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
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 500 extra unit spaces on a planet.
Ability 2 Val 1     := 500
Ability 2 Val 2     :=
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Research City II
Description         := Enormous city-sized high-Tech researching facility which develops new technology for a society.  Provides homes for several millions of scientists and students.
Facility Group      := Research
Facility Family     := 115
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 370
Cost Minerals       := 7200
Cost Organics       := 3000
Cost Radioactives   := 3600
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1600 research points each turn.
Ability 1 Val 1     := 1600
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 600 extra unit spaces on a planet.
Ability 2 Val 1     := 600
Ability 2 Val 2     :=
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Research City III
Description         := Enormous city-sized high-Tech researching facility which develops new technology for a society.  Provides homes for several millions of scientists and students.
Facility Group      := Research
Facility Family     := 115
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 370
Cost Minerals       := 8400
Cost Organics       := 3000
Cost Radioactives   := 4200
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 2000 research points each turn.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 700 extra unit spaces on a planet.
Ability 2 Val 1     := 700
Ability 2 Val 2     :=
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Research City IV
Description         := Enormous city-sized high-Tech researching facility which develops new technology for a society.  Provides homes for several millions of scientists and students.
Facility Group      := Research
Facility Family     := 115
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 370
Cost Minerals       := 9600
Cost Organics       := 3000
Cost Radioactives   := 4800
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 3
Number of Abilities := 3
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 2400 research points each turn.
Ability 1 Val 1     := 2400
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 800 extra unit spaces on a planet.
Ability 2 Val 1     := 800
Ability 2 Val 2     :=
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Research City V
Description         := Enormous city-sized high-Tech researching facility which develops new technology for a society.  Provides homes for several millions of scientists and students.
Facility Group      := Research
Facility Family     := 115
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 370
Cost Minerals       := 10800
Cost Organics       := 3000
Cost Radioactives   := 5400
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 4
Number of Abilities := 3
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 2800 research points each turn.
Ability 1 Val 1     := 2800
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 900 extra unit spaces on a planet.
Ability 2 Val 1     := 900
Ability 2 Val 2     :=
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Research City VI
Description         := Enormous city-sized high-Tech researching facility which develops new technology for a society.  Provides homes for several millions of scientists and students.
Facility Group      := Research
Facility Family     := 115
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 370
Cost Minerals       := 12000
Cost Organics       := 3000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 4
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 5
Number of Abilities := 3
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 3200 research points each turn.
Ability 1 Val 1     := 3200
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 1000 extra unit spaces on a planet.
Ability 2 Val 1     := 1000
Ability 2 Val 2     :=
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Research City VII
Description         := Enormous city-sized high-Tech researching facility which develops new technology for a society.  Provides homes for several millions of scientists and students.
Facility Group      := Research
Facility Family     := 115
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 370
Cost Minerals       := 13200
Cost Organics       := 3000
Cost Radioactives   := 6600
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 4
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 6
Number of Abilities := 3
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 3600 research points each turn.
Ability 1 Val 1     := 3600
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 1100 extra unit spaces on a planet.
Ability 2 Val 1     := 1100
Ability 2 Val 2     :=
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Research City VIII
Description         := Enormous city-sized high-Tech researching facility which develops new technology for a society.  Provides homes for several millions of scientists and students.
Facility Group      := Research
Facility Family     := 115
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 370
Cost Minerals       := 14400
Cost Organics       := 3000
Cost Radioactives   := 7200
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 5
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 7
Number of Abilities := 3
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 4000 research points each turn.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 1200 extra unit spaces on a planet.
Ability 2 Val 1     := 1200
Ability 2 Val 2     :=
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Research City IX
Description         := Enormous city-sized high-Tech researching facility which develops new technology for a society.  Provides homes for several millions of scientists and students.
Facility Group      := Research
Facility Family     := 115
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 370
Cost Minerals       := 15600
Cost Organics       := 3000
Cost Radioactives   := 7800
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 5
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 8
Number of Abilities := 3
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 4400 research points each turn.
Ability 1 Val 1     := 4400
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 1300 extra unit spaces on a planet.
Ability 2 Val 1     := 1300
Ability 2 Val 2     :=
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Research City X
Description         := Enormous city-sized high-Tech researching facility which develops new technology for a society.  Provides homes for several millions of scientists and students.
Facility Group      := Research
Facility Family     := 115
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 370
Cost Minerals       := 16800
Cost Organics       := 3000
Cost Radioactives   := 8400
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 6
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 9
Number of Abilities := 3
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 4800 research points each turn.
Ability 1 Val 1     := 4800
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 1400 extra unit spaces on a planet.
Ability 2 Val 1     := 1400
Ability 2 Val 2     :=
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Intelligence Center I
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 1000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 1
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Number of Abilities := 2
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
Ability 2 Type      := AI Tag 06
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Intelligence Center II
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 1200
Cost Organics       := 600
Cost Radioactives   := 500
Number of Tech Req  := 1
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Number of Abilities := 2
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 400 intelligence points each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 06
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Intelligence Center III
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 1400
Cost Organics       := 700
Cost Radioactives   := 500
Number of Tech Req  := 1
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Number of Abilities := 2
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 500 intelligence points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 06
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Intelligence Center IV
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 1600
Cost Organics       := 800
Cost Radioactives   := 500
Number of Tech Req  := 1
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 4
Number of Abilities := 2
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 600 intelligence points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 06
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Intelligence Center V
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 1800
Cost Organics       := 900
Cost Radioactives   := 500
Number of Tech Req  := 1
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 5
Number of Abilities := 2
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 700 intelligence points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 06
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Intelligence Center VI
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 1
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 6
Number of Abilities := 2
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 800 intelligence points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 06
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Intelligence Center VII
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2200
Cost Organics       := 1100
Cost Radioactives   := 500
Number of Tech Req  := 1
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 7
Number of Abilities := 2
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
Ability 2 Type      := AI Tag 06
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Intelligence Center VIII
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2400
Cost Organics       := 1200
Cost Radioactives   := 500
Number of Tech Req  := 1
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 8
Number of Abilities := 2
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
Ability 2 Type      := AI Tag 06
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Intelligence Center IX
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2600
Cost Organics       := 1300
Cost Radioactives   := 500
Number of Tech Req  := 1
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 9
Number of Abilities := 2
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1100 intelligence points each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 06
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Intelligence Center X
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2800
Cost Organics       := 1400
Cost Radioactives   := 500
Number of Tech Req  := 1
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 10
Number of Abilities := 2
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1200 intelligence points each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := AI Tag 06
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Intelligence City I
Description         := Massive intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 729
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 607
Cost Minerals       := 6000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1200 intelligence points each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Hidden cache of intelligence gathering provides 500 kt of cargo space for the planet.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0

Name                := Intelligence City II
Description         := Massive intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 729
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 607
Cost Minerals       := 7200
Cost Organics       := 3600
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1600 intelligence points each turn.
Ability 1 Val 1     := 1600
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Hidden cache of intelligence gathering provides 600 kt of cargo space for the planet.
Ability 2 Val 1     := 600
Ability 2 Val 2     := 0

Name                := Intelligence City III
Description         := Massive intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 729
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 607
Cost Minerals       := 8400
Cost Organics       := 4200
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 2000 intelligence points each turn.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Hidden cache of intelligence gathering provides 900 kt of cargo space for the planet.
Ability 2 Val 1     := 900
Ability 2 Val 2     := 0

Name                := Intelligence City IV
Description         := Massive intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 729
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 607
Cost Minerals       := 9600
Cost Organics       := 4800
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 4
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 2400 intelligence points each turn.
Ability 1 Val 1     := 2400
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Hidden cache of intelligence gathering provides 1000 kt of cargo space for the planet.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0

Name                := Intelligence City V
Description         := Massive intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 729
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 607
Cost Minerals       := 10800
Cost Organics       := 5400
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 5
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 4
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 2800 intelligence points each turn.
Ability 1 Val 1     := 2800
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Hidden cache of intelligence gathering provides 1100 kt of cargo space for the planet.
Ability 2 Val 1     := 1100
Ability 2 Val 2     := 0

Name                := Intelligence City VI
Description         := Massive intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 729
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 607
Cost Minerals       := 12000
Cost Organics       := 6000
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 6
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 5
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 3200 intelligence points each turn.
Ability 1 Val 1     := 3200
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Hidden cache of intelligence gathering provides 1200 kt of cargo space for the planet.
Ability 2 Val 1     := 1200
Ability 2 Val 2     := 0

Name                := Intelligence City VII
Description         := Massive intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 729
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 607
Cost Minerals       := 13200
Cost Organics       := 6600
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 7
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 6
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 3600 intelligence points each turn.
Ability 1 Val 1     := 3600
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Hidden cache of intelligence gathering provides 1300 kt of cargo space for the planet.
Ability 2 Val 1     := 1300
Ability 2 Val 2     := 0

Name                := Intelligence City VIII
Description         := Massive intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 729
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 607
Cost Minerals       := 14400
Cost Organics       := 7200
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 8
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 7
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 4000 intelligence points each turn.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Hidden cache of intelligence gathering provides 1400 kt of cargo space for the planet.
Ability 2 Val 1     := 1400
Ability 2 Val 2     := 0

Name                := Intelligence City IX
Description         := Massive intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 729
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 607
Cost Minerals       := 15600
Cost Organics       := 7800
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 9
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 8
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 4400 intelligence points each turn.
Ability 1 Val 1     := 4400
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Hidden cache of intelligence gathering provides 1500 kt of cargo space for the planet.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0

Name                := Intelligence City X
Description         := Massive intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 729
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 607
Cost Minerals       := 16800
Cost Organics       := 8400
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 10
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 9
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 4800 intelligence points each turn.
Ability 1 Val 1     := 4800
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Hidden cache of intelligence gathering provides 1600 kt of cargo space for the planet.
Ability 2 Val 1     := 1600
Ability 2 Val 2     := 0

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

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

Name                := Resupply Base I
Description         := Resupplies any ships which move through the sector it occupies and provides minimal repair services.
Facility Group      := Resupply
Facility Family     := 8
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 377
Cost Minerals       := 7000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Resupply
Tech Level Req 1    := 2
Number of Abilities := 2
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Component Repair
Ability 2 Descr     := Can repair 1 components per turn.
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Resupply Base II
Description         := Resupplies any ships which move through the sector it occupies and provides minimal repair services.
Facility Group      := Resupply
Facility Family     := 8
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 377
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Resupply
Tech Level Req 1    := 3
Number of Abilities := 2
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Component Repair
Ability 2 Descr     := Can repair 2 components per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0

Name                := Resupply Base III
Description         := Resupplies any ships which move through the sector it occupies and provides minimal repair services.
Facility Group      := Resupply
Facility Family     := 8
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 377
Cost Minerals       := 9000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Resupply
Tech Level Req 1    := 4
Number of Abilities := 2
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Component Repair
Ability 2 Descr     := Can repair 3 components per turn.
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0

Name                := Advanced Supply System I
Description         := Resupply system and technologies that can provide all the needs of ships in this sector, including repairs and can also enhance existing Space Yard facilites.
Facility Group      := Resupply
Facility Family     := 8
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 968
Cost Minerals       := 10000
Cost Organics       := 2000
Cost Radioactives   := 7000
Number of Tech Req  := 1
Tech Area Req 1     := Resupply
Tech Level Req 1    := 5
Number of Abilities := 6
Ability 1 Type      := Reduced Maintenance Cost - System
Ability 1 Descr     := Reduces all vehicle maintenance costs in the system by 5% (only 1 facility per system effective).
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0
Ability 2 Type      := Supply Generation
Ability 2 Descr     := Generates unlimited supplies for ships.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Component Repair
Ability 3 Descr     := Can repair 3 component per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0
Ability 4 Type      := Space Yard
Ability 4 Descr     := Can increase construct rate by 100 minerals per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 100
Ability 5 Type      := Space Yard
Ability 5 Descr     := Can increase construct rate by 100 organics per turn.
Ability 5 Val 1     := 2
Ability 5 Val 2     := 100
Ability 6 Type      := Space Yard
Ability 6 Descr     := Can increase construct rate by 100 radioactives per turn.
Ability 6 Val 1     := 3
Ability 6 Val 2     := 100

Name                := Advanced Supply System II
Description         := Resupply system and technologies that can provide all the needs of ships in this sector, including repairs and can also enhance existing Space Yard facilites.
Facility Group      := Resupply
Facility Family     := 8
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 968
Cost Minerals       := 11000
Cost Organics       := 2500
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Resupply
Tech Level Req 1    := 6
Number of Abilities := 6
Ability 1 Type      := Reduced Maintenance Cost - System
Ability 1 Descr     := Reduces all vehicle maintenance costs in the system by 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Supply Generation
Ability 2 Descr     := Generates unlimited supplies for ships.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Component Repair
Ability 3 Descr     := Can repair 3 component per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0
Ability 4 Type      := Space Yard
Ability 4 Descr     := Can increase construct rate by 200 minerals per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 200
Ability 5 Type      := Space Yard
Ability 5 Descr     := Can increase construct rate by 200 organics per turn.
Ability 5 Val 1     := 2
Ability 5 Val 2     := 200
Ability 6 Type      := Space Yard
Ability 6 Descr     := Can increase construct rate by 200 radioactives per turn.
Ability 6 Val 1     := 3
Ability 6 Val 2     := 200

Name                := Advanced Supply System III
Description         := Resupply system and technologies that can provide all the needs of ships in this sector, including repairs and can also enhance existing Space Yard facilites.
Facility Group      := Resupply
Facility Family     := 8
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 968
Cost Minerals       := 12000
Cost Organics       := 2000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Resupply
Tech Level Req 1    := 7
Number of Abilities := 6
Ability 1 Type      := Reduced Maintenance Cost - System
Ability 1 Descr     := Reduces all vehicle maintenance costs in the system by 15% (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Supply Generation
Ability 2 Descr     := Generates unlimited supplies for ships.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Component Repair
Ability 3 Descr     := Can repair 3 component per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0
Ability 4 Type      := Space Yard
Ability 4 Descr     := Can increase construct rate by 300 minerals per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 300
Ability 5 Type      := Space Yard
Ability 5 Descr     := Can increase construct rate by 300 organics per turn.
Ability 5 Val 1     := 2
Ability 5 Val 2     := 300
Ability 6 Type      := Space Yard
Ability 6 Descr     := Can increase construct rate by 300 radioactives per turn.
Ability 6 Val 1     := 3
Ability 6 Val 2     := 300

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                := Mineral Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 50000 minerals for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 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                := Organic Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 50000 organics for an empire.
Ability 1 Val 1     := 50000
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                := Radioactive Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 50000 radioactives for an empire.
Ability 1 Val 1     := 50000
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                := Cargo Facility IV
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 4000 extra unit spaces on a planet.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0

Name                := Warehouse Facility I
Description         := A tremendously huge structure built that encompasses entire cities whose sole purpose is to provide storage space for huge quantities of everything.
Facility Group      := Storage
Facility Family     := 724
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 817
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 10000 minerals for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 10000 organics for an empire.
Ability 2 Val 1     := 10000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Radioactives
Ability 3 Descr     := Can store 10000 radioactives for an empire.
Ability 3 Val 1     := 10000
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000 extra unit spaces on a planet.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Warehouse Facility II
Description         := A tremendously huge structure built that encompasses entire cities whose sole purpose is to provide storage space for huge quantities of everything.
Facility Group      := Storage
Facility Family     := 724
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 817
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 2
Number of Abilities := 4
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 20000 minerals for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 20000 organics for an empire.
Ability 2 Val 1     := 20000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Radioactives
Ability 3 Descr     := Can store 20000 radioactives for an empire.
Ability 3 Val 1     := 20000
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 4 Val 1     := 2000
Ability 4 Val 2     := 0

Name                := Warehouse Facility III
Description         := A tremendously huge structure built that encompasses entire cities whose sole purpose is to provide storage space for huge quantities of everything.
Facility Group      := Storage
Facility Family     := 724
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 817
Cost Minerals       := 14000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 3
Number of Abilities := 4
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
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 30000 organics for an empire.
Ability 2 Val 1     := 30000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Radioactives
Ability 3 Descr     := Can store 30000 radioactives for an empire.
Ability 3 Val 1     := 30000
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 4 Val 1     := 3000
Ability 4 Val 2     := 0

Name                := Mineral Scanner I
Description         := Advanced mineral detection which improves mineral extraction for an entire planet.
Facility Group      := Resource Support
Facility Family     := 13
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Mineral Scanner II
Description         := Advanced mineral detection which improves mineral extraction for an entire planet.
Facility Group      := Resource Support
Facility Family     := 13
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Mineral Scanner III
Description         := Advanced mineral detection which improves mineral extraction for an entire planet.
Facility Group      := Resource Support
Facility Family     := 13
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 45% (only 1 facility per planet effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := Hybrid Eco - Farms I
Description         := Advanced organic reclamation and development improves organics growth for an entire planet.
Facility Group      := Resource Support
Facility Family     := 14
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 8000
Cost Organics       := 2000
Cost Radioactives   := 200
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Hybrid Eco - Farms II
Description         := Advanced organic reclamation and development improves organics growth for an entire planet.
Facility Group      := Resource Support
Facility Family     := 14
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 8000
Cost Organics       := 2000
Cost Radioactives   := 200
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Hybrid Eco - Farms III
Description         := Advanced organic reclamation and development improves organics growth for an entire planet.
Facility Group      := Resource Support
Facility Family     := 14
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 8000
Cost Organics       := 2000
Cost Radioactives   := 200
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 45% (only 1 facility per planet effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

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

Name                := Radioactives Collider II
Description         := Advanced ore bombardment and processing improves radioactives extraction for an entire planet.
Facility Group      := Resource Support
Facility Family     := 15
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Radioactives Collider III
Description         := Advanced ore bombardment and processing improves radioactives extraction for an entire planet.
Facility Group      := Resource Support
Facility Family     := 15
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 45% (only 1 facility per planet effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := System Mineral Scanner I
Description         := Advanced mineral detection which improves mineral extraction for an entire system.
Facility Group      := Resource Support
Facility Family     := 16
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 25
Cost Minerals       := 14000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 7
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 15% (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := System Mineral Scanner II
Description         := Advanced mineral detection which improves mineral extraction for an entire system.
Facility Group      := Resource Support
Facility Family     := 16
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 25
Cost Minerals       := 14000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 8
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := System Mineral Scanner III
Description         := Advanced mineral detection which improves mineral extraction for an entire system.
Facility Group      := Resource Support
Facility Family     := 16
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 25
Cost Minerals       := 14000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 9
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 45% (only 1 facility per system effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := System Eco - Farms I
Description         := Advanced organic reclamation and development improves organics growth for an system.
Facility Group      := Resource Support
Facility Family     := 17
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 41
Cost Minerals       := 6000
Cost Organics       := 10000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 7
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Organics
Ability 1 Descr     := Increase organics production for a system by 15% (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

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

Name                := System Eco - Farms III
Description         := Advanced organic reclamation and development improves organics growth for an system.
Facility Group      := Resource Support
Facility Family     := 17
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 41
Cost Minerals       := 6000
Cost Organics       := 10000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 9
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Organics
Ability 1 Descr     := Increase organics production for a system by 45% (only 1 facility per system effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

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

Name                := System Radioactives Collider II
Description         := Advanced ore bombardment and processing improves radioactives extraction for an system.
Facility Group      := Resource Support
Facility Family     := 18
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 64
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 12000
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 8
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Radioactives
Ability 1 Descr     := Increase radioactives production for a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := System Radioactives Collider III
Description         := Advanced ore bombardment and processing improves radioactives extraction for an system.
Facility Group      := Resource Support
Facility Family     := 18
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 64
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 12000
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 9
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Radioactives
Ability 1 Descr     := Increase radioactives production for a system by 45% (only 1 facility per system effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := Robotoid Factory I
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Support
Facility Family     := 19
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 15000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 10% (only 1 facility per planet effective).
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 10% (only 1 facility per planet effective).
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0

Name                := Robotoid Factory II
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Support
Facility Family     := 19
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 15000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 20% (only 1 facility per planet effective).
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 20% (only 1 facility per planet effective).
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0

Name                := Robotoid Factory III
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Support
Facility Family     := 19
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 15000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 30% (only 1 facility per planet effective).
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 30% (only 1 facility per planet effective).
Ability 3 Val 1     := 30
Ability 3 Val 2     := 0

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

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

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

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

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

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

Name                := Citizen Databank Complex I
Description         := Centralized databank of citizens which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Citizen Databank Complex II
Description         := Centralized databank of citizens which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Citizen Databank Complex III
Description         := Centralized databank of citizens which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

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

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

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

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

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

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

Name                := Temple of War I
Description         := Manifestations of unexplainable phenomena attributed to millennia-old worship of an ancient god of war.
Facility Group      := Religious
Facility Family     := 25
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 611
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Religious War Philosophy
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 2% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Temple of War II
Description         := Manifestations of unexplainable phenomena attributed to millennia-old worship of an ancient god of war. 
Facility Group      := Religious
Facility Family     := 25
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 611
Cost Minerals       := 4500
Cost Organics       := 4500
Cost Radioactives   := 4500
Number of Tech Req  := 1
Tech Area Req 1     := Religious War Philosophy
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 4% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Temple of War III
Description         := Manifestations of unexplainable phenomena attributed to millennia-old worship of an ancient god of war. 
Facility Group      := Religious
Facility Family     := 25
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 611
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Religious War Philosophy
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 6% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0

Name                := Temple of War IV
Description         := Manifestations of unexplainable phenomena attributed to millennia-old worship of an ancient god of war. 
Facility Group      := Religious
Facility Family     := 25
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 611
Cost Minerals       := 5500
Cost Organics       := 5500
Cost Radioactives   := 5500
Number of Tech Req  := 1
Tech Area Req 1     := Religious War Philosophy
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 8% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := Temple of War V
Description         := Manifestations of unexplainable phenomena attributed to millennia-old worship of an ancient god of war. 
Facility Group      := Religious
Facility Family     := 25
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 611
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Religious War Philosophy
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 10% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

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

Name                := War Shrine II
Description         := Central place of worship for all that follow the path of the warrior. 
Facility Group      := Religious
Facility Family     := 25
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 6% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0

Name                := War Shrine III
Description         := Central place of worship for all that follow the path of the warrior. 
Facility Group      := Religious
Facility Family     := 25
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 9% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 9
Ability 1 Val 2     := 0

Name                := War Shrine IV
Description         := Central place of worship for all that follow the path of the warrior. 
Facility Group      := Religious
Facility Family     := 25
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 12% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 12
Ability 1 Val 2     := 0

Name                := War Shrine V
Description         := Central place of worship for all that follow the path of the warrior. 
Facility Group      := Religious
Facility Family     := 25
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 5
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                := War Monastary I
Description         := Sanctuary for warrior monks who dedicate themselves to all aspects of the Art of War (enhanced).
Facility Group      := Religious
Facility Family     := 25
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 12
Cost Minerals       := 3500
Cost Organics       := 3500
Cost Radioactives   := 3500
Number of Tech Req  := 2
Tech Area Req 1     := Religious War Philosophy
Tech Level Req 1    := 1
Tech Area Req 2     := Religious Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 5% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := War Monastary II
Description         := Sanctuary for warrior monks who dedicate themselves to all aspects of the Art of War (enhanced).
Facility Group      := Religious
Facility Family     := 25
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 12
Cost Minerals       := 4500
Cost Organics       := 4500
Cost Radioactives   := 4500
Number of Tech Req  := 2
Tech Area Req 1     := Religious War Philosophy
Tech Level Req 1    := 2
Tech Area Req 2     := Religious Technology
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 10% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := War Monastary III
Description         := Sanctuary for warrior monks who dedicate themselves to all aspects of the Art of War (enhanced).
Facility Group      := Religious
Facility Family     := 25
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 12
Cost Minerals       := 5500
Cost Organics       := 5500
Cost Radioactives   := 5500
Number of Tech Req  := 2
Tech Area Req 1     := Religious War Philosophy
Tech Level Req 1    := 3
Tech Area Req 2     := Religious Technology
Tech Level Req 2    := 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                := War Monastary IV
Description         := Sanctuary for warrior monks who dedicate themselves to all aspects of the Art of War (enhanced).
Facility Group      := Religious
Facility Family     := 25
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 12
Cost Minerals       := 6500
Cost Organics       := 6500
Cost Radioactives   := 6500
Number of Tech Req  := 2
Tech Area Req 1     := Religious War Philosophy
Tech Level Req 1    := 4
Tech Area Req 2     := Religious Technology
Tech Level Req 2    := 4
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 20% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := War Monastary V
Description         := Sanctuary for warrior monks who dedicate themselves to all aspects of the Art of War (enhanced).
Facility Group      := Religious
Facility Family     := 25
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 12
Cost Minerals       := 7500
Cost Organics       := 7500
Cost Radioactives   := 7500
Number of Tech Req  := 2
Tech Area Req 1     := Religious War Philosophy
Tech Level Req 1    := 5
Tech Area Req 2     := Religious Technology
Tech Level Req 2    := 5
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 25% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Temple of Death I
Description         := Fanatical followers of a long-forgotten Death god who demands regular live sacrifices. 
Facility Group      := Religious
Facility Family     := 26
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 612
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Death Philosophy
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Damage Modifier - System
Ability 1 Descr     := Gives a 4% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Temple of Death II
Description         := Fanatical followers of a long-forgotten Death god who demands regular live sacrifices. 
Facility Group      := Religious
Facility Family     := 26
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 612
Cost Minerals       := 4500
Cost Organics       := 4500
Cost Radioactives   := 4500
Number of Tech Req  := 1
Tech Area Req 1     := Religious Death Philosophy
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Damage Modifier - System
Ability 1 Descr     := Gives a 8% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := Temple of Death III
Description         := Fanatical followers of a long-forgotten Death god who demands regular live sacrifices. 
Facility Group      := Religious
Facility Family     := 26
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 612
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Death Philosophy
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Damage Modifier - System
Ability 1 Descr     := Gives a 12% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 1 Val 1     := 12
Ability 1 Val 2     := 0

Name                := Temple of Death IV
Description         := Fanatical followers of a long-forgotten Death god who demands regular live sacrifices. 
Facility Group      := Religious
Facility Family     := 26
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 612
Cost Minerals       := 5500
Cost Organics       := 5500
Cost Radioactives   := 5500
Number of Tech Req  := 1
Tech Area Req 1     := Religious Death Philosophy
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Damage Modifier - System
Ability 1 Descr     := Gives a 16% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 1 Val 1     := 16
Ability 1 Val 2     := 0

Name                := Temple of Death V
Description         := Fanatical followers of a long-forgotten Death god who demands regular live sacrifices. 
Facility Group      := Religious
Facility Family     := 26
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 612
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Death Philosophy
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Damage Modifier - System
Ability 1 Descr     := Gives a 20% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

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

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

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

Name                := Death Shrine IV
Description         := Twisted cult preoccupied with death which also has exceptional talent at enhancing weapons. 
Facility Group      := Religious
Facility Family     := 26
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 28
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Damage Modifier - System
Ability 1 Descr     := Gives a 20% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Death Shrine V
Description         := Twisted cult preoccupied with death which also has exceptional talent at enhancing weapons. 
Facility Group      := Religious
Facility Family     := 26
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 28
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Damage Modifier - System
Ability 1 Descr     := Gives a 25% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Death Monastary I
Description         := Forming their own religious existanced based around the worship of Death in all its forms. These monastaries are not for the faint of heart. (enhanced).
Facility Group      := Religious
Facility Family     := 26
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 9
Cost Minerals       := 3500
Cost Organics       := 3500
Cost Radioactives   := 3500
Number of Tech Req  := 2
Tech Area Req 1     := Religious Death Philosophy
Tech Level Req 1    := 1
Tech Area Req 2     := Religious Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Damage Modifier - System
Ability 1 Descr     := Gives a 10% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Death Monastary II
Description         := Forming their own religious existanced based around the worship of Death in all its forms. These monastaries are not for the faint of heart. (enhanced).
Facility Group      := Religious
Facility Family     := 26
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 9
Cost Minerals       := 4500
Cost Organics       := 4500
Cost Radioactives   := 4500
Number of Tech Req  := 2
Tech Area Req 1     := Religious Death Philosophy
Tech Level Req 1    := 2
Tech Area Req 2     := Religious Technology
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Damage Modifier - System
Ability 1 Descr     := Gives a 20% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Death Monastary III
Description         := Forming their own religious existanced based around the worship of Death in all its forms. These monastaries are not for the faint of heart. (enhanced).
Facility Group      := Religious
Facility Family     := 26
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 9
Cost Minerals       := 5500
Cost Organics       := 5500
Cost Radioactives   := 5500
Number of Tech Req  := 2
Tech Area Req 1     := Religious Death Philosophy
Tech Level Req 1    := 3
Tech Area Req 2     := Religious Technology
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := Damage Modifier - System
Ability 1 Descr     := Gives a 30% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Death Monastary IV
Description         := Forming their own religious existanced based around the worship of Death in all its forms. These monastaries are not for the faint of heart. (enhanced).
Facility Group      := Religious
Facility Family     := 26
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 9
Cost Minerals       := 6500
Cost Organics       := 6500
Cost Radioactives   := 6500
Number of Tech Req  := 2
Tech Area Req 1     := Religious Death Philosophy
Tech Level Req 1    := 4
Tech Area Req 2     := Religious Technology
Tech Level Req 2    := 4
Number of Abilities := 1
Ability 1 Type      := Damage Modifier - System
Ability 1 Descr     := Gives a 40% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Death Monastary V
Description         := Forming their own religious existanced based around the worship of Death in all its forms. These monastaries are not for the faint of heart. (enhanced).
Facility Group      := Religious
Facility Family     := 26
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 9
Cost Minerals       := 7500
Cost Organics       := 7500
Cost Radioactives   := 7500
Number of Tech Req  := 2
Tech Area Req 1     := Religious Death Philosophy
Tech Level Req 1    := 5
Tech Area Req 2     := Religious Technology
Tech Level Req 2    := 5
Number of Abilities := 1
Ability 1 Type      := Damage Modifier - System
Ability 1 Descr     := Gives a 50% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0

Name                := Halls of Meditation I
Description         := Followers of a Logic-based belief system who attempt, through constant diligence, to forgo all displays of emotion and instead put all their focus into logic and efficiency.   
Facility Group      := Religious
Facility Family     := 27
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 470
Cost Minerals       := 7000
Cost Organics       := 7000
Cost Radioactives   := 7000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Time Philosophy
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production in a system by 4% (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production in a system by 4% (only 1 facility per system effective).
Ability 2 Val 1     := 4
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production in a system by 4% (only 1 facility per system effective).
Ability 3 Val 1     := 4
Ability 3 Val 2     := 0

Name                := Halls of Meditation II
Description         := Followers of a Logic-based belief system who attempt, through constant diligence, to forgo all displays of emotion and instead put all their focus into logic and efficiency.   
Facility Group      := Religious
Facility Family     := 27
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 470
Cost Minerals       := 7500
Cost Organics       := 7500
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Religious Time Philosophy
Tech Level Req 1    := 2
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production in a system by 8% (only 1 facility per system effective).
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production in a system by 8% (only 1 facility per system effective).
Ability 2 Val 1     := 8
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production in a system by 8% (only 1 facility per system effective).
Ability 3 Val 1     := 8
Ability 3 Val 2     := 0

Name                := Halls of Meditation III
Description         := Followers of a Logic-based belief system who attempt, through constant diligence, to forgo all displays of emotion and instead put all their focus into logic and efficiency.   
Facility Group      := Religious
Facility Family     := 27
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 470
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Time Philosophy
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production in a system by 12% (only 1 facility per system effective).
Ability 1 Val 1     := 12
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production in a system by 12% (only 1 facility per system effective).
Ability 2 Val 1     := 12
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production in a system by 12% (only 1 facility per system effective).
Ability 3 Val 1     := 12
Ability 3 Val 2     := 0

Name                := Halls of Meditation IV
Description         := Followers of a Logic-based belief system who attempt, through constant diligence, to forgo all displays of emotion and instead put all their focus into logic and efficiency.   
Facility Group      := Religious
Facility Family     := 27
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 470
Cost Minerals       := 8500
Cost Organics       := 8500
Cost Radioactives   := 8500
Number of Tech Req  := 1
Tech Area Req 1     := Religious Time Philosophy
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production in a system by 16% (only 1 facility per system effective).
Ability 1 Val 1     := 16
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production in a system by 16% (only 1 facility per system effective).
Ability 2 Val 1     := 16
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production in a system by 16% (only 1 facility per system effective).
Ability 3 Val 1     := 16
Ability 3 Val 2     := 0

Name                := Halls of Meditation V
Description         := Followers of a Logic-based belief system who attempt, through constant diligence, to forgo all displays of emotion and instead put all their focus into logic and efficiency.   
Facility Group      := Religious
Facility Family     := 27
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 470
Cost Minerals       := 9000
Cost Organics       := 9000
Cost Radioactives   := 9000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Time Philosophy
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production in a system by 20% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production in a system by 20% (only 1 facility per system effective).
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production in a system by 20% (only 1 facility per system effective).
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0

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

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

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

Name                := Time Shrine IV
Description         := Devout following of workers dedicated to improving their ultimate use of time. 
Facility Group      := Religious
Facility Family     := 27
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 23
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production in a system by 20% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production in a system by 20% (only 1 facility per system effective).
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production in a system by 20% (only 1 facility per system effective).
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0

Name                := Time Shrine V
Description         := Devout following of workers dedicated to improving their ultimate use of time. 
Facility Group      := Religious
Facility Family     := 27
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 23
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production in a system by 25% (only 1 facility per system effective).
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production in a system by 25% (only 1 facility per system effective).
Ability 2 Val 1     := 25
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production in a system by 25% (only 1 facility per system effective).
Ability 3 Val 1     := 25
Ability 3 Val 2     := 0

Name                := Time Monastary I
Description         := Meditation is the key in these monastaries. Efficiancy as a method of trancending the Divine (enhanced).
Facility Group      := Religious
Facility Family     := 27
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 65
Cost Minerals       := 6500
Cost Organics       := 6500
Cost Radioactives   := 6500
Number of Tech Req  := 2
Tech Area Req 1     := Religious Time Philosophy
Tech Level Req 1    := 1
Tech Area Req 2     := Religious Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production in a system by 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production in a system by 10% (only 1 facility per system effective).
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production in a system by 10% (only 1 facility per system effective).
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0

Name                := Time Monastary II
Description         := Meditation is the key in these monastaries. Efficiancy as a method of trancending the Divine (enhanced).
Facility Group      := Religious
Facility Family     := 27
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 65
Cost Minerals       := 7500
Cost Organics       := 7500
Cost Radioactives   := 7500
Number of Tech Req  := 2
Tech Area Req 1     := Religious Time Philosophy
Tech Level Req 1    := 2
Tech Area Req 2     := Religious Technology
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production in a system by 20% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production in a system by 20% (only 1 facility per system effective).
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production in a system by 20% (only 1 facility per system effective).
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0

Name                := Time Monastary III
Description         := Meditation is the key in these monastaries. Efficiancy as a method of trancending the Divine (enhanced).
Facility Group      := Religious
Facility Family     := 27
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 65
Cost Minerals       := 8500
Cost Organics       := 8500
Cost Radioactives   := 8500
Number of Tech Req  := 2
Tech Area Req 1     := Religious Time Philosophy
Tech Level Req 1    := 3
Tech Area Req 2     := Religious Technology
Tech Level Req 2    := 3
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production in a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production in a system by 30% (only 1 facility per system effective).
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production in a system by 30% (only 1 facility per system effective).
Ability 3 Val 1     := 30
Ability 3 Val 2     := 0

Name                := Time Monastary IV
Description         := Meditation is the key in these monastaries. Efficiancy as a method of trancending the Divine (enhanced).
Facility Group      := Religious
Facility Family     := 27
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 65
Cost Minerals       := 9500
Cost Organics       := 9500
Cost Radioactives   := 9500
Number of Tech Req  := 2
Tech Area Req 1     := Religious Time Philosophy
Tech Level Req 1    := 4
Tech Area Req 2     := Religious Technology
Tech Level Req 2    := 4
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production in a system by 40% (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production in a system by 40% (only 1 facility per system effective).
Ability 2 Val 1     := 40
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production in a system by 40% (only 1 facility per system effective).
Ability 3 Val 1     := 40
Ability 3 Val 2     := 0

Name                := Time Monastary V
Description         := Meditation is the key in these monastaries. Efficiancy as a method of trancending the Divine (enhanced).
Facility Group      := Religious
Facility Family     := 27
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 65
Cost Minerals       := 10500
Cost Organics       := 10500
Cost Radioactives   := 10500
Number of Tech Req  := 2
Tech Area Req 1     := Religious Time Philosophy
Tech Level Req 1    := 5
Tech Area Req 2     := Religious Technology
Tech Level Req 2    := 5
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production in a system by 50% (only 1 facility per system effective).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production in a system by 50% (only 1 facility per system effective).
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production in a system by 50% (only 1 facility per system effective).
Ability 3 Val 1     := 50
Ability 3 Val 2     := 0

Name                := Cosmic Standing Stones I
Description         := Through a bizarre and unknown process, correct alignment of huge stones with astronomical events seems to trigger a 'healing' effect for an entire planet. (Only one facility per planet effective).
Facility Group      := Religious
Facility Family     := 28
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 148
Cost Minerals       := 2000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Nature Philosophy
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of a planet by 1% each year (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Minerals Value
Ability 2 Descr     := Improves the Mineral value of a planet by 1% each year.
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Organics Value
Ability 3 Descr     := Improves the Organic value of a planet by 1% each year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Radioactives Value
Ability 4 Descr     := Improves the Radioactive value of a planet by 1% each year.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Cosmic Standing Stones II
Description         := Through a bizarre and unknown process, correct alignment of huge stones with astronomical events seems to trigger a 'healing' effect for an entire planet. (Only one facility per planet effective).
Facility Group      := Religious
Facility Family     := 28
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 148
Cost Minerals       := 2500
Cost Organics       := 5500
Cost Radioactives   := 2500
Number of Tech Req  := 1
Tech Area Req 1     := Religious Nature Philosophy
Tech Level Req 1    := 2
Number of Abilities := 4
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of a planet by 2% each year (only 1 facility per planet effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Minerals Value
Ability 2 Descr     := Improves the Mineral value of a planet by 2% each year.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Organics Value
Ability 3 Descr     := Improves the Organic value of a planet by 2% each year.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Radioactives Value
Ability 4 Descr     := Improves the Radioactive value of a planet by 2% each year.
Ability 4 Val 1     := 2
Ability 4 Val 2     := 0

Name                := Cosmic Standing Stones III
Description         := Through a bizarre and unknown process, correct alignment of huge stones with astronomical events seems to trigger a 'healing' effect for an entire planet. (Only one facility per planet effective).
Facility Group      := Religious
Facility Family     := 28
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 148
Cost Minerals       := 3000
Cost Organics       := 6000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Nature Philosophy
Tech Level Req 1    := 3
Number of Abilities := 4
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of a planet by 3% each year (only 1 facility per planet effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Minerals Value
Ability 2 Descr     := Improves the Mineral value of a planet by 3% each year.
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Organics Value
Ability 3 Descr     := Improves the Organic value of a planet by 3% each year.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Radioactives Value
Ability 4 Descr     := Improves the Radioactive value of a planet by 3% each year.
Ability 4 Val 1     := 3
Ability 4 Val 2     := 0

Name                := Cosmic Standing Stones IV
Description         := Through a bizarre and unknown process, correct alignment of huge stones with astronomical events seems to trigger a 'healing' effect for an entire planet. (Only one facility per planet effective).
Facility Group      := Religious
Facility Family     := 28
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 148
Cost Minerals       := 3500
Cost Organics       := 6500
Cost Radioactives   := 3500
Number of Tech Req  := 1
Tech Area Req 1     := Religious Nature Philosophy
Tech Level Req 1    := 4
Number of Abilities := 4
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of a planet by 4% each year (only 1 facility per planet effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Minerals Value
Ability 2 Descr     := Improves the Mineral value of a planet by 4% each year.
Ability 2 Val 1     := 4
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Organics Value
Ability 3 Descr     := Improves the Organic value of a planet by 4% each year.
Ability 3 Val 1     := 4
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Radioactives Value
Ability 4 Descr     := Improves the Radioactive value of a planet by 4% each year.
Ability 4 Val 1     := 4
Ability 4 Val 2     := 0

Name                := Cosmic Standing Stones V
Description         := Through a bizarre and unknown process, correct alignment of huge stones with astronomical events seems to trigger a 'healing' effect for an entire planet. (Only one facility per planet effective).
Facility Group      := Religious
Facility Family     := 28
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 148
Cost Minerals       := 4000
Cost Organics       := 7000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Nature Philosophy
Tech Level Req 1    := 5
Number of Abilities := 4
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of a planet by 5% each year (only 1 facility per planet effective).
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Minerals Value
Ability 2 Descr     := Improves the Mineral value of a planet by 5% each year.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Organics Value
Ability 3 Descr     := Improves the Organic value of a planet by 5% each year.
Ability 3 Val 1     := 5
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Radioactives Value
Ability 4 Descr     := Improves the Radioactive value of a planet by 5% each year.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

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

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

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

Name                := Nature Shrine IV
Description         := Commune dedicated to teaching harmony with nature. 
Facility Group      := Religious
Facility Family     := 28
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 30
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 4
Number of Abilities := 2
Ability 1 Type      := Planet Value Change - System
Ability 1 Descr     := Increases the value of all planets in the system by 4% each year (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0
Ability 2 Type      := Planet Conditions Change - System
Ability 2 Descr     := Improves the conditions of all planets in the system by 4% each year (only 1 facility per system effective).
Ability 2 Val 1     := 4
Ability 2 Val 2     := 0

Name                := Nature Shrine V
Description         := Commune dedicated to teaching harmony with nature. 
Facility Group      := Religious
Facility Family     := 28
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 30
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 5
Number of Abilities := 2
Ability 1 Type      := Planet Value Change - System
Ability 1 Descr     := Increases the value of all planets in the system by 5% each year (only 1 facility per system effective).
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0
Ability 2 Type      := Planet Conditions Change - System
Ability 2 Descr     := Improves the conditions of all planets in the system by 5% each year (only 1 facility per system effective).
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0

Name                := Nature Monastary I
Description         := Harmony with nature, these 'druids' dedicate themselves to preserving the natural balance of a planet (enhanced).
Facility Group      := Religious
Facility Family     := 28
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 171
Cost Minerals       := 2500
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Religious Nature Philosophy
Tech Level Req 1    := 1
Tech Area Req 2     := Religious Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet Conditions Change - System
Ability 1 Descr     := Improves the conditions of all planets in the system by 2% each year (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Planet Value Change - System
Ability 2 Descr     := Increases the value of all planets in the system by 2% each year (only 1 facility per system effective).
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0

Name                := Nature Monastary II
Description         := Harmony with nature, these 'druids' dedicate themselves to preserving the natural balance of a planet (enhanced).
Facility Group      := Religious
Facility Family     := 28
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 171
Cost Minerals       := 3500
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Religious Nature Philosophy
Tech Level Req 1    := 2
Tech Area Req 2     := Religious Technology
Tech Level Req 2    := 2
Number of Abilities := 2
Ability 1 Type      := Planet Conditions Change - System
Ability 1 Descr     := Improves the conditions of all planets in the system by 4% each year (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0
Ability 2 Type      := Planet Value Change - System
Ability 2 Descr     := Increases the value of all planets in the system by 4% each year (only 1 facility per system effective).
Ability 2 Val 1     := 4
Ability 2 Val 2     := 0

Name                := Nature Monastary III
Description         := Harmony with nature, these 'druids' dedicate themselves to preserving the natural balance of a planet (enhanced).
Facility Group      := Religious
Facility Family     := 28
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 171
Cost Minerals       := 4500
Cost Organics       := 7000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Religious Nature Philosophy
Tech Level Req 1    := 3
Tech Area Req 2     := Religious Technology
Tech Level Req 2    := 3
Number of Abilities := 2
Ability 1 Type      := Planet Conditions Change - System
Ability 1 Descr     := Improves the conditions of all planets in the system by 6% each year (only 1 facility per system effective).
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0
Ability 2 Type      := Planet Value Change - System
Ability 2 Descr     := Increases the value of all planets in the system by 6% each year (only 1 facility per system effective).
Ability 2 Val 1     := 6
Ability 2 Val 2     := 0

Name                := Nature Monastary IV
Description         := Harmony with nature, these 'druids' dedicate themselves to preserving the natural balance of a planet (enhanced).
Facility Group      := Religious
Facility Family     := 28
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 171
Cost Minerals       := 5500
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Religious Nature Philosophy
Tech Level Req 1    := 4
Tech Area Req 2     := Religious Technology
Tech Level Req 2    := 4
Number of Abilities := 2
Ability 1 Type      := Planet Conditions Change - System
Ability 1 Descr     := Improves the conditions of all planets in the system by 8% each year (only 1 facility per system effective).
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0
Ability 2 Type      := Planet Value Change - System
Ability 2 Descr     := Increases the value of all planets in the system by 8% each year (only 1 facility per system effective).
Ability 2 Val 1     := 8
Ability 2 Val 2     := 0

Name                := Nature Monastary V
Description         := Harmony with nature, these 'druids' dedicate themselves to preserving the natural balance of a planet (enhanced).
Facility Group      := Religious
Facility Family     := 28
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 171
Cost Minerals       := 6500
Cost Organics       := 9000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Religious Nature Philosophy
Tech Level Req 1    := 5
Tech Area Req 2     := Religious Technology
Tech Level Req 2    := 5
Number of Abilities := 2
Ability 1 Type      := Planet Conditions Change - System
Ability 1 Descr     := Improves the conditions of all planets in the system by 10% each year (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Planet Value Change - System
Ability 2 Descr     := Increases the value of all planets in the system by 10% each year (only 1 facility per system effective).
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0

Name                := Monastery I
Description         := A prehistoric sentient symbiotic lifeform, when attached to a host can divine future events, but insists on the peaceful solitude that only a monastery life can provide. 
Facility Group      := Religious
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 466
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 7000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Fate Philosophy
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system eff).
Ability 1 Val 1     := -8
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system eff).
Ability 2 Val 1     := -8
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system eff). (1)
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Monastery II
Description         := A prehistoric sentient symbiotic life form, when attached to a host can divine future events, but insists on the peaceful solitude that only a monastery life can provide. 
Facility Group      := Religious
Facility Family     := 29
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 466
Cost Minerals       := 3500
Cost Organics       := 3500
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Religious Fate Philosophy
Tech Level Req 1    := 2
Number of Abilities := 3
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system eff).
Ability 1 Val 1     := -16
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system eff).
Ability 2 Val 1     := -16
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system eff). (2)
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Monastery III
Description         := A prehistoric sentient symbiotic life form, when attached to a host can divine future events, but insists on the peaceful solitude that only a monastery life can provide. 
Facility Group      := Religious
Facility Family     := 29
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 466
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Fate Philosophy
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system eff).
Ability 1 Val 1     := -24
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system eff).
Ability 2 Val 1     := -24
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system eff). (3)
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0

Name                := Monastery IV
Description         := A prehistoric sentient symbiotic life form, when attached to a host can divine future events, but insists on the peaceful solitude that only a monastery life can provide. 
Facility Group      := Religious
Facility Family     := 29
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 466
Cost Minerals       := 4500
Cost Organics       := 4500
Cost Radioactives   := 8500
Number of Tech Req  := 1
Tech Area Req 1     := Religious Fate Philosophy
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system eff).
Ability 1 Val 1     := -32
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system eff).
Ability 2 Val 1     := -32
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system eff). (4)
Ability 3 Val 1     := 4
Ability 3 Val 2     := 0

Name                := Monastery V
Description         := A prehistoric sentient symbiotic life form, when attached to a host can divine future events, but insists on the peaceful solitude that only a monastery life can provide. 
Facility Group      := Religious
Facility Family     := 29
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 466
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 9000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Fate Philosophy
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system eff).
Ability 1 Val 1     := -40
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system eff).
Ability 2 Val 1     := -40
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system eff). (5)
Ability 3 Val 1     := 5
Ability 3 Val 2     := 0

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

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

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

Name                := Fate Shrine IV
Description         := Thoughtful seers who predict the future and can avert disasters. 
Facility Group      := Religious
Facility Family     := 29
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system eff).
Ability 1 Val 1     := -40
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system eff).
Ability 2 Val 1     := -40
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system eff). (4)
Ability 3 Val 1     := 4
Ability 3 Val 2     := 0

Name                := Fate Shrine V
Description         := Thoughtful seers who predict the future and can avert disasters. 
Facility Group      := Religious
Facility Family     := 29
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system eff).
Ability 1 Val 1     := -50
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system eff).
Ability 2 Val 1     := -50
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system eff). (5)
Ability 3 Val 1     := 5
Ability 3 Val 2     := 0

Name                := Fate Monastary I
Description         := The worship of the Fates of the Cosmos keep distant from populations by building these large monastaries to keep out the public. They are sought out by many laymen to get answers to their questions from the Mystics (enhanced).
Facility Group      := Religious
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 216
Cost Minerals       := 3500
Cost Organics       := 3000
Cost Radioactives   := 6500
Number of Tech Req  := 2
Tech Area Req 1     := Religious Fate Philosophy
Tech Level Req 1    := 1
Tech Area Req 2     := Religious Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (15%) (only 1 facility per system eff).
Ability 1 Val 1     := -15
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (15%) (only 1 facility per system eff).
Ability 2 Val 1     := -15
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Improves the happiness of the populations who live in this system (1) (only 1 facility per system eff). (1)
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Fate Monastary II
Description         := The worship of the Fates of the Cosmos keep distant from populations by building these large monastaries to keep out the public. They are sought out by many laymen to get answers to their questions from the Mystics (enhanced).
Facility Group      := Religious
Facility Family     := 29
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 216
Cost Minerals       := 4500
Cost Organics       := 3500
Cost Radioactives   := 7500
Number of Tech Req  := 2
Tech Area Req 1     := Religious Fate Philosophy
Tech Level Req 1    := 2
Tech Area Req 2     := Religious Technology
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (30%) (only 1 facility per system eff).
Ability 1 Val 1     := -30
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (30%) (only 1 facility per system eff).
Ability 2 Val 1     := -30
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Improves the happiness of the populations who live in this system (3) (only 1 facility per system eff). (3)
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0

Name                := Fate Monastary III
Description         := The worship of the Fates of the Cosmos keep distant from populations by building these large monastaries to keep out the public. They are sought out by many laymen to get answers to their questions from the Mystics (enhanced).
Facility Group      := Religious
Facility Family     := 29
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 216
Cost Minerals       := 5000
Cost Organics       := 4000
Cost Radioactives   := 8500
Number of Tech Req  := 2
Tech Area Req 1     := Religious Fate Philosophy
Tech Level Req 1    := 3
Tech Area Req 2     := Religious Technology
Tech Level Req 2    := 3
Number of Abilities := 3
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (45%) (only 1 facility per system eff).
Ability 1 Val 1     := -45
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 eff).
Ability 2 Val 1     := -45
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Improves the happiness of the populations who live in this system (5) (only 1 facility per system eff). (5)
Ability 3 Val 1     := 5
Ability 3 Val 2     := 0

Name                := Fate Monastary IV
Description         := The worship of the Fates of the Cosmos keep distant from populations by building these large monastaries to keep out the public. They are sought out by many laymen to get answers to their questions from the Mystics (enhanced).
Facility Group      := Religious
Facility Family     := 29
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 216
Cost Minerals       := 6000
Cost Organics       := 4500
Cost Radioactives   := 9500
Number of Tech Req  := 2
Tech Area Req 1     := Religious Fate Philosophy
Tech Level Req 1    := 3
Tech Area Req 2     := Religious Technology
Tech Level Req 2    := 3
Number of Abilities := 3
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (60%) (only 1 facility per system eff).
Ability 1 Val 1     := -60
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 (60%) (only 1 facility per system eff).
Ability 2 Val 1     := -60
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Improves the happiness of the populations who live in this system (7) (only 1 facility per system eff). (7)
Ability 3 Val 1     := 7
Ability 3 Val 2     := 0

Name                := Fate Monastary V
Description         := The worship of the Fates of the Cosmos keep distant from populations by building these large monastaries to keep out the public. They are sought out by many laymen to get answers to their questions from the Mystics (enhanced).
Facility Group      := Religious
Facility Family     := 29
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 216
Cost Minerals       := 7000
Cost Organics       := 5000
Cost Radioactives   := 10500
Number of Tech Req  := 2
Tech Area Req 1     := Religious Fate Philosophy
Tech Level Req 1    := 5
Tech Area Req 2     := Religious Technology
Tech Level Req 2    := 5
Number of Abilities := 3
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (75%) (only 1 facility per system eff).
Ability 1 Val 1     := -75
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 (75%) (only 1 facility per system eff).
Ability 2 Val 1     := -75
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Improves the happiness of the populations who live in this system (9) (only 1 facility per system eff). (9)
Ability 3 Val 1     := 9
Ability 3 Val 2     := 0

Name                := Wisdom Shrine I
Description         := Place of worship for psychic monks who use their collective intellect to analyze research and intelligence data.
Facility Group      := Religious
Facility Family     := 721
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 460
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 2
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 1
Tech Area Req 2     := Psychic Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 5% (only 1 facility per system effective).
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0
Ability 2 Type      := System Point Generation Modifier - Intelligence
Ability 2 Descr     := Increase all intelligence generation in a system by 5% (only 1 facility per system effective).
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0

Name                := Wisdom Shrine II
Description         := Place of worship for psychic monks who use their collective intellect to analyze research and intelligence data.
Facility Group      := Religious
Facility Family     := 721
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 460
Cost Minerals       := 4500
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 2
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 2
Tech Area Req 2     := Psychic Technology
Tech Level Req 2    := 2
Number of Abilities := 2
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := System Point Generation Modifier - Intelligence
Ability 2 Descr     := Increase all intelligence generation in a system by 10% (only 1 facility per system effective).
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0

Name                := Wisdom Shrine III
Description         := Place of worship for psychic monks who use their collective intellect to analyze research and intelligence data.
Facility Group      := Religious
Facility Family     := 721
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 460
Cost Minerals       := 5000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 2
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Psychic Technology
Tech Level Req 2    := 3
Number of Abilities := 2
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 15% (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := System Point Generation Modifier - Intelligence
Ability 2 Descr     := Increase all intelligence generation in a system by 15% (only 1 facility per system effective).
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0

Name                := Wisdom Shrine IV
Description         := Place of worship for psychic monks who use their collective intellect to analyze research and intelligence data.
Facility Group      := Religious
Facility Family     := 721
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 460
Cost Minerals       := 5500
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 2
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 4
Tech Area Req 2     := Psychic Technology
Tech Level Req 2    := 4
Number of Abilities := 2
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 20% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := System Point Generation Modifier - Intelligence
Ability 2 Descr     := Increase all intelligence generation in a system by 20% (only 1 facility per system effective).
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0

Name                := Wisdom Shrine V
Description         := Place of worship for psychic monks who use their collective intellect to analyze research and intelligence data.
Facility Group      := Religious
Facility Family     := 721
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 460
Cost Minerals       := 6000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 2
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 5
Tech Area Req 2     := Psychic Technology
Tech Level Req 2    := 5
Number of Abilities := 2
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 25% (only 1 facility per system effective).
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0
Ability 2 Type      := System Point Generation Modifier - Intelligence
Ability 2 Descr     := Increase all intelligence generation in a system by 25% (only 1 facility per system effective).
Ability 2 Val 1     := 25
Ability 2 Val 2     := 0

Name                := Healing Crystal Tower I
Description         := Enormous crystal which is said to have mystical healing powers.  The people living in the system are happier and appear to have improved immune systems.  Only priests who live beside the crystal are known to have extended lifespans.
Facility Group      := Population Support
Facility Family     := 723
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 475
Cost Minerals       := 8000
Cost Organics       := 14000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 2
Tech Area Req 2     := Religious Technology
Tech Level Req 2    := 2
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). (1)
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Healing Crystal Tower II
Description         := Enormous crystal which is said to have mystical healing powers.  The people living in the system are happier and appear to have improved immune systems.  Only priests who live beside the crystal are known to have extended lifespans.
Facility Group      := Population Support
Facility Family     := 723
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 475
Cost Minerals       := 8000
Cost Organics       := 14000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Religious Technology
Tech Level Req 2    := 3
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 2% faster (only 1 facility per system effective).
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (only 1 facility per system effective). (2)
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Healing Crystal Tower III
Description         := Enormous crystal which is said to have mystical healing powers.  The people living in the system are happier and appear to have improved immune systems.  Only priests who live beside the crystal are known to have extended lifespans.
Facility Group      := Population Support
Facility Family     := 723
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 475
Cost Minerals       := 8000
Cost Organics       := 14000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 4
Tech Area Req 2     := Religious Technology
Tech Level Req 2    := 4
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 3% faster (only 1 facility per system effective).
Ability 2 Val 1     := 3
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). (3)
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0

Name                := Healing Crystal Tower IV
Description         := Enormous crystal which is said to have mystical healing powers.  The people living in the system are happier and appear to have improved immune systems.  Only priests who live beside the crystal are known to have extended lifespans.
Facility Group      := Population Support
Facility Family     := 723
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 475
Cost Minerals       := 8000
Cost Organics       := 14000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 5
Tech Area Req 2     := Religious Technology
Tech Level Req 2    := 5
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 4% faster (only 1 facility per system effective).
Ability 2 Val 1     := 4
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). (4)
Ability 3 Val 1     := 4
Ability 3 Val 2     := 0

Name                := Healing Crystal Tower V
Description         := Enormous crystal which is said to have mystical healing powers.  The people living in the system are happier and appear to have improved immune systems.  Only priests who live beside the crystal are known to have extended lifespans.
Facility Group      := Population Support
Facility Family     := 723
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 475
Cost Minerals       := 8000
Cost Organics       := 14000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 6
Tech Area Req 2     := Religious Technology
Tech Level Req 2    := 6
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 5% faster (only 1 facility per system effective).
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (only 1 facility per system effective). (5)
Ability 3 Val 1     := 5
Ability 3 Val 2     := 0

Name                := Resource Converter I
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Support
Facility Family     := 30
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 50% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0

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

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

Name                := Ultra - Recycler I
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Support
Facility Family     := 31
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 40% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

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

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

Name                := Ship Training Facility 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  := 1
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := 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                := Ship Training Facility II
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := 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                := Ship Training Facility III
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := 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                := Fleet Training Facility I
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Ship Support
Facility Family     := 33
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := 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                := Fleet Training Facility II
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Ship Support
Facility Family     := 33
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := 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                := Fleet Training Facility III
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Ship Support
Facility Family     := 33
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := 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                := Advanced Medical Center I
Description         := Using advanced alien technology, nearly all known illnesses can be treated and cured with unprecedented ability.  The health of the entire system is affected.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 186
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Xeno-Medical Technology
Tech Level Req 1    := 1
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). (1)
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Advanced Medical Center II
Description         := Using advanced alien technology, nearly all known illnesses can be treated and cured with unprecedented ability.  The health of the entire system is affected.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 186
Cost Minerals       := 11000
Cost Organics       := 11000
Cost Radioactives   := 11000
Number of Tech Req  := 1
Tech Area Req 1     := Xeno-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 2% faster (only 1 facility per system effective).
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (only 1 facility per system effective). (2)
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Advanced Medical Center III
Description         := Using advanced alien technology, nearly all known illnesses can be treated and cured with unprecedented ability.  The health of the entire system is affected.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 186
Cost Minerals       := 12000
Cost Organics       := 12000
Cost Radioactives   := 12000
Number of Tech Req  := 1
Tech Area Req 1     := Xeno-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 3% faster (only 1 facility per system effective).
Ability 2 Val 1     := 3
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).(3)
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0

Name                := Advanced Medical Center IV
Description         := Using advanced alien technology, nearly all known illnesses can be treated and cured with unprecedented ability.  The health of the entire system is affected.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 186
Cost Minerals       := 13000
Cost Organics       := 13000
Cost Radioactives   := 13000
Number of Tech Req  := 1
Tech Area Req 1     := Xeno-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 4% faster (only 1 facility per system effective).
Ability 2 Val 1     := 4
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). (4)
Ability 3 Val 1     := 4
Ability 3 Val 2     := 0

Name                := Advanced Medical Center V
Description         := Using advanced alien technology, nearly all known illnesses can be treated and cured with unprecedented ability.  The health of the entire system is affected.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 186
Cost Minerals       := 14000
Cost Organics       := 14000
Cost Radioactives   := 14000
Number of Tech Req  := 1
Tech Area Req 1     := Xeno-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 5% faster (only 1 facility per system effective).
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (only 1 facility per system effective). (5)
Ability 3 Val 1     := 5
Ability 3 Val 2     := 0

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

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

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

Name                := Gestation Vats IV
Description         := Artificial gestation chambers which greatly increase the reproduction rate of an entire system.
Facility Group      := Population Support
Facility Family     := 34
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 43
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 4% faster (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Gestation Vats V
Description         := Artificial gestation chambers which greatly increase the reproduction rate of an entire system.
Facility Group      := Population Support
Facility Family     := 34
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 43
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 5% faster (only 1 facility per system effective).
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Genetic Cloning Institution I
Description         := Genetic clones of living and recently deceased individuals created to fill the ranks of labor and many other areas of society.
Facility Group      := Population Support
Facility Family     := 35
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 2000
Cost Organics       := 15000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Organic Cloning
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 10M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Genetic Cloning Institution II
Description         := Genetic clones of living and recently deceased individuals created to fill the ranks of labor and many other areas of society.
Facility Group      := Population Support
Facility Family     := 35
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 2500
Cost Organics       := 16000
Cost Radioactives   := 2500
Number of Tech Req  := 1
Tech Area Req 1     := Organic Cloning
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 20M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Genetic Cloning Institution III
Description         := Genetic clones of living and recently deceased individuals created to fill the ranks of labor and many other areas of society.
Facility Group      := Population Support
Facility Family     := 35
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 3000
Cost Organics       := 17000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Organic Cloning
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 30M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Genetic Cloning Institution IV
Description         := Genetic clones of living and recently deceased individuals created to fill the ranks of labor and many other areas of society.
Facility Group      := Population Support
Facility Family     := 35
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 3500
Cost Organics       := 18000
Cost Radioactives   := 3500
Number of Tech Req  := 1
Tech Area Req 1     := Organic Cloning
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 40M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Genetic Cloning Institution V
Description         := Genetic clones of living and recently deceased individuals created to fill the ranks of labor and many other areas of society.
Facility Group      := Population Support
Facility Family     := 35
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 4000
Cost Organics       := 19000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Organic Cloning
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 50M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0

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

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

Name                := Replicant Center III
Description         := Artificially created population used mainly for labor.
Facility Group      := Population Support
Facility Family     := 35
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 15000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 40M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Synthetic Lifeform Plant I
Description         := Synthetic lifeforms are created in large vats. Though sexless, those that come from the same batch are called 'brothers'. Most concider synthetics to have the same value as insects. They have their purpose but are not worth thinking about (enhanced).
Facility Group      := Population Support
Facility Family     := 35
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 176
Cost Minerals       := 2000
Cost Organics       := 10000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Organic Cloning
Tech Level Req 1    := 1
Tech Area Req 2     := Organic Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 15M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Synthetic Lifeform Plant II
Description         := Synthetic lifeforms are created in large vats. Though sexless, those that come from the same batch are called 'brothers'. Most concider synthetics to have the same value as insects. They have their purpose but are not worth thinking about (enhanced).
Facility Group      := Population Support
Facility Family     := 35
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 176
Cost Minerals       := 2500
Cost Organics       := 12000
Cost Radioactives   := 2500
Number of Tech Req  := 2
Tech Area Req 1     := Organic Cloning
Tech Level Req 1    := 2
Tech Area Req 2     := Organic Technology
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 30M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Synthetic Lifeform Plant III
Description         := Synthetic lifeforms are created in large vats. Though sexless, those that come from the same batch are called 'brothers'. Most concider synthetics to have the same value as insects. They have their purpose but are not worth thinking about (enhanced).
Facility Group      := Population Support
Facility Family     := 35
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 176
Cost Minerals       := 3000
Cost Organics       := 14000
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Organic Cloning
Tech Level Req 1    := 3
Tech Area Req 2     := Organic Technology
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 45M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := Synthetic Lifeform Plant IV
Description         := Synthetic lifeforms are created in large vats. Though sexless, those that come from the same batch are called 'brothers'. Most concider synthetics to have the same value as insects. They have their purpose but are not worth thinking about (enhanced).
Facility Group      := Population Support
Facility Family     := 35
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 176
Cost Minerals       := 3500
Cost Organics       := 16000
Cost Radioactives   := 3500
Number of Tech Req  := 2
Tech Area Req 1     := Organic Cloning
Tech Level Req 1    := 4
Tech Area Req 2     := Organic Technology
Tech Level Req 2    := 4
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 60M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 60
Ability 1 Val 2     := 0

Name                := Synthetic Lifeform Plant V
Description         := Synthetic lifeforms are created in large vats. Though sexless, those that come from the same batch are called 'brothers'. Most concider synthetics to have the same value as insects. They have their purpose but are not worth thinking about (enhanced).
Facility Group      := Population Support
Facility Family     := 35
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 176
Cost Minerals       := 4000
Cost Organics       := 18000
Cost Radioactives   := 4000
Number of Tech Req  := 2
Tech Area Req 1     := Organic Cloning
Tech Level Req 1    := 5
Tech Area Req 2     := Organic Technology
Tech Level Req 2    := 5
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 75M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 75
Ability 1 Val 2     := 0

Name                := Temporal Cloning Facility I
Description         := Rapid-growth clones boost population.
Facility Group      := Population Support
Facility Family     := 722
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 260
Cost Minerals       := 2000
Cost Organics       := 24000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 2
Tech Area Req 2     := Temporal Technology
Tech Level Req 2    := 4
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 100M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 100
Ability 1 Val 2     := 0

Name                := Temporal Cloning Facility II
Description         := Rapid-growth clones boost population.
Facility Group      := Population Support
Facility Family     := 722
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 260
Cost Minerals       := 2000
Cost Organics       := 24500
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Temporal Technology
Tech Level Req 2    := 5
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 200M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0

Name                := Temporal Cloning Facility III
Description         := Rapid-growth clones boost population.
Facility Group      := Population Support
Facility Family     := 722
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 260
Cost Minerals       := 2000
Cost Organics       := 25000
Cost Radioactives   := 4000
Number of Tech Req  := 2
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 4
Tech Area Req 2     := Temporal Technology
Tech Level Req 2    := 6
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 400M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0

Name                := Temporal Cloning Facility IV
Description         := Rapid-growth clones boost population.
Facility Group      := Population Support
Facility Family     := 722
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 260
Cost Minerals       := 2000
Cost Organics       := 25500
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 5
Tech Area Req 2     := Temporal Technology
Tech Level Req 2    := 7
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 600M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Temporal Cloning Facility V
Description         := Rapid-growth clones boost population.
Facility Group      := Population Support
Facility Family     := 722
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 260
Cost Minerals       := 2000
Cost Organics       := 26000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 6
Tech Area Req 2     := Temporal Technology
Tech Level Req 2    := 8
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 800M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

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

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

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

Name                := Medical Lab IV
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 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). (1)
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Medical Lab 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     := Organic 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). (1)
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Xeno Medical Center I
Description         := Inate organic ability, combined with highly advanced alien physiological technologys allows for the most advanced medical skills (enhanced).
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 883
Cost Minerals       := 5000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Xeno-Medical Technology
Tech Level Req 1    := 1
Tech Area Req 2     := Organic Technology
Tech Level Req 2    := 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 2% faster (only 1 facility per system effective).
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (1) (only 1 facility per system effective). (1)
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Xeno Medical Center II
Description         := Inate organic ability, combined with highly advanced alien physiological technologys allows for the most advanced medical skills (enhanced).
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 883
Cost Minerals       := 5500
Cost Organics       := 11000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Xeno-Medical Technology
Tech Level Req 1    := 2
Tech Area Req 2     := Organic Technology
Tech Level Req 2    := 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 4% faster (only 1 facility per system effective).
Ability 2 Val 1     := 4
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (2) (only 1 facility per system effective). (2)
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Xeno Medical Center III
Description         := Inate organic ability, combined with highly advanced alien physiological technologys allows for the most advanced medical skills (enhanced).
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 883
Cost Minerals       := 6000
Cost Organics       := 12000
Cost Radioactives   := 7000
Number of Tech Req  := 2
Tech Area Req 1     := Xeno-Medical Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Organic Technology
Tech Level Req 2    := 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 6% faster (only 1 facility per system effective).
Ability 2 Val 1     := 6
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (3) (only 1 facility per system effective). (3)
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0

Name                := Xeno Medical Center IV
Description         := Inate organic ability, combined with highly advanced alien physiological technologys allows for the most advanced medical skills (enhanced).
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 883
Cost Minerals       := 6500
Cost Organics       := 13000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Xeno-Medical Technology
Tech Level Req 1    := 4
Tech Area Req 2     := Organic Technology
Tech Level Req 2    := 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 8% faster (only 1 facility per system effective).
Ability 2 Val 1     := 8
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (4) (only 1 facility per system effective). (4)
Ability 3 Val 1     := 4
Ability 3 Val 2     := 0

Name                := Xeno Medical Center V
Description         := Inate organic ability, combined with highly advanced alien physiological technologys allows for the most advanced medical skills (enhanced).
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 883
Cost Minerals       := 7000
Cost Organics       := 14000
Cost Radioactives   := 9000
Number of Tech Req  := 2
Tech Area Req 1     := Xeno-Medical Technology
Tech Level Req 1    := 5
Tech Area Req 2     := Organic Technology
Tech Level Req 2    := 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 10% faster (only 1 facility per system effective).
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (5) (only 1 facility per system effective). (5)
Ability 3 Val 1     := 5
Ability 3 Val 2     := 0

Name                := Urban Pacification Center I
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective). (1)
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Urban Pacification Center II
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective). (2)
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Urban Pacification Center III
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective). (3)
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Space Yard Facility I
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Space Yard Facility II
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

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

Name                := 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       := 15000
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       := 17500
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                := Space Yard Facility VI
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 20000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 6
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 4500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 4500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 4500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 4500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 4500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 4500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Space Yard Complex I
Description         := A city-sized construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 730
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 827
Cost Minerals       := 30000
Cost Organics       := 1000
Cost Radioactives   := 10000
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 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 6 components per turn.
Ability 4 Val 1     := 6
Ability 4 Val 2     := 0

Name                := Space Yard Complex II
Description         := A city-sized construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 730
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 827
Cost Minerals       := 35000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 5000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 5000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 5000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 5000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 5000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 5000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 7 components per turn.
Ability 4 Val 1     := 7
Ability 4 Val 2     := 0

Name                := Space Yard Complex III
Description         := A city-sized construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 730
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 827
Cost Minerals       := 40000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 2
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 6000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 6000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 6000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 6000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 6000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 6000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 8 components per turn.
Ability 4 Val 1     := 8
Ability 4 Val 2     := 0

Name                := Space Yard Complex IV
Description         := A city-sized construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 730
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 827
Cost Minerals       := 45000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 4
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 3
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 7000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 7000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 7000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 7000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 7000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 7000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 9 components per turn.
Ability 4 Val 1     := 9
Ability 4 Val 2     := 0

Name                := Space Yard Complex V
Description         := A city-sized construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 730
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 827
Cost Minerals       := 50000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 5
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 4
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 8000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 8000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 8000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 8000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 8000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 8000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 10 components per turn.
Ability 4 Val 1     := 10
Ability 4 Val 2     := 0

Name                := Planetary Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs. 
Facility Group      := Shields
Facility Family     := 39
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 20000
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Shields
Tech Level Req 1    := 9
Number of Abilities := 1
Ability 1 Type      := Stop Planet Destroyer
Ability 1 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := System Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the center of a system's gravity well. 
Facility Group      := Shields
Facility Family     := 40
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 50000
Cost Organics       := 2000
Cost Radioactives   := 25000
Number of Tech Req  := 1
Tech Area Req 1     := Shields
Tech Level Req 1    := 10
Number of Abilities := 3
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Inverted System Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations on the edge of the system's gravity well. 
Facility Group      := Shields
Facility Family     := 400
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 50000
Cost Organics       := 2000
Cost Radioactives   := 25000
Number of Tech Req  := 1
Tech Area Req 1     := Shields
Tech Level Req 1    := 10
Number of Abilities := 2
Ability 1 Type      := Stop Open Warp Point
Ability 1 Descr     := Stops warp points from being opened within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Close Warp Point
Ability 2 Descr     := Stops warp points from being closed within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Massive Planetary Shield Generator I
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 705
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 184
Cost Minerals       := 20000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 30000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator II
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 705
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 184
Cost Minerals       := 30000
Cost Organics       := 1000
Cost Radioactives   := 20000
Number of Tech Req  := 1
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 40000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator III
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 705
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 184
Cost Minerals       := 40000
Cost Organics       := 1000
Cost Radioactives   := 30000
Number of Tech Req  := 1
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 50000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator IV
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 705
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 184
Cost Minerals       := 50000
Cost Organics       := 1000
Cost Radioactives   := 40000
Number of Tech Req  := 1
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 60000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 60000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator V
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 705
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 184
Cost Minerals       := 60000
Cost Organics       := 1000
Cost Radioactives   := 50000
Number of Tech Req  := 1
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 70000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 70000
Ability 1 Val 2     := 0

Name                := Planetary Shield Generator I
Description         := Shield generators which protect an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 411
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 6500
Cost Organics       := 1000
Cost Radioactives   := 6500
Number of Tech Req  := 1
Tech Area Req 1     := Planetary Shielding
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 2000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Planetary Shield Generator II
Description         := Shield generators which protect an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 411
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 8000
Cost Organics       := 1000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Planetary Shielding
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 4000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0

Name                := Planetary Shield Generator III
Description         := Shield generators which protect an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 411
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 10000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Planetary Shielding
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 6000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 6000
Ability 1 Val 2     := 0

Name                := Planetary Shield Generator IV
Description         := Shield generators which protect an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 411
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 12500
Cost Organics       := 1000
Cost Radioactives   := 12500
Number of Tech Req  := 1
Tech Area Req 1     := Planetary Shielding
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 8000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 8000
Ability 1 Val 2     := 0

Name                := Planetary Shield Generator V
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 411
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 15000
Cost Organics       := 1000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Planetary Shielding
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 10000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Climate Control Facility I
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Climate Control Facility II
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Climate Control Facility III
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Value Improvement Plant I
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 1% each year.
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 1% each year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Value Improvement Plant II
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 2% each year.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 2% each year.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Value Improvement Plant III
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 6
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 3% each year.
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 3% each year.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0

Name                := Atmospheric Modification Plant I
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 7
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 3 years.
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

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

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

Name                := Probability Predictor I
Description         := Intensely complex super-computer which calculates several trillion possible outcomes for a specific action in just seconds.  
Facility Group      := Temporal
Facility Family     := 45
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 135
Cost Minerals       := 9000
Cost Organics       := 9000
Cost Radioactives   := 9000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Prediction
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 4% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Probability Predictor II
Description         := Intensely complex super-computer which calculates several trillion possible outcomes for a specific action in just seconds.  
Facility Group      := Temporal
Facility Family     := 45
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 135
Cost Minerals       := 9500
Cost Organics       := 9500
Cost Radioactives   := 9500
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Prediction
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 8% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := Probability Predictor III
Description         := Intensely complex super-computer which calculates several trillion possible outcomes for a specific action in just seconds.  
Facility Group      := Temporal
Facility Family     := 45
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 135
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Prediction
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 12% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 12
Ability 1 Val 2     := 0

Name                := Probability Predictor IV
Description         := Intensely complex super-computer which calculates several trillion possible outcomes for a specific action in just seconds.  
Facility Group      := Temporal
Facility Family     := 45
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 135
Cost Minerals       := 10500
Cost Organics       := 10500
Cost Radioactives   := 10500
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Prediction
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 16% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 16
Ability 1 Val 2     := 0

Name                := Probability Predictor V
Description         := Intensely complex super-computer which calculates several trillion possible outcomes for a specific action in just seconds.  
Facility Group      := Temporal
Facility Family     := 45
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 135
Cost Minerals       := 11000
Cost Organics       := 11000
Cost Radioactives   := 11000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Prediction
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 20% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

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

Name                := Events Predictor III
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Temporal
Facility Family     := 45
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 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                := Events Predictor IV
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Temporal
Facility Family     := 45
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 20% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Events Predictor V
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Temporal
Facility Family     := 45
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 25% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Futures Predictor I
Description         := The amalgamation of a massive calculation super-computer and temporal incursion detection provide for unparalled prediction of future events (enhanced).
Facility Group      := Temporal
Facility Family     := 45
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 655
Cost Minerals       := 8500
Cost Organics       := 8500
Cost Radioactives   := 8500
Number of Tech Req  := 2
Tech Area Req 1     := Temporal Prediction
Tech Level Req 1    := 1
Tech Area Req 2     := Temporal Technology
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 7% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 7
Ability 1 Val 2     := 0

Name                := Futures Predictor II
Description         := The amalgamation of a massive calculation super-computer and temporal incursion detection provide for unparalled prediction of future events (enhanced).
Facility Group      := Temporal
Facility Family     := 45
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 655
Cost Minerals       := 9500
Cost Organics       := 9500
Cost Radioactives   := 9500
Number of Tech Req  := 2
Tech Area Req 1     := Temporal Prediction
Tech Level Req 1    := 2
Tech Area Req 2     := Temporal Technology
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 14% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 14
Ability 1 Val 2     := 0

Name                := Futures Predictor III
Description         := The amalgamation of a massive calculation super-computer and temporal incursion detection provide for unparalled prediction of future events (enhanced).
Facility Group      := Temporal
Facility Family     := 45
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 655
Cost Minerals       := 10500
Cost Organics       := 10500
Cost Radioactives   := 10500
Number of Tech Req  := 2
Tech Area Req 1     := Temporal Prediction
Tech Level Req 1    := 3
Tech Area Req 2     := Temporal Technology
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 21% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 21
Ability 1 Val 2     := 0

Name                := Futures Predictor IV
Description         := The amalgamation of a massive calculation super-computer and temporal incursion detection provide for unparalled prediction of future events (enhanced).
Facility Group      := Temporal
Facility Family     := 45
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 655
Cost Minerals       := 11500
Cost Organics       := 11500
Cost Radioactives   := 11500
Number of Tech Req  := 2
Tech Area Req 1     := Temporal Prediction
Tech Level Req 1    := 4
Tech Area Req 2     := Temporal Technology
Tech Level Req 2    := 4
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 28% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 28
Ability 1 Val 2     := 0

Name                := Futures Predictor V
Description         := The amalgamation of a massive calculation super-computer and temporal incursion detection provide for unparalled prediction of future events (enhanced).
Facility Group      := Temporal
Facility Family     := 45
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 655
Cost Minerals       := 12500
Cost Organics       := 12500
Cost Radioactives   := 12500
Number of Tech Req  := 2
Tech Area Req 1     := Temporal Prediction
Tech Level Req 1    := 5
Tech Area Req 2     := Temporal Technology
Tech Level Req 2    := 5
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 35% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 35
Ability 1 Val 2     := 0

Name                := Chronotron Viewer I
Description         := Advanced sensor/display that, by observing Time Particles called Chronotrons, events that happened in the past can be seen.  Guilt or innocence is a simple matter to detect, reducing crime; individuals can relive moments in their past; and historical studies are a simple matter.  
Facility Group      := Temporal
Facility Family     := 46
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 119
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Visualization
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system effective). (1)
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Chronotron Viewer II
Description         := Advanced sensor/display that, by observing Time Particles called Chronotrons, events that happened in the past can be seen.  Guilt or innocence is a simple matter to detect, reducing crime; individuals can relive moments in their past; and historical studies are a simple matter.  
Facility Group      := Temporal
Facility Family     := 46
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 119
Cost Minerals       := 5500
Cost Organics       := 5500
Cost Radioactives   := 5500
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Visualization
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system effective). (2)
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Chronotron Viewer III
Description         := Advanced sensor/display that, by observing Time Particles called Chronotrons, events that happened in the past can be seen.  Guilt or innocence is a simple matter to detect, reducing crime; individuals can relive moments in their past; and historical studies are a simple matter.  
Facility Group      := Temporal
Facility Family     := 46
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 119
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Visualization
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system effective). (3)
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Chronotron Viewer IV
Description         := Advanced sensor/display that, by observing Time Particles called Chronotrons, events that happened in the past can be seen.  Guilt or innocence is a simple matter to detect, reducing crime; individuals can relive moments in their past; and historical studies are a simple matter.  
Facility Group      := Temporal
Facility Family     := 46
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 119
Cost Minerals       := 6500
Cost Organics       := 6500
Cost Radioactives   := 6500
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Visualization
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system effective). (4)
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Chronotron Viewer V
Description         := Advanced sensor/display that, by observing Time Particles called Chronotrons, events that happened in the past can be seen.  Guilt or innocence is a simple matter to detect, reducing crime; individuals can relive moments in their past; and historical studies are a simple matter.  
Facility Group      := Temporal
Facility Family     := 46
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 119
Cost Minerals       := 7000
Cost Organics       := 7000
Cost Radioactives   := 7000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Visualization
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system effective). (5)
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

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

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

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

Name                := Temporal Vacation Service IV
Description         := Entertainment service which allows populations to view past histories.  
Facility Group      := Temporal
Facility Family     := 46
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 27
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system effective). (8)
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := Temporal Vacation Service V
Description         := Entertainment service which allows populations to view past histories.  
Facility Group      := Temporal
Facility Family     := 46
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 27
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system effective). (10)
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Past Events Experiance I
Description         := Beyond viewing past events, this highly advanced system allows individuals to live past experiances for themselves (enhanced).
Facility Group      := Temporal
Facility Family     := 46
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 748
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Temporal Visualization
Tech Level Req 1    := 1
Tech Area Req 2     := Temporal Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness of the populations who live in this system (3) (only 1 facility per system effective). (3)
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Past Events Experiance II
Description         := Beyond viewing past events, this highly advanced system allows individuals to live past experiances for themselves (enhanced).
Facility Group      := Temporal
Facility Family     := 46
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 714
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Temporal Visualization
Tech Level Req 1    := 2
Tech Area Req 2     := Temporal Technology
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness of the populations who live in this system (5) (only 1 facility per system effective). (5)
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := Past Events Experiance III
Description         := Beyond viewing past events, this highly advanced system allows individuals to live past experiances for themselves (enhanced).
Facility Group      := Temporal
Facility Family     := 46
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 714
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 2
Tech Area Req 1     := Temporal Visualization
Tech Level Req 1    := 3
Tech Area Req 2     := Temporal Technology
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness of the populations who live in this system (7)(only 1 facility per system effective). (7)
Ability 1 Val 1     := 7
Ability 1 Val 2     := 0

Name                := Past Events Experiance IV
Description         := Beyond viewing past events, this highly advanced system allows individuals to live past experiances for themselves (enhanced).
Facility Group      := Temporal
Facility Family     := 46
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 714
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Temporal Visualization
Tech Level Req 1    := 4
Tech Area Req 2     := Temporal Technology
Tech Level Req 2    := 4
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness of the populations who live in this system (9)(only 1 facility per system effective). (9)
Ability 1 Val 1     := 9
Ability 1 Val 2     := 0

Name                := Past Events Experiance V
Description         := Beyond viewing past events, this highly advanced system allows individuals to live past experiances for themselves (enhanced).
Facility Group      := Temporal
Facility Family     := 46
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 714
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Temporal Visualization
Tech Level Req 1    := 5
Tech Area Req 2     := Temporal Technology
Tech Level Req 2    := 5
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness of the populations who live in this system (11)(only 1 facility per system effective). (11)
Ability 1 Val 1     := 11
Ability 1 Val 2     := 0

Name                := Temporal Space Yard Facility I
Description         := Large construction facility which uses temporal folding to allow fast construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 47
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 20000
Cost Organics       := 2000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 4
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                := Temporal Space Yard Facility II
Description         := Large construction facility which uses temporal folding to allow fast construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 47
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 20000
Cost Organics       := 2000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 5
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 4500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 4500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 4500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 4500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 4500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 4500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 6 components per turn.
Ability 4 Val 1     := 6
Ability 4 Val 2     := 0

Name                := Temporal Space Yard Facility III
Description         := Large construction facility which uses temporal folding to allow fast construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 47
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 20000
Cost Organics       := 2000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 6
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 5000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 5000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 5000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 5000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 5000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 5000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 7 components per turn.
Ability 4 Val 1     := 7
Ability 4 Val 2     := 0

Name                := Temporal Space Yard Facility IV
Description         := Large construction facility which uses temporal folding to allow fast construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 47
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 20000
Cost Organics       := 2000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 7
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 5500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 5500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 5500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 5500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 5500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 5500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 8 components per turn.
Ability 4 Val 1     := 8
Ability 4 Val 2     := 0

Name                := Temporal Space Yard Facility V
Description         := Large construction facility which uses temporal folding to allow fast construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 47
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 20000
Cost Organics       := 2000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 8
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 6000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 6000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 6000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 6000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 6000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 6000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 9 components per turn.
Ability 4 Val 1     := 9
Ability 4 Val 2     := 0

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

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

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

Name                := Psychic Ship Training Facility IV
Description         := Psychic broadcast center which imparts collected ship experience to all ships in a system.
Facility Group      := Psychic
Facility Family     := 48
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 44
Cost Minerals       := 10000
Cost Organics       := 2000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Psychic Technology
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 4% each turn up to 25% (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 25

Name                := Psychic Ship Training Facility V
Description         := Psychic broadcast center which imparts collected ship experience to all ships in a system.
Facility Group      := Psychic
Facility Family     := 48
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 44
Cost Minerals       := 10000
Cost Organics       := 2000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Psychic Technology
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 5% each turn up to 30% (only 1 facility per system effective).
Ability 1 Val 1     := 5
Ability 1 Val 2     := 30

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

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

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

Name                := Psychic Fleet Training Facility IV
Description         := Psychic broadcast center which imparts collected fleet experience to all fleets in a system.
Facility Group      := Psychic
Facility Family     := 49
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 47
Cost Minerals       := 11000
Cost Organics       := 2000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Psychic Technology
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 4% each turn up to 25% (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 25

Name                := Psychic Fleet Training Facility V
Description         := Psychic broadcast center which imparts collected fleet experience to all fleets in a system.
Facility Group      := Psychic
Facility Family     := 49
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 47
Cost Minerals       := 11000
Cost Organics       := 2000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Psychic Technology
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 5% each turn up to 50% (only 1 facility per system effective).
Ability 1 Val 1     := 5
Ability 1 Val 2     := 30

Name                := Psychic Enhancement Center I
Description         := Location where those with latent psychic ability can further practice and refine their skills.
Facility Group      := Psychic
Facility Family     := 50
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 136
Cost Minerals       := 20000
Cost Organics       := 5000
Cost Radioactives   := 20000
Number of Tech Req  := 1
Tech Area Req 1     := Psychic Enhancement Knowledge
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Psychic Enhancement Center II
Description         := Location where those with latent psychic ability can further practice and refine their skills.
Facility Group      := Psychic
Facility Family     := 50
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 136
Cost Minerals       := 18000
Cost Organics       := 4500
Cost Radioactives   := 18000
Number of Tech Req  := 1
Tech Area Req 1     := Psychic Enhancement Knowledge
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Psychic Enhancement Center III
Description         := Location where those with latent psychic ability can further practice and refine their skills.
Facility Group      := Psychic
Facility Family     := 50
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 136
Cost Minerals       := 16000
Cost Organics       := 4000
Cost Radioactives   := 16000
Number of Tech Req  := 1
Tech Area Req 1     := Psychic Enhancement Knowledge
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Psychic Enhancement Center IV
Description         := Location where those with latent psychic ability can further practice and refine their skills.
Facility Group      := Psychic
Facility Family     := 50
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 136
Cost Minerals       := 14000
Cost Organics       := 3500
Cost Radioactives   := 14000
Number of Tech Req  := 1
Tech Area Req 1     := Psychic Enhancement Knowledge
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Psychic Enhancement Center V
Description         := Location where those with latent psychic ability can further practice and refine their skills.
Facility Group      := Psychic
Facility Family     := 50
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 136
Cost Minerals       := 12000
Cost Organics       := 3000
Cost Radioactives   := 12000
Number of Tech Req  := 1
Tech Area Req 1     := Psychic Enhancement Knowledge
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

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

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

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

Name                := Enhanced Psychic Scanner I
Description         := Taking the most adept psychic talent and using exotic alien techniques, psychic energies can be transmitted throughout an entire system (enhanced).
Facility Group      := Psychic
Facility Family     := 50
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 722
Cost Minerals       := 18000
Cost Organics       := 5000
Cost Radioactives   := 18000
Number of Tech Req  := 2
Tech Area Req 1     := Psychic Enhancement Knowledge
Tech Level Req 1    := 1
Tech Area Req 2     := Psychic Technology
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Ship Training - System
Ability 2 Descr     := Ships in this system will improve by 1% each turn up to 10% (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 10
Ability 3 Type      := Fleet Training - System
Ability 3 Descr     := Fleets in this system will improve by 1% each turn up to 10% (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 10

Name                := Enhanced Psychic Scanner II
Description         := Taking the most adept psychic talent and using exotic alien techniques, psychic energies can be transmitted throughout an entire system (enhanced).
Facility Group      := Psychic
Facility Family     := 50
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 722
Cost Minerals       := 20000
Cost Organics       := 5000
Cost Radioactives   := 20000
Number of Tech Req  := 2
Tech Area Req 1     := Psychic Enhancement Knowledge
Tech Level Req 1    := 3
Tech Area Req 2     := Psychic Technology
Tech Level Req 2    := 3
Number of Abilities := 3
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Ship Training - System
Ability 2 Descr     := Ships in this system will improve by 2% each turn up to 15% (only 1 facility per system effective).
Ability 2 Val 1     := 2
Ability 2 Val 2     := 15
Ability 3 Type      := Fleet Training - System
Ability 3 Descr     := Fleets in this system will improve by 2% each turn up to 15% (only 1 facility per system effective).
Ability 3 Val 1     := 2
Ability 3 Val 2     := 15

Name                := Enhanced Psychic Scanner III
Description         := Taking the most adept psychic talent and using exotic alien techniques, psychic energies can be transmitted throughout an entire system (enhanced).
Facility Group      := Psychic
Facility Family     := 50
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 722
Cost Minerals       := 24000
Cost Organics       := 5000
Cost Radioactives   := 24000
Number of Tech Req  := 2
Tech Area Req 1     := Psychic Enhancement Knowledge
Tech Level Req 1    := 5
Tech Area Req 2     := Psychic Technology
Tech Level Req 2    := 4
Number of Abilities := 3
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Ship Training - System
Ability 2 Descr     := Ships in this system will improve by 3% each turn up to 20% (only 1 facility per system effective).
Ability 2 Val 1     := 3
Ability 2 Val 2     := 20
Ability 3 Type      := Fleet Training - System
Ability 3 Descr     := Fleets in this system will improve by 3% each turn up to 20% (only 1 facility per system effective).
Ability 3 Val 1     := 3
Ability 3 Val 2     := 20

Name                := Orbital Power Collector I
Description         := Orbiting stations collect solar energy from a star and beam it to the planet surface as Microwave energy.  The resulting cheap energy source boosts production of planetary resource facilities.
Facility Group      := Crystalline
Facility Family     := 51
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 183
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Power Generation
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 200 minerals per star each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 200 organics per star each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 200 radioactives per star each turn.
Ability 3 Val 1     := 200
Ability 3 Val 2     := 0

Name                := Orbital Power Collector II
Description         := Orbiting stations collect solar energy from a star and beam it to the planet surface as Microwave energy.  The resulting cheap energy source boosts production of planetary resource facilities.
Facility Group      := Crystalline
Facility Family     := 51
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 183
Cost Minerals       := 3500
Cost Organics       := 3500
Cost Radioactives   := 3500
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Power Generation
Tech Level Req 1    := 2
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 300 minerals per star each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 300 organics per star each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 300 radioactives per star each turn.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0

Name                := Orbital Power Collector III
Description         := Orbiting stations collect solar energy from a star and beam it to the planet surface as Microwave energy.  The resulting cheap energy source boosts production of planetary resource facilities.
Facility Group      := Crystalline
Facility Family     := 51
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 183
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Power Generation
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 400 minerals per star each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 400 organics per star each turn.
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 400 radioactives per star each turn.
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0

Name                := Orbital Power Collector IV
Description         := Orbiting stations collect solar energy from a star and beam it to the planet surface as Microwave energy.  The resulting cheap energy source boosts production of planetary resource facilities.
Facility Group      := Crystalline
Facility Family     := 51
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 183
Cost Minerals       := 4500
Cost Organics       := 4500
Cost Radioactives   := 4500
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Power Generation
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 500 minerals per star each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 500 organics per star each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 500 radioactives per star each turn.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0

Name                := Orbital Power Collector V
Description         := Orbiting stations collect solar energy from a star and beam it to the planet surface as Microwave energy.  The resulting cheap energy source boosts production of planetary resource facilities.
Facility Group      := Crystalline
Facility Family     := 51
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 183
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Power Generation
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 600 minerals per star each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 600 organics per star each turn.
Ability 2 Val 1     := 600
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 600 radioactives per star each turn.
Ability 3 Val 1     := 600
Ability 3 Val 2     := 0

Name                := Solar Generator I
Description         := Massive solar collectors which can transmute solar energy to raw materials.
Facility Group      := Crystalline
Facility Family     := 51
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 63
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 300 minerals per star each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 300 organics per star each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 300 radioactives per star each turn.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0

Name                := Solar Generator II
Description         := Massive solar collectors which can transmute solar energy to raw materials.
Facility Group      := Crystalline
Facility Family     := 51
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 63
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 500 minerals per star each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 500 organics per star each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 500 radioactives per star each turn.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0

Name                := Solar Generator III
Description         := Massive solar collectors which can transmute solar energy to raw materials.
Facility Group      := Crystalline
Facility Family     := 51
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 63
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 6
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 700 minerals per star each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 700 organics per star each turn.
Ability 2 Val 1     := 700
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 700 radioactives per star each turn.
Ability 3 Val 1     := 700
Ability 3 Val 2     := 0

Name                := Solar Power Generator I
Description         := Highly refined crystalline super-conductors allow for orbital power generation to be put out at an amazing rate (enhanced).
Facility Group      := Crystalline
Facility Family     := 51
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 845
Cost Minerals       := 4000
Cost Organics       := 3000
Cost Radioactives   := 4000
Number of Tech Req  := 2
Tech Area Req 1     := Crystalline Power Generation
Tech Level Req 1    := 1
Tech Area Req 2     := Crystalline Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 500 minerals per star each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 500 organics per star each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 500 radioactives per star each turn.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0

Name                := Solar Power Generator II
Description         := Highly refined crystalline super-conductors allow for orbital power generation to be put out at an amazing rate (enhanced).
Facility Group      := Crystalline
Facility Family     := 51
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 845
Cost Minerals       := 5000
Cost Organics       := 3000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Crystalline Power Generation
Tech Level Req 1    := 2
Tech Area Req 2     := Crystalline Technology
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 700 minerals per star each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 700 organics per star each turn.
Ability 2 Val 1     := 700
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 700 radioactives per star each turn.
Ability 3 Val 1     := 700
Ability 3 Val 2     := 0

Name                := Solar Power Generator III
Description         := Highly refined crystalline super-conductors allow for orbital power generation to be put out at an amazing rate (enhanced).
Facility Group      := Crystalline
Facility Family     := 51
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 845
Cost Minerals       := 6000
Cost Organics       := 3000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Crystalline Power Generation
Tech Level Req 1    := 3
Tech Area Req 2     := Crystalline Technology
Tech Level Req 2    := 3
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 900 minerals per star each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 900 organics per star each turn.
Ability 2 Val 1     := 900
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 900 radioactives per star each turn.
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0

Name                := Solar Power Generator IV
Description         := Highly refined crystalline super-conductors allow for orbital power generation to be put out at an amazing rate (enhanced).
Facility Group      := Crystalline
Facility Family     := 51
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 845
Cost Minerals       := 7000
Cost Organics       := 3000
Cost Radioactives   := 7000
Number of Tech Req  := 2
Tech Area Req 1     := Crystalline Power Generation
Tech Level Req 1    := 4
Tech Area Req 2     := Crystalline Technology
Tech Level Req 2    := 4
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 1100 minerals per star each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 1100 organics per star each turn.
Ability 2 Val 1     := 1100
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 1100 radioactives per star each turn.
Ability 3 Val 1     := 1100
Ability 3 Val 2     := 0

Name                := Solar Power Generator V
Description         := Highly refined crystalline super-conductors allow for orbital power generation to be put out at an amazing rate (enhanced).
Facility Group      := Crystalline
Facility Family     := 51
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 845
Cost Minerals       := 8000
Cost Organics       := 3000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Crystalline Power Generation
Tech Level Req 1    := 5
Tech Area Req 2     := Crystalline Technology
Tech Level Req 2    := 5
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 1300 minerals per star each turn.
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 1300 organics per star each turn.
Ability 2 Val 1     := 1300
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 1300 radioactives per star each turn.
Ability 3 Val 1     := 1300
Ability 3 Val 2     := 0

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

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

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

Name                := Crystalline Restructuring Plant IV
Description         := Facility which enhances vehicle hulls by adding crystalline matrices to their molecular structure.
Facility Group      := Crystalline
Facility Family     := 52
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 34
Cost Minerals       := 5000
Cost Organics       := 2000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Reduced Maintenance Cost - System
Ability 1 Descr     := Reduces all vehicle maintenance costs in the system by 40% (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Crystalline Restructuring Plant V
Description         := Facility which enhances vehicle hulls by adding crystalline matrices to their molecular structure.
Facility Group      := Crystalline
Facility Family     := 52
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 34
Cost Minerals       := 5000
Cost Organics       := 2000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Reduced Maintenance Cost - System
Ability 1 Descr     := Reduces all vehicle maintenance costs in the system by 50% (only 1 facility per system effective).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0

Name                := Quantum Power Station I
Description         := Power generator able to quantum teleport massive amounts of energy directly to any ships in the system.
Facility Group      := Crystalline
Facility Family     := 717
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 184
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 14000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Power Supply
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 15 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Quantum Power Station II
Description         := Power generator able to quantum teleport massive amounts of energy directly to any ships in the system.
Facility Group      := Crystalline
Facility Family     := 717
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 184
Cost Minerals       := 6500
Cost Organics       := 0
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Power Supply
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 30 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Quantum Power Station III
Description         := Power generator able to quantum teleport massive amounts of energy directly to any ships in the system.
Facility Group      := Crystalline
Facility Family     := 717
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 184
Cost Minerals       := 7000
Cost Organics       := 0
Cost Radioactives   := 16000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Power Supply
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 45 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 45
Ability 1 Val 2     := 0

Name                := Quantum Power Station IV
Description         := Power generator able to quantum teleport massive amounts of energy directly to any ships in the system.
Facility Group      := Crystalline
Facility Family     := 717
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 184
Cost Minerals       := 7500
Cost Organics       := 0
Cost Radioactives   := 17000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Power Supply
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 60 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 60
Ability 1 Val 2     := 0

Name                := Quantum Power Station V
Description         := Power generator able to quantum teleport massive amounts of energy directly to any ships in the system.
Facility Group      := Crystalline
Facility Family     := 717
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 184
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 18000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Power Supply
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 75 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 75
Ability 1 Val 2     := 0

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

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

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

Name                := Energy Transmission Lens IV
Description         := Massive lens which allows supplemental power to be beamed directly to ships within the system.
Facility Group      := Crystalline
Facility Family     := 53
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 51
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 80 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 80
Ability 1 Val 2     := 0

Name                := Energy Transmission Lens V
Description         := Massive lens which allows supplemental power to be beamed directly to ships within the system.
Facility Group      := Crystalline
Facility Family     := 53
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 51
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 100 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 100
Ability 1 Val 2     := 0

Name                := Quantum Lens I
Description         := Highly refined crystal energy projector combined with advanced quantum technologies enables enormous amounts of shield boosting power to ships in the system (enhanced).
Facility Group      := Crystalline
Facility Family     := 717
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 764
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 12000
Number of Tech Req  := 2
Tech Area Req 1     := Crystalline Power Supply
Tech Level Req 1    := 1
Tech Area Req 2     := Crystalline Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 30 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Quantum Lens II
Description         := Highly refined crystal energy projector combined with advanced quantum technologies enables enormous amounts of shield boosting power to ships in the system (enhanced).
Facility Group      := Crystalline
Facility Family     := 717
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 764
Cost Minerals       := 7000
Cost Organics       := 0
Cost Radioactives   := 14000
Number of Tech Req  := 2
Tech Area Req 1     := Crystalline Power Supply
Tech Level Req 1    := 2
Tech Area Req 2     := Crystalline Technology
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 60 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 60
Ability 1 Val 2     := 0

Name                := Quantum Lens III
Description         := Highly refined crystal energy projector combined with advanced quantum technologies enables enormous amounts of shield boosting power to ships in the system (enhanced).
Facility Group      := Crystalline
Facility Family     := 717
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 764
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 16000
Number of Tech Req  := 2
Tech Area Req 1     := Crystalline Power Supply
Tech Level Req 1    := 3
Tech Area Req 2     := Crystalline Technology
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 90 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 90
Ability 1 Val 2     := 0

Name                := Quantum Lens IV
Description         := Highly refined crystal energy projector combined with advanced quantum technologies enables enormous amounts of shield boosting power to ships in the system (enhanced).
Facility Group      := Crystalline
Facility Family     := 717
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 764
Cost Minerals       := 9000
Cost Organics       := 0
Cost Radioactives   := 18000
Number of Tech Req  := 2
Tech Area Req 1     := Crystalline Power Supply
Tech Level Req 1    := 4
Tech Area Req 2     := Crystalline Technology
Tech Level Req 2    := 4
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 120 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 120
Ability 1 Val 2     := 0

Name                := Quantum Lens V
Description         := Highly refined crystal energy projector combined with advanced quantum technologies enables enormous amounts of shield boosting power to ships in the system (enhanced).
Facility Group      := Crystalline
Facility Family     := 717
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 764
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 20000
Number of Tech Req  := 2
Tech Area Req 1     := Crystalline Power Supply
Tech Level Req 1    := 5
Tech Area Req 2     := Crystalline Technology
Tech Level Req 2    := 5
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 150 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 150
Ability 1 Val 2     := 0

Name                := Planetary Cloaking Device I
Description         := An enormous facility capable of generating a cloaking field strong enough to envelope an entire planet.
Facility Group      := Shields
Facility Family     := 700
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 9
Cost Minerals       := 10000
Cost Organics       := 500
Cost Radioactives   := 10000
Number of Tech Req  := 3
Tech Area Req 1     := Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Cloaking
Tech Level Req 2    := 1
Tech Area Req 3     := Planetary Cloaking
Tech Level Req 3    := 1
Number of Abilities := 2
Ability 1 Type      := Cloak Level
Ability 1 Descr     := Planet-wide disruption of Electro-Magnetic energy provides level 1 EM Active cloak.
Ability 1 Val 1     := EM Active
Ability 1 Val 2     := 2
Ability 2 Type      := Cloak Level
Ability 2 Descr     := Provides level 1 EM Passive cloak.
Ability 2 Val 1     := EM Passive
Ability 2 Val 2     := 2

Name                := Planetary Cloaking Device II
Description         := An enormous facility capable of generating a cloaking field strong enough to envelope an entire planet.
Facility Group      := Shields
Facility Family     := 700
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 9
Cost Minerals       := 12000
Cost Organics       := 500
Cost Radioactives   := 12000
Number of Tech Req  := 3
Tech Area Req 1     := Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Cloaking
Tech Level Req 2    := 1
Tech Area Req 3     := Planetary Cloaking
Tech Level Req 3    := 2
Number of Abilities := 2
Ability 1 Type      := Cloak Level
Ability 1 Descr     := Planet-wide disruption of Electro-Magnetic energy provides level 2 EM Active cloak.
Ability 1 Val 1     := EM Active
Ability 1 Val 2     := 3
Ability 2 Type      := Cloak Level
Ability 2 Descr     := Provides level 1 EM Passive cloak.
Ability 2 Val 1     := EM Passive
Ability 2 Val 2     := 2

Name                := Planetary Cloaking Device III
Description         := An enormous facility capable of generating a cloaking field strong enough to envelope an entire planet.
Facility Group      := Shields
Facility Family     := 700
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 9
Cost Minerals       := 14000
Cost Organics       := 500
Cost Radioactives   := 14000
Number of Tech Req  := 3
Tech Area Req 1     := Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Cloaking
Tech Level Req 2    := 1
Tech Area Req 3     := Planetary Cloaking
Tech Level Req 3    := 3
Number of Abilities := 2
Ability 1 Type      := Cloak Level
Ability 1 Descr     := Planet-wide disruption of Electro-Magnetic energy provides level 3 EM Active cloak.
Ability 1 Val 1     := EM Active
Ability 1 Val 2     := 4
Ability 2 Type      := Cloak Level
Ability 2 Descr     := Provides level 1 EM Passive cloak.
Ability 2 Val 1     := EM Passive
Ability 2 Val 2     := 2

Name                := Planetary Cloaking Device IV
Description         := An enormous facility capable of generating a cloaking field strong enough to envelope an entire planet.
Facility Group      := Shields
Facility Family     := 700
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 9
Cost Minerals       := 16000
Cost Organics       := 500
Cost Radioactives   := 16000
Number of Tech Req  := 3
Tech Area Req 1     := Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Cloaking
Tech Level Req 2    := 1
Tech Area Req 3     := Planetary Cloaking
Tech Level Req 3    := 4
Number of Abilities := 2
Ability 1 Type      := Cloak Level
Ability 1 Descr     := Planet-wide disruption of Electro-Magnetic energy provides level 4 EM Active cloak.
Ability 1 Val 1     := EM Active
Ability 1 Val 2     := 5
Ability 2 Type      := Cloak Level
Ability 2 Descr     := Provides level 1 EM Passive cloak.
Ability 2 Val 1     := EM Passive
Ability 2 Val 2     := 2

Name                := Planetary Cloaking Device V
Description         := An enormous facility capable of generating a cloaking field strong enough to envelope an entire planet.
Facility Group      := Shields
Facility Family     := 700
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 9
Cost Minerals       := 18000
Cost Organics       := 500
Cost Radioactives   := 18000
Number of Tech Req  := 3
Tech Area Req 1     := Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Cloaking
Tech Level Req 2    := 1
Tech Area Req 3     := Planetary Cloaking
Tech Level Req 3    := 5
Number of Abilities := 2
Ability 1 Type      := Cloak Level
Ability 1 Descr     := Planet-wide disruption of Electro-Magnetic energy provides level 5 EM Active cloak.
Ability 1 Val 1     := EM Active
Ability 1 Val 2     := 6
Ability 2 Type      := Cloak Level
Ability 2 Descr     := Provides level 1 EM Passive cloak.
Ability 2 Val 1     := EM Passive
Ability 2 Val 2     := 2

Name                := Global Refraction Network I
Description         := Network of facilities placed at various locations around the planet that generate an EM Refraction effect that affects the entire planet.
Facility Group      := Shields
Facility Family     := 701
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 214
Cost Minerals       := 10000
Cost Organics       := 500
Cost Radioactives   := 10000
Number of Tech Req  := 3
Tech Area Req 1     := Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Advanced Armor
Tech Level Req 2    := 1
Tech Area Req 3     := Planetary Cloaking
Tech Level Req 3    := 1
Number of Abilities := 2
Ability 1 Type      := Cloak Level
Ability 1 Descr     := Global refraction provides level 1 EM Passive cloak.
Ability 1 Val 1     := EM Passive
Ability 1 Val 2     := 2
Ability 2 Type      := Cloak Level
Ability 2 Descr     := Provides level 1 EM Active cloak.
Ability 2 Val 1     := EM Active
Ability 2 Val 2     := 2

Name                := Global Refraction Network II
Description         := Network of facilities placed at various locations around the planet that generate an EM Refraction effect that affects the entire planet.
Facility Group      := Shields
Facility Family     := 701
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 214
Cost Minerals       := 12000
Cost Organics       := 500
Cost Radioactives   := 12000
Number of Tech Req  := 3
Tech Area Req 1     := Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Advanced Armor
Tech Level Req 2    := 1
Tech Area Req 3     := Planetary Cloaking
Tech Level Req 3    := 2
Number of Abilities := 2
Ability 1 Type      := Cloak Level
Ability 1 Descr     := Global refraction provides level 2 EM Passive cloak.
Ability 1 Val 1     := EM Passive
Ability 1 Val 2     := 3
Ability 2 Type      := Cloak Level
Ability 2 Descr     := Provides level 1 EM Active cloak.
Ability 2 Val 1     := EM Active
Ability 2 Val 2     := 2

Name                := Global Refraction Network III
Description         := Network of facilities placed at various locations around the planet that generate an EM Refraction effect that affects the entire planet.
Facility Group      := Shields
Facility Family     := 701
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 214
Cost Minerals       := 14000
Cost Organics       := 500
Cost Radioactives   := 14000
Number of Tech Req  := 3
Tech Area Req 1     := Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Advanced Armor
Tech Level Req 2    := 1
Tech Area Req 3     := Planetary Cloaking
Tech Level Req 3    := 3
Number of Abilities := 2
Ability 1 Type      := Cloak Level
Ability 1 Descr     := Global refraction provides level 3 EM Passive cloak.
Ability 1 Val 1     := EM Passive
Ability 1 Val 2     := 4
Ability 2 Type      := Cloak Level
Ability 2 Descr     := Provides level 1 EM Active cloak.
Ability 2 Val 1     := EM Active
Ability 2 Val 2     := 2

Name                := Global Refraction Network IV
Description         := Network of facilities placed at various locations around the planet that generate an EM Refraction effect that affects the entire planet.
Facility Group      := Shields
Facility Family     := 701
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 214
Cost Minerals       := 16000
Cost Organics       := 500
Cost Radioactives   := 16000
Number of Tech Req  := 3
Tech Area Req 1     := Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Advanced Armor
Tech Level Req 2    := 1
Tech Area Req 3     := Planetary Cloaking
Tech Level Req 3    := 4
Number of Abilities := 2
Ability 1 Type      := Cloak Level
Ability 1 Descr     := Global refraction provides level 4 EM Passive cloak.
Ability 1 Val 1     := EM Passive
Ability 1 Val 2     := 5
Ability 2 Type      := Cloak Level
Ability 2 Descr     := Provides level 1 EM Active cloak.
Ability 2 Val 1     := EM Active
Ability 2 Val 2     := 2

Name                := Global Refraction Network V
Description         := Network of facilities placed at various locations around the planet that generate an EM Refraction effect that affects the entire planet.
Facility Group      := Shields
Facility Family     := 701
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 214
Cost Minerals       := 18000
Cost Organics       := 500
Cost Radioactives   := 18000
Number of Tech Req  := 3
Tech Area Req 1     := Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Advanced Armor
Tech Level Req 2    := 1
Tech Area Req 3     := Planetary Cloaking
Tech Level Req 3    := 5
Number of Abilities := 2
Ability 1 Type      := Cloak Level
Ability 1 Descr     := Global refraction provides level 5 EM Passive cloak.
Ability 1 Val 1     := EM Passive
Ability 1 Val 2     := 6
Ability 2 Type      := Cloak Level
Ability 2 Descr     := Provides level 1 EM Active cloak.
Ability 2 Val 1     := EM Active
Ability 2 Val 2     := 2

Name                := Planetary Mass Displacer I
Description         := Massive power generators that are capable of manipulating the nature of space-time interactions with the gravity waves of a planet.  Resulting in the gravity well of the planet becoming undetectable.
Facility Group      := Shields
Facility Family     := 702
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 162
Cost Minerals       := 10000
Cost Organics       := 500
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Gravitational Manipulation
Tech Level Req 2    := 4
Number of Abilities := 3
Ability 1 Type      := Cloak Level
Ability 1 Descr     := Gravity Well manipulation provides level 1 Gravitic Cloak.
Ability 1 Val 1     := Gravitic
Ability 1 Val 2     := 2
Ability 2 Type      := Cloak Level
Ability 2 Descr     := Provides level 1 EM Passive cloak.
Ability 2 Val 1     := EM Passive
Ability 2 Val 2     := 2
Ability 3 Type      := Cloak Level
Ability 3 Descr     := Provides level 1 EM Active cloak.
Ability 3 Val 1     := EM Active
Ability 3 Val 2     := 2

Name                := Planetary Mass Displacer II
Description         := Massive power generators that are capable of manipulating the nature of space-time interactions with the gravity waves of a planet.  Resulting in the gravity well of the planet becoming undetectable.
Facility Group      := Shields
Facility Family     := 702
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 162
Cost Minerals       := 12000
Cost Organics       := 500
Cost Radioactives   := 12000
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Gravitational Manipulation
Tech Level Req 2    := 5
Number of Abilities := 3
Ability 1 Type      := Cloak Level
Ability 1 Descr     := Gravity Well manipulation provides level 2 Gravitic Cloak.
Ability 1 Val 1     := Gravitic
Ability 1 Val 2     := 3
Ability 2 Type      := Cloak Level
Ability 2 Descr     := Provides level 1 EM Passive cloak.
Ability 2 Val 1     := EM Passive
Ability 2 Val 2     := 2
Ability 3 Type      := Cloak Level
Ability 3 Descr     := Provides level 1 EM Active cloak.
Ability 3 Val 1     := EM Active
Ability 3 Val 2     := 2

Name                := Planetary Mass Displacer III
Description         := Massive power generators that are capable of manipulating the nature of space-time interactions with the gravity waves of a planet.  Resulting in the gravity well of the planet becoming undetectable.
Facility Group      := Shields
Facility Family     := 702
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 162
Cost Minerals       := 14000
Cost Organics       := 500
Cost Radioactives   := 14000
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Gravitational Manipulation
Tech Level Req 2    := 6
Number of Abilities := 3
Ability 1 Type      := Cloak Level
Ability 1 Descr     := Gravity Well manipulation provides level 3 Gravitic Cloak.
Ability 1 Val 1     := Gravitic
Ability 1 Val 2     := 4
Ability 2 Type      := Cloak Level
Ability 2 Descr     := Provides level 1 EM Passive cloak.
Ability 2 Val 1     := EM Passive
Ability 2 Val 2     := 2
Ability 3 Type      := Cloak Level
Ability 3 Descr     := Provides level 1 EM Active cloak.
Ability 3 Val 1     := EM Active
Ability 3 Val 2     := 2

Name                := Planetary Mass Displacer IV
Description         := Massive power generators that are capable of manipulating the nature of space-time interactions with the gravity waves of a planet.  Resulting in the gravity well of the planet becoming undetectable.
Facility Group      := Shields
Facility Family     := 702
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 162
Cost Minerals       := 16000
Cost Organics       := 500
Cost Radioactives   := 16000
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Gravitational Manipulation
Tech Level Req 2    := 7
Number of Abilities := 2
Ability 1 Type      := Cloak Level
Ability 1 Descr     := Gravity Well manipulation provides level 4 Gravitic Cloak.
Ability 1 Val 1     := Gravitic
Ability 1 Val 2     := 5
Ability 2 Type      := Cloak Level
Ability 2 Descr     := Provides level 1 EM Passive cloak.
Ability 2 Val 1     := EM Passive
Ability 2 Val 2     := 2
Ability 3 Type      := Cloak Level
Ability 3 Descr     := Provides level 1 EM Active cloak.
Ability 3 Val 1     := EM Active
Ability 3 Val 2     := 2

Name                := Planetary Mass Displacer V
Description         := Massive power generators that are capable of manipulating the nature of space-time interactions with the gravity waves of a planet.  Resulting in the gravity well of the planet becoming undetectable.
Facility Group      := Shields
Facility Family     := 702
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 162
Cost Minerals       := 18000
Cost Organics       := 500
Cost Radioactives   := 18000
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Gravitational Manipulation
Tech Level Req 2    := 8
Number of Abilities := 3
Ability 1 Type      := Cloak Level
Ability 1 Descr     := Gravity Well manipulation provides level 5 Gravitic Cloak.
Ability 1 Val 1     := Gravitic
Ability 1 Val 2     := 6
Ability 2 Type      := Cloak Level
Ability 2 Descr     := Provides level 1 EM Passive cloak.
Ability 2 Val 1     := EM Passive
Ability 2 Val 2     := 2
Ability 3 Type      := Cloak Level
Ability 3 Descr     := Provides level 1 EM Active cloak.
Ability 3 Val 1     := EM Active
Ability 3 Val 2     := 2

Name                := Planetary Inter-Phased Cloak I
Description         := Large-scale Temporal manipulation that results in a planet existing is two separate time-lines simultaneously while remaining invisible to both.
Facility Group      := Shields
Facility Family     := 704
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 135
Cost Minerals       := 10000
Cost Organics       := 500
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Advanced Time Management
Tech Level Req 2    := 3
Number of Abilities := 3
Ability 1 Type      := Cloak Level
Ability 1 Descr     := Inter-Phase existence provides level 1 Temporal cloak.
Ability 1 Val 1     := Temporal
Ability 1 Val 2     := 2
Ability 2 Type      := Cloak Level
Ability 2 Descr     := Provides level 1 EM Passive cloak.
Ability 2 Val 1     := EM Passive
Ability 2 Val 2     := 2
Ability 3 Type      := Cloak Level
Ability 3 Descr     := Provides level 1 EM Active cloak.
Ability 3 Val 1     := EM Active
Ability 3 Val 2     := 2

Name                := Planetary Inter-Phased Cloak II
Description         := Large-scale Temporal manipulation that results in a planet existing is two separate time-lines simultaneously while remaining invisible to both.
Facility Group      := Shields
Facility Family     := 704
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 135
Cost Minerals       := 12000
Cost Organics       := 500
Cost Radioactives   := 12000
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Advanced Time Management
Tech Level Req 2    := 4
Number of Abilities := 3
Ability 1 Type      := Cloak Level
Ability 1 Descr     := Inter-Phase existence provides level 2 Temporal cloak.
Ability 1 Val 1     := Temporal
Ability 1 Val 2     := 3
Ability 2 Type      := Cloak Level
Ability 2 Descr     := Provides level 1 EM Passive cloak.
Ability 2 Val 1     := EM Passive
Ability 2 Val 2     := 2
Ability 3 Type      := Cloak Level
Ability 3 Descr     := Provides level 1 EM Active cloak.
Ability 3 Val 1     := EM Active
Ability 3 Val 2     := 2

Name                := Planetary Inter-Phased Cloak III
Description         := Large-scale Temporal manipulation that results in a planet existing is two separate time-lines simultaneously while remaining invisible to both.
Facility Group      := Shields
Facility Family     := 704
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 135
Cost Minerals       := 14000
Cost Organics       := 500
Cost Radioactives   := 14000
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Advanced Time Management
Tech Level Req 2    := 5
Number of Abilities := 3
Ability 1 Type      := Cloak Level
Ability 1 Descr     := Inter-Phase existence provides level 3 Temporal cloak.
Ability 1 Val 1     := Temporal
Ability 1 Val 2     := 4
Ability 2 Type      := Cloak Level
Ability 2 Descr     := Provides level 1 EM Passive cloak.
Ability 2 Val 1     := EM Passive
Ability 2 Val 2     := 2
Ability 3 Type      := Cloak Level
Ability 3 Descr     := Provides level 1 EM Active cloak.
Ability 3 Val 1     := EM Active
Ability 3 Val 2     := 2

Name                := Planetary Inter-Phased Cloak IV
Description         := Large-scale Temporal manipulation that results in a planet existing is two separate time-lines simultaneously while remaining invisible to both.
Facility Group      := Shields
Facility Family     := 704
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 135
Cost Minerals       := 16000
Cost Organics       := 500
Cost Radioactives   := 16000
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Advanced Time Management
Tech Level Req 2    := 6
Number of Abilities := 3
Ability 1 Type      := Cloak Level
Ability 1 Descr     := Inter-Phase existence provides level 4 Temporal cloak.
Ability 1 Val 1     := Temporal
Ability 1 Val 2     := 5
Ability 2 Type      := Cloak Level
Ability 2 Descr     := Provides level 1 EM Passive cloak.
Ability 2 Val 1     := EM Passive
Ability 2 Val 2     := 2
Ability 3 Type      := Cloak Level
Ability 3 Descr     := Provides level 1 EM Active cloak.
Ability 3 Val 1     := EM Active
Ability 3 Val 2     := 2

Name                := Planetary Inter-Phased Cloak V
Description         := Large-scale Temporal manipulation that results in a planet existing is two separate time-lines simultaneously while remaining invisible to both.
Facility Group      := Shields
Facility Family     := 704
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 135
Cost Minerals       := 18000
Cost Organics       := 500
Cost Radioactives   := 18000
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Advanced Time Management
Tech Level Req 2    := 7
Number of Abilities := 3
Ability 1 Type      := Cloak Level
Ability 1 Descr     := Inter-Phase existence provides level 5 Temporal cloak.
Ability 1 Val 1     := Temporal
Ability 1 Val 2     := 6
Ability 2 Type      := Cloak Level
Ability 2 Descr     := Provides level 1 EM Passive cloak.
Ability 2 Val 1     := EM Passive
Ability 2 Val 2     := 2
Ability 3 Type      := Cloak Level
Ability 3 Descr     := Provides level 1 EM Active cloak.
Ability 3 Val 1     := EM Active
Ability 3 Val 2     := 2

Name                := Neural Computer Complex I
Description         := Large complex that allows for various forms of research by neurally connecting many individuals into a single thinking organism which improves research and intelligence capabilities.
Facility Group      := Neural
Facility Family     := 723
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 220
Cost Minerals       := 8000
Cost Organics       := 5000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Neural Computer Interface
Tech Level Req 1    := 2
Number of Abilities := 4
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
Ability 2 Type      := Planet Point Generation Modifier - Intelligence
Ability 2 Descr     := Increase all Intelligence on a planet by 5% (only 1 facility per planet effective).
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := Point Generation - Research
Ability 3 Descr     := Generates 500 research points.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Intelligence
Ability 4 Descr     := Generates 500 Intelligence points.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0

Name                := Neural Computer Complex II
Description         := Large complex that allows for various forms of research by neurally connecting many individuals into a single thinking organism which improves research and intelligence capabilities.
Facility Group      := Neural
Facility Family     := 723
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 220
Cost Minerals       := 8500
Cost Organics       := 6000
Cost Radioactives   := 3500
Number of Tech Req  := 1
Tech Area Req 1     := Neural Computer Interface
Tech Level Req 1    := 3
Number of Abilities := 4
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
Ability 2 Type      := Planet Point Generation Modifier - Intelligence
Ability 2 Descr     := Increase all Intelligence on a planet by 10% (only 1 facility per planet effective).
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Point Generation - Research
Ability 3 Descr     := Generates 700 research points.
Ability 3 Val 1     := 700
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Intelligence
Ability 4 Descr     := Generates 700 Intelligence points.
Ability 4 Val 1     := 700
Ability 4 Val 2     := 0

Name                := Neural Computer Complex III
Description         := Large complex that allows for various forms of research by neurally connecting many individuals into a single thinking organism which improves research and intelligence capabilities.
Facility Group      := Neural
Facility Family     := 723
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 220
Cost Minerals       := 9000
Cost Organics       := 7000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Neural Computer Interface
Tech Level Req 1    := 4
Number of Abilities := 4
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
Ability 2 Type      := Planet Point Generation Modifier - Intelligence
Ability 2 Descr     := Increase all Intelligence on a planet by 15% (only 1 facility per planet effective).
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0
Ability 3 Type      := Point Generation - Research
Ability 3 Descr     := Generates 900 research points.
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Intelligence
Ability 4 Descr     := Generates 900 Intelligence points.
Ability 4 Val 1     := 900
Ability 4 Val 2     := 0

Name                := Strip Mine I
Description         := Tremendous mining operations that extracts both minerals and radioactives from deep within the planet.
Facility Group      := Resource Extraction
Facility Family     := 726
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 912
Cost Minerals       := 1000
Cost Organics       := 100
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Heavy Mining Technology
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 300 minerals each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Extracts 300 radioactives each turn
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 200 minerals for an empire.
Ability 3 Val 1     := 200
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Radioactives
Ability 4 Descr     := Can store 200 radioactives for an empire.
Ability 4 Val 1     := 200
Ability 4 Val 2     := 0

Name                := Strip Mine II
Description         := Tremendous mining operations that extracts both minerals and radioactives from deep within the planet.
Facility Group      := Resource Extraction
Facility Family     := 726
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 912
Cost Minerals       := 1200
Cost Organics       := 100
Cost Radioactives   := 1200
Number of Tech Req  := 1
Tech Area Req 1     := Heavy Mining Technology
Tech Level Req 1    := 2
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 400 minerals each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Extracts 400 radioactives each turn
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 200 minerals for an empire.
Ability 3 Val 1     := 200
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Radioactives
Ability 4 Descr     := Can store 200 radioactives for an empire.
Ability 4 Val 1     := 200
Ability 4 Val 2     := 0

Name                := Strip Mine III
Description         := Tremendous mining operations that extracts both minerals and radioactives from deep within the planet.
Facility Group      := Resource Extraction
Facility Family     := 726
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 912
Cost Minerals       := 1400
Cost Organics       := 100
Cost Radioactives   := 1400
Number of Tech Req  := 1
Tech Area Req 1     := Heavy Mining Technology
Tech Level Req 1    := 3
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 500 minerals each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Extracts 500 radioactives each turn
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 200 minerals for an empire.
Ability 3 Val 1     := 200
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Radioactives
Ability 4 Descr     := Can store 200 radioactives for an empire.
Ability 4 Val 1     := 200
Ability 4 Val 2     := 0

Name                := Strip Mine IV
Description         := Tremendous mining operations that extracts both minerals and radioactives from deep within the planet.
Facility Group      := Resource Extraction
Facility Family     := 726
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 912
Cost Minerals       := 1600
Cost Organics       := 100
Cost Radioactives   := 1600
Number of Tech Req  := 1
Tech Area Req 1     := Heavy Mining Technology
Tech Level Req 1    := 4
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 600 minerals each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Extracts 600 radioactives each turn
Ability 2 Val 1     := 600
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 200 minerals for an empire.
Ability 3 Val 1     := 200
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Radioactives
Ability 4 Descr     := Can store 200 radioactives for an empire.
Ability 4 Val 1     := 200
Ability 4 Val 2     := 0

Name                := Strip Mine V
Description         := Tremendous mining operations that extracts both minerals and radioactives from deep within the planet.
Facility Group      := Resource Extraction
Facility Family     := 726
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 912
Cost Minerals       := 1800
Cost Organics       := 100
Cost Radioactives   := 1800
Number of Tech Req  := 1
Tech Area Req 1     := Heavy Mining Technology
Tech Level Req 1    := 5
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 700 minerals each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Extracts 700 radioactives each turn
Ability 2 Val 1     := 700
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 200 minerals for an empire.
Ability 3 Val 1     := 200
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Radioactives
Ability 4 Descr     := Can store 200 radioactives for an empire.
Ability 4 Val 1     := 200
Ability 4 Val 2     := 0

Name                := Strip Mine VI
Description         := Tremendous mining operations that extracts both minerals and radioactives from deep within the planet.
Facility Group      := Resource Extraction
Facility Family     := 726
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 912
Cost Minerals       := 2000
Cost Organics       := 100
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Heavy Mining Technology
Tech Level Req 1    := 6
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Extracts 800 radioactives each turn
Ability 2 Val 1     := 800
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 200 minerals for an empire.
Ability 3 Val 1     := 200
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Radioactives
Ability 4 Descr     := Can store 200 radioactives for an empire.
Ability 4 Val 1     := 200
Ability 4 Val 2     := 0

Name                := Strip Mine VII
Description         := Tremendous mining operations that extracts both minerals and radioactives from deep within the planet.
Facility Group      := Resource Extraction
Facility Family     := 726
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 912
Cost Minerals       := 2200
Cost Organics       := 100
Cost Radioactives   := 2200
Number of Tech Req  := 1
Tech Area Req 1     := Heavy Mining Technology
Tech Level Req 1    := 7
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Extracts 900 radioactives each turn
Ability 2 Val 1     := 900
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 200 minerals for an empire.
Ability 3 Val 1     := 200
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Radioactives
Ability 4 Descr     := Can store 200 radioactives for an empire.
Ability 4 Val 1     := 200
Ability 4 Val 2     := 0

Name                := Strip Mine VIII
Description         := Tremendous mining operations that extracts both minerals and radioactives from deep within the planet.
Facility Group      := Resource Extraction
Facility Family     := 726
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 912
Cost Minerals       := 2400
Cost Organics       := 100
Cost Radioactives   := 2400
Number of Tech Req  := 1
Tech Area Req 1     := Heavy Mining Technology
Tech Level Req 1    := 8
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Extracts 1000 radioactives each turn
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 200 minerals for an empire.
Ability 3 Val 1     := 200
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Radioactives
Ability 4 Descr     := Can store 200 radioactives for an empire.
Ability 4 Val 1     := 200
Ability 4 Val 2     := 0

Name                := Strip Mine IX
Description         := Tremendous mining operations that extracts both minerals and radioactives from deep within the planet.
Facility Group      := Resource Extraction
Facility Family     := 726
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 912
Cost Minerals       := 2600
Cost Organics       := 100
Cost Radioactives   := 2600
Number of Tech Req  := 1
Tech Area Req 1     := Heavy Mining Technology
Tech Level Req 1    := 9
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1100 minerals each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Extracts 1100 radioactives each turn
Ability 2 Val 1     := 1100
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 200 minerals for an empire.
Ability 3 Val 1     := 200
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Radioactives
Ability 4 Descr     := Can store 200 radioactives for an empire.
Ability 4 Val 1     := 200
Ability 4 Val 2     := 0

Name                := Strip Mine X
Description         := Tremendous mining operations that extracts both minerals and radioactives from deep within the planet.
Facility Group      := Resource Extraction
Facility Family     := 726
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 912
Cost Minerals       := 2800
Cost Organics       := 100
Cost Radioactives   := 2800
Number of Tech Req  := 1
Tech Area Req 1     := Heavy Mining Technology
Tech Level Req 1    := 10
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Extracts 1200 radioactives each turn
Ability 2 Val 1     := 1200
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 200 minerals for an empire.
Ability 3 Val 1     := 200
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Radioactives
Ability 4 Descr     := Can store 200 radioactives for an empire.
Ability 4 Val 1     := 200
Ability 4 Val 2     := 0

Name                := Strip Mine Complex I
Description         := City-sized mining operations that extracts both minerals and radioactives from deep within the planet.
Facility Group      := Resource Extraction
Facility Family     := 731
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 377
Cost Minerals       := 7500
Cost Organics       := 2500
Cost Radioactives   := 7500
Number of Tech Req  := 2
Tech Area Req 1     := Heavy Mining Technology
Tech Level Req 1    := 1
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 700 minerals each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Extracts 700 radioactives each turn
Ability 2 Val 1     := 700
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 1000 minerals for an empire.
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Radioactives
Ability 4 Descr     := Can store 1000 radioactives for an empire.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0
Ability 5 Type      := Cargo Storage
Ability 5 Descr     := Can store 200 kt of storage for a planet.
Ability 5 Val 1     := 200
Ability 5 Val 2     := 0

Name                := Strip Mine Complex II
Description         := City-sized mining operations that extracts both minerals and radioactives from deep within the planet.
Facility Group      := Resource Extraction
Facility Family     := 731
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 377
Cost Minerals       := 8500
Cost Organics       := 2500
Cost Radioactives   := 8500
Number of Tech Req  := 2
Tech Area Req 1     := Heavy Mining Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 2
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Extracts 1000 radioactives each turn
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 1000 minerals for an empire.
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Radioactives
Ability 4 Descr     := Can store 1000 radioactives for an empire.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0
Ability 5 Type      := Cargo Storage
Ability 5 Descr     := Can store 200 kt of storage for a planet.
Ability 5 Val 1     := 200
Ability 5 Val 2     := 0

Name                := Strip Mine Complex III
Description         := City-sized mining operations that extracts both minerals and radioactives from deep within the planet.
Facility Group      := Resource Extraction
Facility Family     := 731
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 377
Cost Minerals       := 9500
Cost Organics       := 2500
Cost Radioactives   := 9500
Number of Tech Req  := 2
Tech Area Req 1     := Heavy Mining Technology
Tech Level Req 1    := 5
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 3
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1300 minerals each turn.
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Extracts 1300 radioactives each turn
Ability 2 Val 1     := 1300
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 1000 minerals for an empire.
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Radioactives
Ability 4 Descr     := Can store 1000 radioactives for an empire.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0
Ability 5 Type      := Cargo Storage
Ability 5 Descr     := Can store 200 kt of storage for a planet.
Ability 5 Val 1     := 200
Ability 5 Val 2     := 0

Name                := Strip Mine Complex IV
Description         := City-sized mining operations that extracts both minerals and radioactives from deep within the planet.
Facility Group      := Resource Extraction
Facility Family     := 731
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 377
Cost Minerals       := 10500
Cost Organics       := 2500
Cost Radioactives   := 10500
Number of Tech Req  := 2
Tech Area Req 1     := Heavy Mining Technology
Tech Level Req 1    := 7
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 4
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1600 minerals each turn.
Ability 1 Val 1     := 1600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Extracts 1600 radioactives each turn
Ability 2 Val 1     := 1600
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 1000 minerals for an empire.
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Radioactives
Ability 4 Descr     := Can store 1000 radioactives for an empire.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0
Ability 5 Type      := Cargo Storage
Ability 5 Descr     := Can store 200 kt of storage for a planet.
Ability 5 Val 1     := 200
Ability 5 Val 2     := 0

Name                := Strip Mine Complex V
Description         := City-sized mining operations that extracts both minerals and radioactives from deep within the planet.
Facility Group      := Resource Extraction
Facility Family     := 731
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 377
Cost Minerals       := 11500
Cost Organics       := 2500
Cost Radioactives   := 11500
Number of Tech Req  := 2
Tech Area Req 1     := Heavy Mining Technology
Tech Level Req 1    := 9
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 5
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1900 minerals each turn.
Ability 1 Val 1     := 1900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Extracts 1900 radioactives each turn
Ability 2 Val 1     := 19900
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 1000 minerals for an empire.
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Radioactives
Ability 4 Descr     := Can store 1000 radioactives for an empire.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0
Ability 5 Type      := Cargo Storage
Ability 5 Descr     := Can store 200 kt of storage for a planet.
Ability 5 Val 1     := 200
Ability 5 Val 2     := 0

Name                := Waste Reclaimation Plant I
Description         := Enormous recycling plant that extracts organic materials to be used in farming applications, then melts down all remaining waste and re-smelts minerals into a re-usable form.
Facility Group      := Resource Extraction
Facility Family     := 727
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 763
Cost Minerals       := 1000
Cost Organics       := 1000
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Recycling Technology
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Re-smelts 300 minerals each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Grows 300 organics each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Reclamation
Ability 3 Descr     := Items scrapped in this sector will reclaim 40% of their original resource value (only 1 facility per planet effective).
Ability 3 Val 1     := 40
Ability 3 Val 2     := 0

Name                := Waste Reclaimation Plant II
Description         := Enormous recycling plant that extracts organic materials to be used in farming applications, then melts down all remaining waste and re-smelts minerals into a re-usable form.
Facility Group      := Resource Extraction
Facility Family     := 727
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 763
Cost Minerals       := 1000
Cost Organics       := 1000
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Recycling Technology
Tech Level Req 1    := 2
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Re-smelts 400 minerals each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Grows 400 organics each turn.
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Reclamation
Ability 3 Descr     := Items scrapped in this sector will reclaim 40% of their original resource value (only 1 facility per planet effective).
Ability 3 Val 1     := 40
Ability 3 Val 2     := 0

Name                := Waste Reclaimation Plant III
Description         := Enormous recycling plant that extracts organic materials to be used in farming applications, then melts down all remaining waste and re-smelts minerals into a re-usable form.
Facility Group      := Resource Extraction
Facility Family     := 727
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 763
Cost Minerals       := 1400
Cost Organics       := 1400
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Recycling Technology
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Re-smelts 500 minerals each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Grows 500 organics each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Reclamation
Ability 3 Descr     := Items scrapped in this sector will reclaim 40% of their original resource value (only 1 facility per planet effective).
Ability 3 Val 1     := 40
Ability 3 Val 2     := 0

Name                := Waste Reclaimation Plant IV
Description         := Enormous recycling plant that extracts organic materials to be used in farming applications, then melts down all remaining waste and re-smelts minerals into a re-usable form.
Facility Group      := Resource Extraction
Facility Family     := 727
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 763
Cost Minerals       := 1600
Cost Organics       := 1600
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Recycling Technology
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Re-smelts 600 minerals each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Grows 600 organics each turn.
Ability 2 Val 1     := 600
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Reclamation
Ability 3 Descr     := Items scrapped in this sector will reclaim 40% of their original resource value (only 1 facility per planet effective).
Ability 3 Val 1     := 40
Ability 3 Val 2     := 0

Name                := Waste Reclaimation Plant V
Description         := Enormous recycling plant that extracts organic materials to be used in farming applications, then melts down all remaining waste and re-smelts minerals into a re-usable form.
Facility Group      := Resource Extraction
Facility Family     := 727
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 763
Cost Minerals       := 1800
Cost Organics       := 1800
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Recycling Technology
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Re-smelts 700 minerals each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Grows 700 organics each turn.
Ability 2 Val 1     := 700
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Reclamation
Ability 3 Descr     := Items scrapped in this sector will reclaim 40% of their original resource value (only 1 facility per planet effective).
Ability 3 Val 1     := 40
Ability 3 Val 2     := 0

Name                := Waste Reclaimation Plant VI
Description         := Enormous recycling plant that extracts organic materials to be used in farming applications, then melts down all remaining waste and re-smelts minerals into a re-usable form.
Facility Group      := Resource Extraction
Facility Family     := 727
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 763
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Recycling Technology
Tech Level Req 1    := 6
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Re-smelts 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Grows 800 organics each turn.
Ability 2 Val 1     := 800
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Reclamation
Ability 3 Descr     := Items scrapped in this sector will reclaim 40% of their original resource value (only 1 facility per planet effective).
Ability 3 Val 1     := 40
Ability 3 Val 2     := 0

Name                := Waste Reclaimation Plant VII
Description         := Enormous recycling plant that extracts organic materials to be used in farming applications, then melts down all remaining waste and re-smelts minerals into a re-usable form.
Facility Group      := Resource Extraction
Facility Family     := 727
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 763
Cost Minerals       := 2200
Cost Organics       := 2200
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Recycling Technology
Tech Level Req 1    := 7
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Re-smelts 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Grows 900 organics each turn.
Ability 2 Val 1     := 900
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Reclamation
Ability 3 Descr     := Items scrapped in this sector will reclaim 40% of their original resource value (only 1 facility per planet effective).
Ability 3 Val 1     := 40
Ability 3 Val 2     := 0

Name                := Waste Reclaimation Plant VIII
Description         := Enormous recycling plant that extracts organic materials to be used in farming applications, then melts down all remaining waste and re-smelts minerals into a re-usable form.
Facility Group      := Resource Extraction
Facility Family     := 727
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 763
Cost Minerals       := 2400
Cost Organics       := 2400
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Recycling Technology
Tech Level Req 1    := 8
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Re-smelts 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Grows 1000 organics each turn.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Reclamation
Ability 3 Descr     := Items scrapped in this sector will reclaim 40% of their original resource value (only 1 facility per planet effective).
Ability 3 Val 1     := 40
Ability 3 Val 2     := 0

Name                := Waste Reclaimation Plant IX
Description         := Enormous recycling plant that extracts organic materials to be used in farming applications, then melts down all remaining waste and re-smelts minerals into a re-usable form.
Facility Group      := Resource Extraction
Facility Family     := 727
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 763
Cost Minerals       := 2600
Cost Organics       := 2600
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Recycling Technology
Tech Level Req 1    := 9
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Re-smelts 1100 minerals each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Grows 1100 organics each turn.
Ability 2 Val 1     := 1100
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Reclamation
Ability 3 Descr     := Items scrapped in this sector will reclaim 40% of their original resource value (only 1 facility per planet effective).
Ability 3 Val 1     := 40
Ability 3 Val 2     := 0

Name                := Waste Reclaimation Plant X
Description         := Enormous recycling plant that extracts organic materials to be used in farming applications, then melts down all remaining waste and re-smelts minerals into a re-usable form.
Facility Group      := Resource Extraction
Facility Family     := 727
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 763
Cost Minerals       := 2800
Cost Organics       := 2800
Cost Radioactives   := 100
Number of Tech Req  := 1
Tech Area Req 1     := Recycling Technology
Tech Level Req 1    := 10
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Re-smelts 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Grows 1200 organics each turn.
Ability 2 Val 1     := 1200
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Reclamation
Ability 3 Descr     := Items scrapped in this sector will reclaim 40% of their original resource value (only 1 facility per planet effective).
Ability 3 Val 1     := 40
Ability 3 Val 2     := 0

Name                := Waste Reclaimation Complex I
Description         := Enormous recycling plant that extracts organic materials to be used in farming applications, then melts down all remaining waste and re-smelts minerals into a re-usable form.
Facility Group      := Resource Extraction
Facility Family     := 732
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 380
Cost Minerals       := 7500
Cost Organics       := 7500
Cost Radioactives   := 2500
Number of Tech Req  := 2
Tech Area Req 1     := Recycling Technology
Tech Level Req 1    := 1
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Re-smelts 700 minerals each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Grows 700 organics each turn.
Ability 2 Val 1     := 700
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Reclamation
Ability 3 Descr     := Items scrapped in this sector will reclaim 50% of their original resource value (only 1 facility per planet effective).
Ability 3 Val 1     := 50
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Can store 200 kt of storage for a planet.
Ability 4 Val 1     := 200
Ability 4 Val 2     := 0

Name                := Waste Reclaimation Complex II
Description         := Enormous recycling plant that extracts organic materials to be used in farming applications, then melts down all remaining waste and re-smelts minerals into a re-usable form.
Facility Group      := Resource Extraction
Facility Family     := 732
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 380
Cost Minerals       := 8500
Cost Organics       := 8500
Cost Radioactives   := 2500
Number of Tech Req  := 2
Tech Area Req 1     := Recycling Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 2
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Re-smelts 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Grows 1000 organics each turn.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Reclamation
Ability 3 Descr     := Items scrapped in this sector will reclaim 50% of their original resource value (only 1 facility per planet effective).
Ability 3 Val 1     := 50
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Can store 200 kt of storage for a planet.
Ability 4 Val 1     := 200
Ability 4 Val 2     := 0

Name                := Waste Reclaimation Complex III
Description         := Enormous recycling plant that extracts organic materials to be used in farming applications, then melts down all remaining waste and re-smelts minerals into a re-usable form.
Facility Group      := Resource Extraction
Facility Family     := 732
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 380
Cost Minerals       := 9500
Cost Organics       := 9500
Cost Radioactives   := 2500
Number of Tech Req  := 2
Tech Area Req 1     := Recycling Technology
Tech Level Req 1    := 5
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 3
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Re-smelts 1300 minerals each turn.
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Grows 1300 organics each turn.
Ability 2 Val 1     := 1300
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Reclamation
Ability 3 Descr     := Items scrapped in this sector will reclaim 50% of their original resource value (only 1 facility per planet effective).
Ability 3 Val 1     := 50
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Can store 200 kt of storage for a planet.
Ability 4 Val 1     := 200
Ability 4 Val 2     := 0

Name                := Waste Reclaimation Complex IV
Description         := Enormous recycling plant that extracts organic materials to be used in farming applications, then melts down all remaining waste and re-smelts minerals into a re-usable form.
Facility Group      := Resource Extraction
Facility Family     := 732
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 380
Cost Minerals       := 10500
Cost Organics       := 10500
Cost Radioactives   := 2500
Number of Tech Req  := 2
Tech Area Req 1     := Recycling Technology
Tech Level Req 1    := 7
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 4
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Re-smelts 1600 minerals each turn.
Ability 1 Val 1     := 1600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Grows 1600 organics each turn.
Ability 2 Val 1     := 1600
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Reclamation
Ability 3 Descr     := Items scrapped in this sector will reclaim 50% of their original resource value (only 1 facility per planet effective).
Ability 3 Val 1     := 50
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Can store 200 kt of storage for a planet.
Ability 4 Val 1     := 200
Ability 4 Val 2     := 0

Name                := Waste Reclaimation Complex V
Description         := Enormous recycling plant that extracts organic materials to be used in farming applications, then melts down all remaining waste and re-smelts minerals into a re-usable form.
Facility Group      := Resource Extraction
Facility Family     := 732
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 380
Cost Minerals       := 11500
Cost Organics       := 11500
Cost Radioactives   := 2500
Number of Tech Req  := 2
Tech Area Req 1     := Recycling Technology
Tech Level Req 1    := 9
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 5
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Re-smelts 1900 minerals each turn.
Ability 1 Val 1     := 1900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Grows 1900 organics each turn.
Ability 2 Val 1     := 1900
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Reclamation
Ability 3 Descr     := Items scrapped in this sector will reclaim 50% of their original resource value (only 1 facility per planet effective).
Ability 3 Val 1     := 50
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Can store 200 kt of storage for a planet.
Ability 4 Val 1     := 200
Ability 4 Val 2     := 0

Name                := Flux Capacitor I
Description         := Exotic technology that can take used radioactive materials and reconstitute them into a usable form. The leftover 'waste' makes for an amazing fertilizer but because of special handling conditions farming done with them must be done in a contained facility.
Facility Group      := Resource Extraction
Facility Family     := 728
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 631
Cost Minerals       := 100
Cost Organics       := 1000
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Revitalizing Technology
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 300 organics each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Reconditions 300 radioactives each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Conversion
Ability 3 Descr     := Converts between resource types with a 90% loss of material (only 1 facility per system effective).
Ability 3 Val 1     := 90
Ability 3 Val 2     := 0

Name                := Flux Capacitor II
Description         := Exotic technology that can take used radioactive materials and reconstitute them into a usable form. The leftover 'waste' makes for an amazing fertilizer but because of special handling conditions farming done with them must be done in a contained facility.
Facility Group      := Resource Extraction
Facility Family     := 728
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 631
Cost Minerals       := 100
Cost Organics       := 1200
Cost Radioactives   := 1200
Number of Tech Req  := 1
Tech Area Req 1     := Revitalizing Technology
Tech Level Req 1    := 2
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 400 organics each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Reconditions 400 radioactives each turn.
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Conversion
Ability 3 Descr     := Converts between resource types with a 90% loss of material (only 1 facility per system effective).
Ability 3 Val 1     := 90
Ability 3 Val 2     := 0

Name                := Flux Capacitor III
Description         := Exotic technology that can take used radioactive materials and reconstitute them into a usable form. The leftover 'waste' makes for an amazing fertilizer but because of special handling conditions farming done with them must be done in a contained facility.
Facility Group      := Resource Extraction
Facility Family     := 728
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 631
Cost Minerals       := 100
Cost Organics       := 1400
Cost Radioactives   := 1400
Number of Tech Req  := 1
Tech Area Req 1     := Revitalizing Technology
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 500 organics each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Reconditions 500 radioactives each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Conversion
Ability 3 Descr     := Converts between resource types with a 90% loss of material (only 1 facility per system effective).
Ability 3 Val 1     := 90
Ability 3 Val 2     := 0

Name                := Flux Capacitor IV
Description         := Exotic technology that can take used radioactive materials and reconstitute them into a usable form. The leftover 'waste' makes for an amazing fertilizer but because of special handling conditions farming done with them must be done in a contained facility.
Facility Group      := Resource Extraction
Facility Family     := 728
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 631
Cost Minerals       := 100
Cost Organics       := 1600
Cost Radioactives   := 1600
Number of Tech Req  := 1
Tech Area Req 1     := Revitalizing Technology
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 600 organics each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Reconditions 600 radioactives each turn.
Ability 2 Val 1     := 600
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Conversion
Ability 3 Descr     := Converts between resource types with a 90% loss of material (only 1 facility per system effective).
Ability 3 Val 1     := 90
Ability 3 Val 2     := 0

Name                := Flux Capacitor V
Description         := Exotic technology that can take used radioactive materials and reconstitute them into a usable form. The leftover 'waste' makes for an amazing fertilizer but because of special handling conditions farming done with them must be done in a contained facility.
Facility Group      := Resource Extraction
Facility Family     := 728
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 631
Cost Minerals       := 100
Cost Organics       := 1800
Cost Radioactives   := 1800
Number of Tech Req  := 1
Tech Area Req 1     := Revitalizing Technology
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 700 organics each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Reconditions 700 radioactives each turn.
Ability 2 Val 1     := 700
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Conversion
Ability 3 Descr     := Converts between resource types with a 90% loss of material (only 1 facility per system effective).
Ability 3 Val 1     := 90
Ability 3 Val 2     := 0

Name                := Flux Capacitor VI
Description         := Exotic technology that can take used radioactive materials and reconstitute them into a usable form. The leftover 'waste' makes for an amazing fertilizer but because of special handling conditions farming done with them must be done in a contained facility.
Facility Group      := Resource Extraction
Facility Family     := 728
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 631
Cost Minerals       := 100
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Revitalizing Technology
Tech Level Req 1    := 6
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 800 organics each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Reconditions 800 radioactives each turn.
Ability 2 Val 1     := 800
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Conversion
Ability 3 Descr     := Converts between resource types with a 90% loss of material (only 1 facility per system effective).
Ability 3 Val 1     := 90
Ability 3 Val 2     := 0

Name                := Flux Capacitor VII
Description         := Exotic technology that can take used radioactive materials and reconstitute them into a usable form. The leftover 'waste' makes for an amazing fertilizer but because of special handling conditions farming done with them must be done in a contained facility.
Facility Group      := Resource Extraction
Facility Family     := 728
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 631
Cost Minerals       := 100
Cost Organics       := 2200
Cost Radioactives   := 2200
Number of Tech Req  := 1
Tech Area Req 1     := Revitalizing Technology
Tech Level Req 1    := 7
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 900 organics each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Reconditions 900 radioactives each turn.
Ability 2 Val 1     := 900
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Conversion
Ability 3 Descr     := Converts between resource types with a 90% loss of material (only 1 facility per system effective).
Ability 3 Val 1     := 90
Ability 3 Val 2     := 0

Name                := Flux Capacitor VIII
Description         := Exotic technology that can take used radioactive materials and reconstitute them into a usable form. The leftover 'waste' makes for an amazing fertilizer but because of special handling conditions farming done with them must be done in a contained facility.
Facility Group      := Resource Extraction
Facility Family     := 728
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 631
Cost Minerals       := 100
Cost Organics       := 2400
Cost Radioactives   := 2400
Number of Tech Req  := 1
Tech Area Req 1     := Revitalizing Technology
Tech Level Req 1    := 8
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1000 organics each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Reconditions 1000 radioactives each turn.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Conversion
Ability 3 Descr     := Converts between resource types with a 90% loss of material (only 1 facility per system effective).
Ability 3 Val 1     := 90
Ability 3 Val 2     := 0

Name                := Flux Capacitor IX
Description         := Exotic technology that can take used radioactive materials and reconstitute them into a usable form. The leftover 'waste' makes for an amazing fertilizer but because of special handling conditions farming done with them must be done in a contained facility.
Facility Group      := Resource Extraction
Facility Family     := 728
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 631
Cost Minerals       := 100
Cost Organics       := 2600
Cost Radioactives   := 2600
Number of Tech Req  := 1
Tech Area Req 1     := Revitalizing Technology
Tech Level Req 1    := 9
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1100 organics each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Reconditions 1100 radioactives each turn.
Ability 2 Val 1     := 1100
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Conversion
Ability 3 Descr     := Converts between resource types with a 90% loss of material (only 1 facility per system effective).
Ability 3 Val 1     := 90
Ability 3 Val 2     := 0

Name                := Flux Capacitor X
Description         := Exotic technology that can take used radioactive materials and reconstitute them into a usable form. The leftover 'waste' makes for an amazing fertilizer but because of special handling conditions farming done with them must be done in a contained facility.
Facility Group      := Resource Extraction
Facility Family     := 728
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 631
Cost Minerals       := 100
Cost Organics       := 2800
Cost Radioactives   := 2800
Number of Tech Req  := 1
Tech Area Req 1     := Revitalizing Technology
Tech Level Req 1    := 10
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1200 organics each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Reconditions 1200 radioactives each turn.
Ability 2 Val 1     := 1200
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Conversion
Ability 3 Descr     := Converts between resource types with a 90% loss of material (only 1 facility per system effective).
Ability 3 Val 1     := 90
Ability 3 Val 2     := 0

Name                := Flux Capacitor Complex I
Description         := Exotic technology that can take used radioactive materials and reconstitute them into a usable form. The leftover 'waste' makes for an amazing fertilizer but because of special handling conditions farming done with them must be done in a contained facility.
Facility Group      := Resource Extraction
Facility Family     := 733
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 644
Cost Minerals       := 2500
Cost Organics       := 7500
Cost Radioactives   := 7500
Number of Tech Req  := 2
Tech Area Req 1     := Revitalizing Technology
Tech Level Req 1    := 1
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 700 organics each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Reconditions 700 radioactives each turn.
Ability 2 Val 1     := 700
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Conversion
Ability 3 Descr     := Converts between resource types with a 60% loss of material (only 1 facility per system effective).
Ability 3 Val 1     := 60
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Can store 200 kt of storage for a planet.
Ability 4 Val 1     := 200
Ability 4 Val 2     := 0

Name                := Flux Capacitor Complex II
Description         := Exotic technology that can take used radioactive materials and reconstitute them into a usable form. The leftover 'waste' makes for an amazing fertilizer but because of special handling conditions farming done with them must be done in a contained facility.
Facility Group      := Resource Extraction
Facility Family     := 733
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 644
Cost Minerals       := 2500
Cost Organics       := 8500
Cost Radioactives   := 8500
Number of Tech Req  := 2
Tech Area Req 1     := Revitalizing Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1000 organics each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Reconditions 1000 radioactives each turn.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Conversion
Ability 3 Descr     := Converts between resource types with a 60% loss of material (only 1 facility per system effective).
Ability 3 Val 1     := 60
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Can store 200 kt of storage for a planet.
Ability 4 Val 1     := 200
Ability 4 Val 2     := 0

Name                := Flux Capacitor Complex III
Description         := Exotic technology that can take used radioactive materials and reconstitute them into a usable form. The leftover 'waste' makes for an amazing fertilizer but because of special handling conditions farming done with them must be done in a contained facility.
Facility Group      := Resource Extraction
Facility Family     := 733
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 644
Cost Minerals       := 2500
Cost Organics       := 9500
Cost Radioactives   := 9500
Number of Tech Req  := 2
Tech Area Req 1     := Revitalizing Technology
Tech Level Req 1    := 5
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 3
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1300 organics each turn.
Ability 1 Val 1     := 1300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Reconditions 1300 radioactives each turn.
Ability 2 Val 1     := 1300
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Conversion
Ability 3 Descr     := Converts between resource types with a 60% loss of material (only 1 facility per system effective).
Ability 3 Val 1     := 60
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Can store 200 kt of storage for a planet.
Ability 4 Val 1     := 200
Ability 4 Val 2     := 0

Name                := Flux Capacitor Complex IV
Description         := Exotic technology that can take used radioactive materials and reconstitute them into a usable form. The leftover 'waste' makes for an amazing fertilizer but because of special handling conditions farming done with them must be done in a contained facility.
Facility Group      := Resource Extraction
Facility Family     := 733
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 644
Cost Minerals       := 2500
Cost Organics       := 10500
Cost Radioactives   := 10500
Number of Tech Req  := 2
Tech Area Req 1     := Revitalizing Technology
Tech Level Req 1    := 7
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 4
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1600 organics each turn.
Ability 1 Val 1     := 1600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Reconditions 1600 radioactives each turn.
Ability 2 Val 1     := 1600
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Conversion
Ability 3 Descr     := Converts between resource types with a 60% loss of material (only 1 facility per system effective).
Ability 3 Val 1     := 60
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Can store 200 kt of storage for a planet.
Ability 4 Val 1     := 200
Ability 4 Val 2     := 0

Name                := Flux Capacitor Complex V
Description         := Exotic technology that can take used radioactive materials and reconstitute them into a usable form. The leftover 'waste' makes for an amazing fertilizer but because of special handling conditions farming done with them must be done in a contained facility.
Facility Group      := Resource Extraction
Facility Family     := 733
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 644
Cost Minerals       := 2500
Cost Organics       := 11500
Cost Radioactives   := 11500
Number of Tech Req  := 2
Tech Area Req 1     := Revitalizing Technology
Tech Level Req 1    := 9
Tech Area Req 2     := Arcologies
Tech Level Req 2    := 5
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1900 organics each turn.
Ability 1 Val 1     := 1900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Reconditions 1900 radioactives each turn.
Ability 2 Val 1     := 1900
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Conversion
Ability 3 Descr     := Converts between resource types with a 60% loss of material (only 1 facility per system effective).
Ability 3 Val 1     := 60
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Can store 200 kt of storage for a planet.
Ability 4 Val 1     := 200
Ability 4 Val 2     := 0

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

