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FACILITY DATA FILE
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Name:
  The name of this facility

Description:
  A general description for this facility.

Facility Group:
  General categorization for this facility.
  Used Values:
    Resource Extraction, Research, Intelligence, Resupply, Storage, Ship Support,
    Population Support, Planet Modification, Religious, Shields, Miscellaneous
  
Facility Family:
  A unique identifier for all facilities of the same family.
1   - Mineral Mine
2   - Organics Farm
6   - Intel Centers
7   - Distribution Centers
11  - Rads extraction
41  - Massive Planetary Shield Generators
51  - Solar Generator
52  - Crystal restructuring plant
53  - Energy Transmission Lens
54  - Cultural Centers
59  - Solar Power Plant
61  - City through Megalopolis
62  - Arcology
70  - Cities including Space Ports and Resupply Depots
160 - Settlement/Community (Rock)
161 - Settlement/Community (Ice)
162 - Settlement/Community (Gas)
170 - Agrarian Settlement through Ecosystem
171 - Agrarian Cultural Center
202 - Organics Generation
203 - Organic Space Yard
341 - Planetary Shield Generators (non-massive)
342 - Phased Planetary Shield Generators (non-massive)

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         := A large mineral mining facility.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 1800
Cost Organics       := 200
Cost Radioactives   := 300
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 200 minerals each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Movement Bonus
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Mineral Miner Facility II
Description         := A large advanced mineral mining facility.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2400
Cost Organics       := 220
Cost Radioactives   := 400
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 225 minerals each turn.
Ability 1 Val 1     := 225
Ability 1 Val 2     := 0
Ability 2 Type      := Movement Bonus
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Mineral Miner Facility III
Description         := A large high-tech mineral mining facility.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3000
Cost Organics       := 240
Cost Radioactives   := 500
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 250 minerals each turn.
Ability 1 Val 1     := 250
Ability 1 Val 2     := 0
Ability 2 Type      := Movement Bonus
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Organic Generation Facility I
Description         := Organic growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 202
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 50
Cost Minerals       := 500
Cost Organics       := 4000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organic Engineering
Tech Level Req 1    := 1
Tech Area Req 2     := Organic Engineering
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Quantum Reactor
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Organic Generation Facility II
Description         := Organic growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 202
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 50
Cost Minerals       := 600
Cost Organics       := 4400
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organic Engineering
Tech Level Req 1    := 2
Tech Area Req 2     := Organic Engineering
Tech Level Req 2    := 2
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 320 organics each turn.
Ability 1 Val 1     := 320
Ability 1 Val 2     := 0
Ability 2 Type      := Quantum Reactor
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Organic Generation Facility III
Description         := Organic growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 202
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 50
Cost Minerals       := 700
Cost Organics       := 4800
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organic Engineering
Tech Level Req 1    := 3
Tech Area Req 2     := Organic Engineering
Tech Level Req 2    := 3
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 340 organics each turn.
Ability 1 Val 1     := 340
Ability 1 Val 2     := 0
Ability 2 Type      := Quantum Reactor
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Organic Generation Facility IV
Description         := Organic growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 202
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 50
Cost Minerals       := 800
Cost Organics       := 5200
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organic Engineering
Tech Level Req 1    := 4
Tech Area Req 2     := Organic Engineering
Tech Level Req 2    := 4
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 360 organics each turn.
Ability 1 Val 1     := 360
Ability 1 Val 2     := 0
Ability 2 Type      := Quantum Reactor
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Organic Generation Facility V
Description         := Organic growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 202
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 50
Cost Minerals       := 900
Cost Organics       := 5600
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organic Engineering
Tech Level Req 1    := 5
Tech Area Req 2     := Organic Engineering
Tech Level Req 2    := 5
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 380 organics each turn.
Ability 1 Val 1     := 380
Ability 1 Val 2     := 0
Ability 2 Type      := Quantum Reactor
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Organic Generation Facility VI
Description         := Organic growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 202
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 50
Cost Minerals       := 1000
Cost Organics       := 6000
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Organic Engineering
Tech Level Req 1    := 6
Tech Area Req 2     := Organic Engineering
Tech Level Req 2    := 6
Number of Abilities := 2
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      := Quantum Reactor
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Organics Farm Facility I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 1500
Cost Organics       := 300
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 200 organics each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Quantum Reactor
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Organics Farm Facility II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 2000
Cost Organics       := 400
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 225 organics each turn.
Ability 1 Val 1     := 225
Ability 1 Val 2     := 0
Ability 2 Type      := Quantum Reactor
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Organics Farm Facility III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 250 organics each turn.
Ability 1 Val 1     := 250
Ability 1 Val 2     := 0
Ability 2 Type      := Quantum Reactor
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Radioactives Extraction Facility I
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 1500
Cost Organics       := 300
Cost Radioactives   := 600
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 200 radioactives each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Drop Troops 
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Radioactives Extraction Facility II
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 2000
Cost Organics       := 400
Cost Radioactives   := 800
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 2
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 225 radioactives each turn.
Ability 1 Val 1     := 225
Ability 1 Val 2     := 0
Ability 2 Type      := Drop Troops 
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Radioactives Extraction Facility III
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 3
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 250 radioactives each turn.
Ability 1 Val 1     := 250
Ability 1 Val 2     := 0
Ability 2 Type      := Drop Troops 
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Monolith Facility I
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Monolith Facilities
Tech Level Req 1    := 1
Number of Abilities := 6
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 125 minerals each turn.
Ability 1 Val 1     := 125
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 125 organics each turn.
Ability 2 Val 1     := 125
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 125 radioactives each turn.
Ability 3 Val 1     := 125
Ability 3 Val 2     := 0
Ability 4 Type      := Movement Bonus 
Ability 4 Descr     := 
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Quantum Reactor 
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0
Ability 6 Type      := Drop Troops 
Ability 6 Descr     := 
Ability 6 Val 1     := 1
Ability 6 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       := 12000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Monolith Facilities
Tech Level Req 1    := 2
Number of Abilities := 6
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 175 minerals each turn.
Ability 1 Val 1     := 175 
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 175 organics each turn.
Ability 2 Val 1     := 175
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 175 radioactives each turn.
Ability 3 Val 1     := 175
Ability 3 Val 2     := 0
Ability 4 Type      := Movement Bonus 
Ability 4 Descr     := 
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Quantum Reactor 
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0
Ability 6 Type      := Drop Troops 
Ability 6 Descr     := 
Ability 6 Val 1     := 1
Ability 6 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       := 15000
Cost Organics       := 7500
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Monolith Facilities
Tech Level Req 1    := 3
Number of Abilities := 6
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 225 minerals each turn.
Ability 1 Val 1     := 225 
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 225 organics each turn.
Ability 2 Val 1     := 225 
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 225 radioactives each turn.
Ability 3 Val 1     := 225 
Ability 3 Val 2     := 0
Ability 4 Type      := Movement Bonus 
Ability 4 Descr     := 
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Quantum Reactor 
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0
Ability 6 Type      := Drop Troops 
Ability 6 Descr     := 
Ability 6 Val 1     := 1
Ability 6 Val 2     := 0

Name                := Research Center I
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research	
Facility Family     := 5
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 1500
Cost Organics       := 500
Cost Radioactives   := 60
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 100 research points each turn.
Ability 1 Val 1     := 100
Ability 1 Val 2     := 0
Ability 2 Type      := Boarding Attack
Ability 2 Descr     := 
Ability 2 Val 1     := 1
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       := 2000
Cost Organics       := 750
Cost Radioactives   := 80
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 120 research points each turn.
Ability 1 Val 1     := 120
Ability 1 Val 2     := 0
Ability 2 Type      := Boarding Attack
Ability 2 Descr     := 
Ability 2 Val 1     := 1
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       := 2500
Cost Organics       := 1000
Cost Radioactives   := 100
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 140 research points each turn.
Ability 1 Val 1     := 140
Ability 1 Val 2     := 0
Ability 2 Type      := Boarding Attack
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Intelligence Center I
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 1500
Cost Organics       := 400
Cost Radioactives   := 100
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 200 intelligence points each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Multiplex Tracking
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       := 2000
Cost Organics       := 500
Cost Radioactives   := 150
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 240 intelligence points each turn.
Ability 1 Val 1     := 240
Ability 1 Val 2     := 0
Ability 2 Type      := Multiplex Tracking
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       := 2500
Cost Organics       := 600
Cost Radioactives   := 200
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 280 intelligence points each turn.
Ability 1 Val 1     := 280
Ability 1 Val 2     := 0
Ability 2 Type      := Multiplex Tracking
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Mineral Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 100000 minerals for an empire.
Ability 1 Val 1     := 100000
Ability 1 Val 2     := 0
Ability 2 Type      := Ship Auxiliary Control
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 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       := 3000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Number of Abilities := 2
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 125000 minerals for an empire.
Ability 1 Val 1     := 125000
Ability 1 Val 2     := 0
Ability 2 Type      := Ship Auxiliary Control
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 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       := 4000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Number of Abilities := 2
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 150000 minerals for an empire.
Ability 1 Val 1     := 150000
Ability 1 Val 2     := 0
Ability 2 Type      := Ship Auxiliary Control
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 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       := 6000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Number of Abilities := 2
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 175000 minerals for an empire.
Ability 1 Val 1     := 175000
Ability 1 Val 2     := 0
Ability 2 Type      := Ship Auxiliary Control
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Mineral Resource Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Number of Abilities := 2
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 200000 minerals for an empire.
Ability 1 Val 1     := 200000
Ability 1 Val 2     := 0
Ability 2 Type      := Ship Auxiliary Control
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 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 := 2
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
Ability 2 Type      := Ship Crew Quarters
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 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       := 4000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Number of Abilities := 2
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 60000 organics for an empire.
Ability 1 Val 1     := 60000
Ability 1 Val 2     := 0
Ability 2 Type      := Ship Crew Quarters
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 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       := 6000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Number of Abilities := 2
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 80000 organics for an empire.
Ability 1 Val 1     := 80000
Ability 1 Val 2     := 0
Ability 2 Type      := Ship Crew Quarters
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 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       := 8000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Number of Abilities := 2
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 100000 organics for an empire.
Ability 1 Val 1     := 100000
Ability 1 Val 2     := 0
Ability 2 Type      := Ship Crew Quarters
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Organic Resource Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Number of Abilities := 2
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 120000 organics for an empire.
Ability 1 Val 1     := 120000
Ability 1 Val 2     := 0
Ability 2 Type      := Ship Crew Quarters
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Radioactive Resource Storage I
Description         := Large warehouses which store unused energy 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 := 2
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
Ability 2 Type      := Self-Destruct
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Radioactive Resource Storage II
Description         := Large warehouses which store unused energy resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 4000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Number of Abilities := 2
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 100000 radioactives for an empire.
Ability 1 Val 1     := 100000
Ability 1 Val 2     := 0
Ability 2 Type      := Self-Destruct
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Radioactive Resource Storage III
Description         := Sophisticated facilities which store unused energy resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Physics
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 200000 radioactives for an empire.
Ability 1 Val 1     := 200000
Ability 1 Val 2     := 0
Ability 2 Type      := Self-Destruct
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Radioactive Resource Storage IV
Description         := Advanced facilities which store unused energy resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 2000
Number of Tech Req  := 3
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Physics
Tech Level Req 2    := 2
Number of Abilities := 2
Tech Area Req 3     := Chemistry
Tech Level Req 3    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 300000 radioactives for an empire.
Ability 1 Val 1     := 300000
Ability 1 Val 2     := 0
Ability 2 Type      := Self-Destruct
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Radioactive Resource Storage V
Description         := Ingenious facilities which store unused energy resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 20000
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Physics
Tech Level Req 2    := 3
Number of Abilities := 2
Tech Area Req 3     := Chemistry
Tech Level Req 3    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 500000 radioactives for an empire.
Ability 1 Val 1     := 500000
Ability 1 Val 2     := 0
Ability 2 Type      := Self-Destruct
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Cargo Facility I
Description         := Large warehouses and deployment areas which can provide extra cargo space and unit deployment capacity 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 := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Ship Life Support
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Cargo Facility II
Description         := Large warehouses and deployment areas which can provide extra cargo space and unit deployment capacity on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 7500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 4000 extra unit spaces on a planet.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0
Ability 2 Type      := Ship Life Support
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Cargo Facility III
Description         := Large warehouses and deployment areas which can provide extra cargo space and unit deployment capacity on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 6000 extra unit spaces on a planet.
Ability 1 Val 1     := 6000
Ability 1 Val 2     := 0
Ability 2 Type      := Ship Life Support
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Mineral Scanner I
Description         := Advanced mineral detection which improves mineral extraction for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 120% (only 1 facility per planet effective).
Ability 1 Val 1     := 120
Ability 1 Val 2     := 0

Name                := Mineral Scanner II
Description         := Advanced mineral detection which improves mineral extraction for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 2000
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 140% (only 1 facility per planet effective).
Ability 1 Val 1     := 140
Ability 1 Val 2     := 0

Name                := Mineral Scanner III
Description         := Advanced mineral detection which improves mineral extraction for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
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 160% (only 1 facility per planet effective).
Ability 1 Val 1     := 160
Ability 1 Val 2     := 0

Name                := Hybrid Eco - Farms I
Description         := Advanced organic reclamation and development improves organics growth for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 8000
Cost Organics       := 2000
Cost Radioactives   := 200
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Number of Abilities := 2
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 120% (only 1 facility per planet effective).
Ability 1 Val 1     := 120
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 275 organics each turn.
Ability 2 Val 1     := 275
Ability 2 Val 2     := 0

Name                := Hybrid Eco - Farms II
Description         := Advanced organic reclamation and development improves organics growth for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 10000
Cost Organics       := 3000
Cost Radioactives   := 300
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Number of Abilities := 2
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 140% (only 1 facility per planet effective).
Ability 1 Val 1     := 140
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 300 organics each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0

Name                := Hybrid Eco - Farms III
Description         := Advanced organic reclamation and development improves organics growth for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 12000
Cost Organics       := 4000
Cost Radioactives   := 400
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Number of Abilities := 2
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 180% (only 1 facility per planet effective).
Ability 1 Val 1     := 180
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 325 organics each turn.
Ability 2 Val 1     := 325
Ability 2 Val 2     := 0

Name                := Radioactives Collider I
Description         := Advanced ore bombardment and processing improves radioactives extraction for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 8000
Cost Organics       := 200
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Radioactives Collider II
Description         := Advanced ore bombardment and processing improves radioactives extraction for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 10000
Cost Organics       := 200
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 5
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Radioactives Collider III
Description         := Advanced ore bombardment and processing improves radioactives extraction for an entire planet.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 12000
Cost Organics       := 200
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := System Mineral Scanner I
Description         := Advanced mineral detection which improves mineral extraction for an entire system.
Facility Group      := Resource Extraction
Facility Family     := 16
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 25
Cost Minerals       := 14000
Cost Organics       := 200
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 7
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := System Mineral Scanner II
Description         := Advanced mineral detection which improves mineral extraction for an entire system.
Facility Group      := Resource Extraction
Facility Family     := 16
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 25
Cost Minerals       := 16000
Cost Organics       := 200
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 8
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 20% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := System Mineral Scanner III
Description         := Advanced mineral detection which improves mineral extraction for an entire system.
Facility Group      := Resource Extraction
Facility Family     := 16
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 25
Cost Minerals       := 18000
Cost Organics       := 200
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 9
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

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

Name                := System Eco - Farms II
Description         := Advanced organic reclamation and development improves organics growth for an system.
Facility Group      := Resource Extraction
Facility Family     := 17
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 41
Cost Minerals       := 7000
Cost Organics       := 12000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 8
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Organics
Ability 1 Descr     := Increase organics production for a system by 20% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := System Eco - Farms III
Description         := Advanced organic reclamation and development improves organics growth for an system.
Facility Group      := Resource Extraction
Facility Family     := 17
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 41
Cost Minerals       := 8000
Cost Organics       := 15000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 9
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Organics
Ability 1 Descr     := Increase organics production for a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

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

Name                := System Radioactives Collider II
Description         := Advanced ore bombardment and processing improves radioactives extraction for an system.
Facility Group      := Resource Extraction
Facility Family     := 18
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 64
Cost Minerals       := 7500
Cost Organics       := 2000
Cost Radioactives   := 24000
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 8
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Radioactives
Ability 1 Descr     := Increase radioactives production for a system by 20% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := System Radioactives Collider III
Description         := Advanced ore bombardment and processing improves radioactives extraction for an system.
Facility Group      := Resource Extraction
Facility Family     := 18
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 64
Cost Minerals       := 9000
Cost Organics       := 3000
Cost Radioactives   := 36000
Number of Tech Req  := 1
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 9
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Radioactives
Ability 1 Descr     := Increase radioactives production for a system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

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

Name                := Robotoid Factory II
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 30000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 3
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Robotics
Tech Level Req 2    := 2
Tech Area Req 3     := Industry
Tech Level Req 3    := 2
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 20% (only 1 facility per planet effective).
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 20% (only 1 facility per planet effective).
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0

Name                := Robotoid Factory III
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 45000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 3
Tech Area Req 1     := Computers
Tech Level Req 1    := 4
Tech Area Req 2     := Robotics
Tech Level Req 2    := 3
Tech Area Req 3     := Industry
Tech Level Req 3    := 2
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 30% (only 1 facility per planet effective).
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 30% (only 1 facility per planet effective).
Ability 3 Val 1     := 30
Ability 3 Val 2     := 0

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

Name                := System Robotoid Factory II
Description         := Robotic workers who will increase all production for an entire system.
Facility Group      := Resource Extraction
Facility Family     := 20
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 69
Cost Minerals       := 40000
Cost Organics       := 20000
Cost Radioactives   := 20000
Number of Tech Req  := 3
Tech Area Req 1     := Computers
Tech Level Req 1    := 4
Tech Area Req 2     := Robotics
Tech Level Req 2    := 5
Tech Area Req 3     := Industry
Tech Level Req 3    := 3
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 20% (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production for a system by 20% (only 1 facility per system effective).
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production for a system by 20% (only 1 facility per system effective).
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0

Name                := System Robotoid Factory III
Description         := Robotic workers who will increase all production for an entire system.
Facility Group      := Resource Extraction
Facility Family     := 20
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 69
Cost Minerals       := 60000
Cost Organics       := 30000
Cost Radioactives   := 30000
Number of Tech Req  := 3
Tech Area Req 1     := Computers
Tech Level Req 1    := 5
Tech Area Req 2     := Robotics
Tech Level Req 2    := 6
Tech Area Req 3     := Industry
Tech Level Req 3    := 3
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       := 200
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       := 15000
Cost Organics       := 300
Cost Radioactives   := 4000
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       := 18000
Cost Organics       := 400
Cost Radioactives   := 5000
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       := 200
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Number of Abilities := 2
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
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Decreases planet population happiness.
Ability 2 Val 1     := -1
Ability 2 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       := 15000
Cost Organics       := 250
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Number of Abilities := 2
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
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Decreases planet population happiness.
Ability 2 Val 1     := -2
Ability 2 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       := 18000
Cost Organics       := 300
Cost Radioactives   := 7000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Number of Abilities := 2
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
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Decreases planet population happiness.
Ability 2 Val 1     := -3
Ability 2 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 := 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      := Boarding Defense
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 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       := 30000
Cost Organics       := 2000
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 5
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      := Boarding Defense
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 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       := 40000
Cost Organics       := 4000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 6
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      := Boarding Defense
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := System Computer Complex IV
Description         := Massive centralized computer for an entire system which improves research capabilities.
Facility Group      := Research
Facility Family     := 23
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 71
Cost Minerals       := 50000
Cost Organics       := 5000
Cost Radioactives   := 12500
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 7
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      := Boarding Defense
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := System Computer Complex V
Description         := Massive centralized computer for an entire system which improves research capabilities.
Facility Group      := Research
Facility Family     := 23
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 71
Cost Minerals       := 60000
Cost Organics       := 6000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 8
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      := Boarding Defense
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := System Computer Complex VI
Description         := Massive centralized computer for an entire system which improves research capabilities.
Facility Group      := Research
Facility Family     := 23
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 71
Cost Minerals       := 70000
Cost Organics       := 7000
Cost Radioactives   := 17500
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 9
Number of Abilities := 2
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
Ability 2 Type      := Boarding Defense
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 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 := 3
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
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Decreases planet population happiness.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Multiplex Tracking
Ability 3 Descr     := 
Ability 3 Val 1     := 1
Ability 3 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       := 30000
Cost Organics       := 2000
Cost Radioactives   := 7500
Number of Tech Req  := 1
Tech Area Req 1     := Computers
Tech Level Req 1    := 5
Number of Abilities := 3
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
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Decreases planet population happiness.
Ability 2 Val 1     := -3
Ability 2 Val 2     := 0
Ability 3 Type      := Multiplex Tracking
Ability 3 Descr     := 
Ability 3 Val 1     := 1
Ability 3 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       := 40000
Cost Organics       := 5000
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      := 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
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Decreases planet population happiness.
Ability 2 Val 1     := -4
Ability 2 Val 2     := 0
Ability 3 Type      := Multiplex Tracking
Ability 3 Descr     := 
Ability 3 Val 1     := 1
Ability 3 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       := 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 := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 5% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

Name                := War Shrine 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       := 9000
Cost Organics       := 9000
Cost Radioactives   := 9000
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 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                := 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       := 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 := 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       := 9000
Cost Organics       := 9000
Cost Radioactives   := 9000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Damage Modifier - System
Ability 1 Descr     := Gives a 15% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

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

Name                := Time Shrine II
Description         := Devout following of workers dedicated to improving their ultimate use of time. 
Facility Group      := Religious
Facility Family     := 27
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 23
Cost Minerals       := 12000
Cost Organics       := 12000
Cost Radioactives   := 12000
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       := 18000
Cost Organics       := 18000
Cost Radioactives   := 18000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production in a system by 15% (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production in a system by 15% (only 1 facility per system effective).
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production in a system by 15% (only 1 facility per system effective).
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0

Name                := Nature Shrine I
Description         := Commune dedicated to teaching harmony with nature. 
Facility Group      := Religious
Facility Family     := 28
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 30
Cost Minerals       := 20000
Cost Organics       := 67500
Cost Radioactives   := 20000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 1
Number of Abilities := 4
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
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system effective).
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Improves the happiness of this planet's population.
Ability 4 Val 1     := 3
Ability 4 Val 2     := 0

Name                := Nature Shrine II
Description         := Commune dedicated to teaching harmony with nature. 
Facility Group      := Religious
Facility Family     := 281
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 30
Cost Minerals       := 14000
Cost Organics       := 48000
Cost Radioactives   := 14000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 2
Number of Abilities := 4
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
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system effective).
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Improves the happiness of this planet's population.
Ability 4 Val 1     := 3
Ability 4 Val 2     := 0

Name                := Nature Shrine III
Description         := Commune dedicated to teaching harmony with nature. 
Facility Group      := Religious
Facility Family     := 282
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 30
Cost Minerals       := 10000
Cost Organics       := 30000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 3
Number of Abilities := 4
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
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system effective).
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Improves the happiness of this planet's population.
Ability 4 Val 1     := 3
Ability 4 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 := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system effective).
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system effective).
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Ship Bridge
Ability 4 Descr     := 
Ability 4 Val 1     := 1
Ability 4 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       := 4000
Cost Organics       := 4000
Cost Radioactives   := 8000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 2
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system effective).
Ability 1 Val 1     := -20
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system effective).
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 effective).
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Ship Bridge
Ability 4 Descr     := 
Ability 4 Val 1     := 2
Ability 4 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       := 6000
Cost Organics       := 6000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Religious Technology
Tech Level Req 1    := 3
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system effective).
Ability 1 Val 1     := -30
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system effective).
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 effective).
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0
Ability 4 Type      := Ship Bridge
Ability 4 Descr     := 
Ability 4 Val 1     := 3
Ability 4 Val 2     := 0

Name                := Resource Converter I
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 9000
Cost Organics       := 9000
Cost Radioactives   := 9000
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 90% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 90
Ability 1 Val 2     := 0

Name                := Resource Converter II
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 12000
Cost Organics       := 12000
Cost Radioactives   := 12000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 2
Tech Area Req 2     := Physics
Tech Level Req 2    := 1
Tech Area Req 3     := Biology
Tech Level Req 3    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 80% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 80
Ability 1 Val 2     := 0

Name                := Resource Converter III
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 16000
Cost Organics       := 16000
Cost Radioactives   := 16000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 3
Tech Area Req 2     := Physics
Tech Level Req 2    := 2
Tech Area Req 3     := Biology
Tech Level Req 3    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 70% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 70
Ability 1 Val 2     := 0

Name                := Resource Converter IV
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 20000
Cost Organics       := 20000
Cost Radioactives   := 20000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 4
Tech Area Req 2     := Physics
Tech Level Req 2    := 2
Tech Area Req 3     := Biology
Tech Level Req 3    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 60% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 60
Ability 1 Val 2     := 0

Name                := Resource Converter V
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 25000
Cost Organics       := 25000
Cost Radioactives   := 25000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 5
Tech Area Req 2     := Physics
Tech Level Req 2    := 2
Tech Area Req 3     := Biology
Tech Level Req 3    := 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                := Ultra - Recycler I
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 1
Tech Area Req 2     := Construction
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 40% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Ultra - Recycler II
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 2
Tech Area Req 2     := Construction
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 60% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 60
Ability 1 Val 2     := 0

Name                := Ultra - Recycler III
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 12000
Cost Organics       := 12000
Cost Radioactives   := 12000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 3
Tech Area Req 2     := Construction
Tech Level Req 2    := 2
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       := 2000
Cost Radioactives   := 20
Number of Tech Req  := 0
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 1% each turn up to 5% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 5

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       := 7000
Cost Organics       := 3000
Cost Radioactives   := 40
Number of Tech Req  := 1
Tech Area Req 1     := 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 7% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 7

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       := 8000
Cost Organics       := 4000
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      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 1% each turn up to 9% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 9

Name                := Ship Training Facility IV
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 200
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 1% each turn up to 11% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 11

Name                := Ship Training Facility V
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 12000
Cost Organics       := 6000
Cost Radioactives   := 300
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 1% each turn up to 13% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 13

Name                := Elite Ship Training Facility I
Description         := An elite training center for starship personnel, dedicated to producing only the best possible ship crews. No expense is spared, and the most exacting standards are required for admission and graduation.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 16000
Cost Organics       := 16000
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Elite Starship Crews
Tech Level Req 2    := 4
Number of Abilities := 2
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 1% each turn up to 14% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 14
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Elitist standards and attitudes create some resentment and decrease planet population happiness.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0

Name                := Elite Ship Training Facility II
Description         := An elite training center for starship personnel, dedicated to producing only the best possible ship crews. No expense is spared, and the most exacting standards are required for admission and graduation.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 11
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 25000
Cost Organics       := 25000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Elite Starship Crews
Tech Level Req 2    := 5
Number of Abilities := 2
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 1% each turn up to 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 15
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Elitist standards and attitudes create some resentment and decrease planet population happiness.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0

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       := 4000
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 3% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3

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       := 14000
Cost Organics       := 5000
Cost Radioactives   := 1000
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 1% each turn up to 4% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 4

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       := 24000
Cost Organics       := 6000
Cost Radioactives   := 2500
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 1% each turn up to 5% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 5

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       := 3000
Cost Organics       := 9000
Cost Radioactives   := 3000
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       := 4000
Cost Organics       := 12000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 3% faster (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Replicant Center I
Description         := Artificially created population used mainly for labor.
Facility Group      := Population Support
Facility Family     := 35
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 80000
Cost Organics       := 600000
Cost Radioactives   := 80000
Number of Tech Req  := 1
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 4
Number of Abilities := 2
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 1M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Change Population Happiness - System
Ability 2 Descr     := Populations will grow unhappy in this system (only 1 facility per system effective).
Ability 2 Val 1     := -4
Ability 2 Val 2     := 0

Name                := Replicant Center II
Description         := Artificially created population used mainly for labor.
Facility Group      := Population Support
Facility Family     := 351
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 40000
Cost Organics       := 300000
Cost Radioactives   := 40000
Number of Tech Req  := 1
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 5
Number of Abilities := 2
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 1M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Change Population Happiness - System
Ability 2 Descr     := Populations will grow unhappy in this system (only 1 facility per system effective).
Ability 2 Val 1     := -4
Ability 2 Val 2     := 0

Name                := Replicant Center III
Description         := Artificially created population used mainly for labor.
Facility Group      := Population Support
Facility Family     := 352
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 20000
Cost Organics       := 150000
Cost Radioactives   := 20000
Number of Tech Req  := 1
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 6
Number of Abilities := 2
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 1M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Change Population Happiness - System
Ability 2 Descr     := Populations will grow unhappy in this system (only 1 facility per system effective).
Ability 2 Val 1     := -4
Ability 2 Val 2     := 0

Name                := System Medical Lab
Description         := Advanced medical center which cures the ill and helps prevent disease, throughout an entire system.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 30000
Cost Organics       := 12000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 4
Number of Abilities := 4
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 1 plagues in this system.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Ship Bridge
Ability 4 Descr     := 
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Organic 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 := 4
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 1 plagues in this system.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Ship Bridge
Ability 4 Descr     := 
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Organic 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       := 4000
Cost Organics       := 12000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 2
Number of Abilities := 4
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 2 plagues in this system.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Ship Bridge
Ability 4 Descr     := 
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Organic 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       := 6000
Cost Organics       := 16000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Organic Technology
Tech Level Req 1    := 3
Number of Abilities := 4
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 3 plagues in this system.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0
Ability 4 Type      := Ship Bridge
Ability 4 Descr     := 
Ability 4 Val 1     := 1
Ability 4 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 := 2
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Ship Bridge
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 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       := 1500
Cost Organics       := 5000
Cost Radioactives   := 1500
Number of Tech Req  := 1
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Number of Abilities := 2
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Ship Bridge
Ability 2 Descr     := 
Ability 2 Val 1     := 2
Ability 2 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       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Number of Abilities := 2
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Ship Bridge
Ability 2 Descr     := 
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0

Name                := Planetary Gravitational Shield Facility I
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs. 
Facility Group      := Shields
Facility Family     := 39
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 80000
Cost Organics       := 200
Cost Radioactives   := 40000
Number of Tech Req  := 1
Tech Area Req 1     := Gravitational Shields
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Stop Planet Destroyer
Ability 1 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Planetary Gravitational Shield Facility II
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs. 
Facility Group      := Shields
Facility Family     := 391
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 60000
Cost Organics       := 200
Cost Radioactives   := 30000
Number of Tech Req  := 1
Tech Area Req 1     := Gravitational Shields
Tech Level Req 1    := 2
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                := Planetary Gravitational Shield Facility III
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs. 
Facility Group      := Shields
Facility Family     := 392
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 50000
Cost Organics       := 200
Cost Radioactives   := 20000
Number of Tech Req  := 1
Tech Area Req 1     := Gravitational Shields
Tech Level Req 1    := 3
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                := Planetary Gravitational Shield Facility IV
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs. 
Facility Group      := Shields
Facility Family     := 393
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 40000
Cost Organics       := 200
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Gravitational Shields
Tech Level Req 1    := 4
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                := Planetary Gravitational Shield Facility V
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs. 
Facility Group      := Shields
Facility Family     := 394
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 30000
Cost Organics       := 200
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Gravitational Shields
Tech Level Req 1    := 5
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                := Planetary Gravitational Shield Facility VI
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs. 
Facility Group      := Shields
Facility Family     := 395
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 20000
Cost Organics       := 200
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Gravitational Shields
Tech Level Req 1    := 6
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 I
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system. 
Facility Group      := Shields
Facility Family     := 40
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 200000
Cost Organics       := 10000
Cost Radioactives   := 100000
Number of Tech Req  := 1
Tech Area Req 1     := Gravitational Shields
Tech Level Req 1    := 5
Number of Abilities := 5
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := System Gravitational Shield Facility II
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system. 
Facility Group      := Shields
Facility Family     := 401
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 160000
Cost Organics       := 5000
Cost Radioactives   := 90000
Number of Tech Req  := 1
Tech Area Req 1     := Gravitational Shields
Tech Level Req 1    := 6
Number of Abilities := 5
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := System Gravitational Shield Facility III
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system. 
Facility Group      := Shields
Facility Family     := 402
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 140000
Cost Organics       := 4000
Cost Radioactives   := 80000
Number of Tech Req  := 1
Tech Area Req 1     := Gravitational Shields
Tech Level Req 1    := 7
Number of Abilities := 5
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := System Gravitational Shield Facility IV
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system. 
Facility Group      := Shields
Facility Family     := 403
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 120000
Cost Organics       := 3000
Cost Radioactives   := 70000
Number of Tech Req  := 1
Tech Area Req 1     := Gravitational Shields
Tech Level Req 1    := 8
Number of Abilities := 5
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := System Gravitational Shield Facility V
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system. 
Facility Group      := Shields
Facility Family     := 404
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 100000
Cost Organics       := 2000
Cost Radioactives   := 50000
Number of Tech Req  := 1
Tech Area Req 1     := Gravitational Shields
Tech Level Req 1    := 9
Number of Abilities := 5
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := 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       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
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       := 12000
Cost Organics       := 12000
Cost Radioactives   := 12000
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       := 75000
Cost Organics       := 75000
Cost Radioactives   := 75000
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       := 150000
Cost Organics       := 150000
Cost Radioactives   := 150000
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       := 300000
Cost Organics       := 300000
Cost Radioactives   := 300000
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       := 300000
Cost Organics       := 150000
Cost Radioactives   := 150000
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 30 years.
Ability 1 Val 1     := 300
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       := 300000
Cost Organics       := 150000
Cost Radioactives   := 150000
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 20 years.
Ability 1 Val 1     := 200
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       := 270000
Cost Organics       := 135000
Cost Radioactives   := 135000
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 12 years.
Ability 1 Val 1     := 120
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       := 18000
Cost Organics       := 12000
Cost Radioactives   := 12000
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% attack 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       := 24000
Cost Organics       := 16000
Cost Radioactives   := 16000
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% attack 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       := 64000
Cost Organics       := 32000
Cost Radioactives   := 32000
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 14% attack 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                := 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       := 6000
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 := 2
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Ship Bridge
Ability 2 Descr     := 
Ability 2 Val 1     := 2
Ability 2 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       := 10000
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 := 2
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0
Ability 2 Type      := Ship Bridge
Ability 2 Descr     := 
Ability 2 Val 1     := 4
Ability 2 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       := 13000
Cost Organics       := 12000
Cost Radioactives   := 12000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 3
Number of Abilities := 2
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system effective).
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0
Ability 2 Type      := Ship Bridge
Ability 2 Descr     := 
Ability 2 Val 1     := 6
Ability 2 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       := 16000
Cost Organics       := 16000
Cost Radioactives   := 16000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 4
Number of Abilities := 2
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system effective).
Ability 1 Val 1     := 7
Ability 1 Val 2     := 0
Ability 2 Type      := Ship Bridge
Ability 2 Descr     := 
Ability 2 Val 1     := 7
Ability 2 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       := 20000
Cost Organics       := 20000
Cost Radioactives   := 20000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 5
Number of Abilities := 2
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system effective).
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0
Ability 2 Type      := Ship Bridge
Ability 2 Descr     := 
Ability 2 Val 1     := 8
Ability 2 Val 2     := 0

Name                := Temporal Vacation Service VI
Description         := Entertainment service which allows populations to view past histories.  
Facility Group      := Temporal
Facility Family     := 46
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 27
Cost Minerals       := 25000
Cost Organics       := 25000
Cost Radioactives   := 25000
Number of Tech Req  := 1
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 6
Number of Abilities := 2
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system effective).
Ability 1 Val 1     := 9
Ability 1 Val 2     := 0
Ability 2 Type      := Ship Bridge
Ability 2 Descr     := 
Ability 2 Val 1     := 9
Ability 2 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 5% (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 5

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       := 12000
Cost Organics       := 3000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Psychic Technology
Tech Level Req 1    := 2
Tech Area Req 2     := Military Science
Tech Level Req 2    := 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 7% (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 7

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       := 14000
Cost Organics       := 4000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Psychic Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Advanced Military Science
Tech Level Req 2    := 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 9% (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 9

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  := 2
Tech Area Req 1     := Psychic Technology
Tech Level Req 1    := 1
Tech Area Req 2     := Advanced Military Science
Tech Level Req 2    := 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 3% (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3

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       := 13000
Cost Organics       := 3000
Cost Radioactives   := 7500
Number of Tech Req  := 2
Tech Area Req 1     := Psychic Technology
Tech Level Req 1    := 2
Tech Area Req 2     := Advanced Military Science
Tech Level Req 2    := 2
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 4% (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 4

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       := 15000
Cost Organics       := 4000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Psychic Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Advanced Military Science
Tech Level Req 2    := 3
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 5% (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 5

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     := 501
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     := 502
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 42
Cost Minerals       := 10000
Cost Organics       := 2000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Psychic Technology
Tech Level Req 1    := 6
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Solar Generator I
Description         := Massive solar collectors which can transmute solar energy to raw materials.
Facility Group      := Crystalline
Facility Family     := 51
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 63
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 50 minerals per star each turn.
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 100 organics per star each turn.
Ability 2 Val 1     := 100
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 200 radioactives per star each turn.
Ability 3 Val 1     := 200
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       := 7500
Cost Organics       := 7500
Cost Radioactives   := 7500
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 60 minerals per star each turn.
Ability 1 Val 1     := 60
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 125 organics per star each turn.
Ability 2 Val 1     := 125
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 250 radioactives per star each turn.
Ability 3 Val 1     := 250
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       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
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 70 minerals per star each turn.
Ability 1 Val 1     := 70
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 150 organics per star each turn.
Ability 2 Val 1     := 150
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 300 radioactives per star each turn.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0

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

Name                := Crystalline Restructuring Plant II
Description         := Facility which enhances vehicle hulls by adding crystalline matrices to their molecular structure.
Facility Group      := Crystalline
Facility Family     := 52
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 34
Cost Minerals       := 10000
Cost Organics       := 4000
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      := 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       := 20000
Cost Organics       := 6000
Cost Radioactives   := 20000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Reduced Maintenance Cost - System
Ability 1 Descr     := Reduces all vehicle maintenance costs in the system by 30% (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Energy Transmission Lens I
Description         := Massive lens which allows supplemental power to be beamed directly to ships within the system.
Facility Group      := Crystalline
Facility Family     := 53
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 51
Cost Minerals       := 5000
Cost Organics       := 200
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       := 7500
Cost Organics       := 200
Cost Radioactives   := 15000
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       := 10000
Cost Organics       := 200
Cost Radioactives   := 20000
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       := 12500
Cost Organics       := 200
Cost Radioactives   := 25000
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 70 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 70
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       := 15000
Cost Organics       := 200
Cost Radioactives   := 30000
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 75 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 75
Ability 1 Val 2     := 0

Name                := Energy Transmission Lens VI
Description         := Massive lens which allows supplemental power to be beamed directly to ships within the system.
Facility Group      := Crystalline
Facility Family     := 53
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 51
Cost Minerals       := 20000
Cost Organics       := 200
Cost Radioactives   := 40000
Number of Tech Req  := 1
Tech Area Req 1     := Crystalline Technology
Tech Level Req 1    := 6
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                := Settlement (Rock)
Description         := The first stage of an organized self-sustaining colonial community. Development of techniques, skills and technology for survival, agriculture, engineering, transportation, local biology, and the myriad of other disciplines needed to begin developing a functional society in a unique alien environment. The first stages of local law and government.
Facility Group      := Cultural
Facility Family     := 160
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 83
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Rock Planet Colonization
Tech Level Req 1    := 1
Number of Abilities := 17
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Planetary organic production increased 90% and research 3%.
Ability 1 Val 1     := 125
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Planetary mineral production increased 25% and radioactives 10%.
Ability 2 Val 1     := 90
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Nets 125 minerals, 90 orgs and 50 rads each turn.
Ability 3 Val 1     := 50
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0
Ability 6 Type      := Phased Shield Generation
Ability 6 Descr     := 
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Component Destroyed On Use
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 200 extra cargo/deployment spaces.
Ability 9 Val 1     := 200
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Storage - Organics
Ability 10 Descr    := 
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Mineral
Ability 11 Descr    := Can store 5000 minerals for an empire.
Ability 11 Val 1    := 5000
Ability 11 Val 2    := 0
Ability 12 Type     := Resource Storage - Organics
Ability 12 Descr    := Can store 5000 organics for an empire.
Ability 12 Val 1    := 5000
Ability 12 Val 2    := 0
Ability 13 Type     := Resource Storage - Radioactives
Ability 13 Descr    := Can store 5000 radioactives for an empire.
Ability 13 Val 1    := 5000
Ability 13 Val 2    := 0
Ability 14 Type     := Resource Gen Modifier Planet - Minerals
Ability 14 Descr    := 
Ability 14 Val 1    := 25
Ability 14 Val 2    := 0
Ability 15 Type     := Resource Gen Modifier Planet - Organics
Ability 15 Descr    := 
Ability 15 Val 1    := 90
Ability 15 Val 2    := 0
Ability 16 Type     := Resource Gen Modifier Planet - Radioactives
Ability 16 Descr    := 
Ability 16 Val 1    := 10
Ability 16 Val 2    := 0
Ability 17 Type     := Planet Point Generation Modifier - Research
Ability 17 Descr    := 
Ability 17 Val 1    := 3
Ability 17 Val 2    := 0

Name                := Settlement (Ice)
Description         := The first stage of an organized self-sustaining colonial community. Development of techniques, skills and technology for survival, agriculture, engineering, transportation, local biology, and the myriad of other disciplines needed to begin developing a functional society in a unique alien environment. The first stages of local law and government.
Facility Group      := Cultural
Facility Family     := 161
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 84
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Ice Planet Colonization
Tech Level Req 1    := 1
Number of Abilities := 17
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Planetary organic production increased 75% and research 3%.
Ability 1 Val 1     := 135
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Planetary mineral production increased 35% and radioactives 10%.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Nets 135 minerals, 50 orgs and 50 rads each turn.
Ability 3 Val 1     := 50
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0
Ability 6 Type      := Phased Shield Generation
Ability 6 Descr     := 
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Component Destroyed On Use
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 200 extra cargo/deployment spaces.
Ability 9 Val 1     := 200
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Storage - Organics
Ability 10 Descr    := 
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Mineral
Ability 11 Descr    := Can store 5000 minerals for an empire.
Ability 11 Val 1    := 5000
Ability 11 Val 2    := 0
Ability 12 Type     := Resource Storage - Organics
Ability 12 Descr    := Can store 5000 organics for an empire.
Ability 12 Val 1    := 5000
Ability 12 Val 2    := 0
Ability 13 Type     := Resource Storage - Radioactives
Ability 13 Descr    := Can store 5000 radioactives for an empire.
Ability 13 Val 1    := 5000
Ability 13 Val 2    := 0
Ability 14 Type     := Resource Gen Modifier Planet - Minerals
Ability 14 Descr    := 
Ability 14 Val 1    := 35
Ability 14 Val 2    := 0
Ability 15 Type     := Resource Gen Modifier Planet - Organics
Ability 15 Descr    := 
Ability 15 Val 1    := 75
Ability 15 Val 2    := 0
Ability 16 Type     := Resource Gen Modifier Planet - Radioactives
Ability 16 Descr    := 
Ability 16 Val 1    := 10
Ability 16 Val 2    := 0
Ability 17 Type     := Planet Point Generation Modifier - Research
Ability 17 Descr    := 
Ability 17 Val 1    := 3
Ability 17 Val 2    := 0

Name                := Settlement (Gas)
Description         := The first stage of an organized self-sustaining colonial community. Development of techniques, skills and technology for survival, agriculture, engineering, transportation, local biology, and the myriad of other disciplines needed to begin developing a functional society in a unique alien environment. The first stages of local law and government.
Facility Group      := Cultural
Facility Family     := 162
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 85
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Gas Giant Colonization
Tech Level Req 1    := 1
Number of Abilities := 17
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Planetary organic production increased 75% and research 3%.
Ability 1 Val 1     := 125
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Planetary mineral production increased 25% and radioactives 15%.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Nets 125 minerals, 50 orgs and 60 rads each turn.
Ability 3 Val 1     := 60
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0
Ability 6 Type      := Phased Shield Generation
Ability 6 Descr     := 
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Component Destroyed On Use
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 200 extra cargo/deployment spaces.
Ability 9 Val 1     := 200
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Storage - Organics
Ability 10 Descr    := 
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Mineral
Ability 11 Descr    := Can store 5000 minerals for an empire.
Ability 11 Val 1    := 5000
Ability 11 Val 2    := 0
Ability 12 Type     := Resource Storage - Organics
Ability 12 Descr    := Can store 5000 organics for an empire.
Ability 12 Val 1    := 5000
Ability 12 Val 2    := 0
Ability 13 Type     := Resource Storage - Radioactives
Ability 13 Descr    := Can store 5000 radioactives for an empire.
Ability 13 Val 1    := 5000
Ability 13 Val 2    := 0
Ability 14 Type     := Resource Gen Modifier Planet - Minerals
Ability 14 Descr    := 
Ability 14 Val 1    := 25
Ability 14 Val 2    := 0
Ability 15 Type     := Resource Gen Modifier Planet - Organics
Ability 15 Descr    := 
Ability 15 Val 1    := 75
Ability 15 Val 2    := 0
Ability 16 Type     := Resource Gen Modifier Planet - Radioactives
Ability 16 Descr    := 
Ability 16 Val 1    := 15
Ability 16 Val 2    := 0
Ability 17 Type     := Planet Point Generation Modifier - Research
Ability 17 Descr    := 
Ability 17 Val 1    := 3
Ability 17 Val 2    := 0

Name                := Colonial Community (Rock)
Description         := A settled community of colonists, including several developed settlements, established methods of sustainment in the new world's environment, and basic governmental and social development.
Facility Group      := Cultural
Facility Family     := 160
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 83
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Rock Planet Colonization
Tech Level Req 1    := 1
Number of Abilities := 17
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Planetary organic production increased x 2.5 and research by 8%.
Ability 1 Val 1     := 150
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Planetary mineral production increased 50% and radioactives 15%.
Ability 2 Val 1     := 70
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Nets 150 minerals, 70 orgs and 60 rads each turn.
Ability 3 Val 1     := 60
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0
Ability 6 Type      := Phased Shield Generation
Ability 6 Descr     := 
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Component Destroyed On Use
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 400 extra cargo/deployment spaces.
Ability 9 Val 1     := 400
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Storage - Organics
Ability 10 Descr    := 
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Mineral
Ability 11 Descr    := Can store 7500 minerals for an empire.
Ability 11 Val 1    := 7500
Ability 11 Val 2    := 0
Ability 12 Type     := Resource Storage - Organics
Ability 12 Descr    := Can store 7500 organics for an empire.
Ability 12 Val 1    := 7500 
Ability 12 Val 2    := 0
Ability 13 Type     := Resource Storage - Radioactives
Ability 13 Descr    := Can store 7500 radioactives for an empire.
Ability 13 Val 1    := 7500
Ability 13 Val 2    := 0
Ability 14 Type     := Resource Gen Modifier Planet - Minerals
Ability 14 Descr    := 
Ability 14 Val 1    := 50
Ability 14 Val 2    := 0
Ability 15 Type     := Resource Gen Modifier Planet - Organics
Ability 15 Descr    := 
Ability 15 Val 1    := 150
Ability 15 Val 2    := 0
Ability 16 Type     := Resource Gen Modifier Planet - Radioactives
Ability 16 Descr    := 
Ability 16 Val 1    := 15
Ability 16 Val 2    := 0
Ability 17 Type     := Planet Point Generation Modifier - Research
Ability 17 Descr    := 
Ability 17 Val 1    := 8
Ability 17 Val 2    := 0

Name                := Colonial Community (Ice)
Description         := A settled community of colonists, including several developed settlements, established methods of sustainment in the new world's environment, and basic governmental and social development.
Facility Group      := Cultural
Facility Family     := 161
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 84
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Ice Planet Colonization
Tech Level Req 1    := 1
Number of Abilities := 17
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Planetary organic production increased x 2.5 and research by 8%.
Ability 1 Val 1     := 175
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Planetary mineral production increased 50% and radioactives 15%.
Ability 2 Val 1     := 60
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Nets 175 minerals, 60 orgs and 60 rads each turn.
Ability 3 Val 1     := 60
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0
Ability 6 Type      := Phased Shield Generation
Ability 6 Descr     := 
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Component Destroyed On Use
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 400 extra cargo/deployment spaces.
Ability 9 Val 1     := 400
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Storage - Organics
Ability 10 Descr    := 
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Mineral
Ability 11 Descr    := Can store 7500 minerals for an empire.
Ability 11 Val 1    := 7500
Ability 11 Val 2    := 0
Ability 12 Type     := Resource Storage - Organics
Ability 12 Descr    := Can store 7500 organics for an empire.
Ability 12 Val 1    := 7500 
Ability 12 Val 2    := 0
Ability 13 Type     := Resource Storage - Radioactives
Ability 13 Descr    := Can store 7500 radioactives for an empire.
Ability 13 Val 1    := 7500
Ability 13 Val 2    := 0
Ability 14 Type     := Resource Gen Modifier Planet - Minerals
Ability 14 Descr    := 
Ability 14 Val 1    := 50
Ability 14 Val 2    := 0
Ability 15 Type     := Resource Gen Modifier Planet - Organics
Ability 15 Descr    := 
Ability 15 Val 1    := 150
Ability 15 Val 2    := 0
Ability 16 Type     := Resource Gen Modifier Planet - Radioactives
Ability 16 Descr    := 
Ability 16 Val 1    := 15
Ability 16 Val 2    := 0
Ability 17 Type     := Planet Point Generation Modifier - Research
Ability 17 Descr    := 
Ability 17 Val 1    := 8
Ability 17 Val 2    := 0

Name                := Colonial Community (Gas)
Description         := A settled community of colonists, including several developed settlements, established methods of sustainment in the new world's environment, and basic governmental and social development.
Facility Group      := Cultural
Facility Family     := 162
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 85
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Gas Giant Colonization
Tech Level Req 1    := 1
Number of Abilities := 17
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Planetary organic production increased x 2.5 and research by 8%.
Ability 1 Val 1     := 150
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Planetary mineral production increased 50% and radioactives 15%.
Ability 2 Val 1     := 60
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Nets 150 minerals, 60 orgs and 70 rads each turn.
Ability 3 Val 1     := 70
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0
Ability 6 Type      := Phased Shield Generation
Ability 6 Descr     := 
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Component Destroyed On Use
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 400 extra cargo/deployment spaces.
Ability 9 Val 1     := 400
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Storage - Organics
Ability 10 Descr    := 
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Mineral
Ability 11 Descr    := Can store 7500 minerals for an empire.
Ability 11 Val 1    := 7500
Ability 11 Val 2    := 0
Ability 12 Type     := Resource Storage - Organics
Ability 12 Descr    := Can store 7500 organics for an empire.
Ability 12 Val 1    := 7500 
Ability 12 Val 2    := 0
Ability 13 Type     := Resource Storage - Radioactives
Ability 13 Descr    := Can store 7500 radioactives for an empire.
Ability 13 Val 1    := 7500
Ability 13 Val 2    := 0
Ability 14 Type     := Resource Gen Modifier Planet - Minerals
Ability 14 Descr    := 
Ability 14 Val 1    := 50
Ability 14 Val 2    := 0
Ability 15 Type     := Resource Gen Modifier Planet - Organics
Ability 15 Descr    := 
Ability 15 Val 1    := 150
Ability 15 Val 2    := 0
Ability 16 Type     := Resource Gen Modifier Planet - Radioactives
Ability 16 Descr    := 
Ability 16 Val 1    := 15
Ability 16 Val 2    := 0
Ability 17 Type     := Planet Point Generation Modifier - Research
Ability 17 Descr    := 
Ability 17 Val 1    := 8
Ability 17 Val 2    := 0

Name                := Minor City
Description         := This facility represents a community centered around a small space-age city. This includes emerging cultural institutions such as local government, artistic groups, schools, civilian infrastructure, an urban community, and surrounding supporting communities of many sorts.
Facility Group      := Cultural
Facility Family     := 61
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 81
Cost Minerals       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Colonial Development
Tech Level Req 1    := 1
Number of Abilities := 17
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Planetary mineral production doubled and research increased by 15%.
Ability 1 Val 1     := 175
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Planetary radioactives production increased 20%.
Ability 2 Val 1     := 70
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Nets 175 minerals, 70 orgs and 70 rads each turn.
Ability 3 Val 1     := 70
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 25 research points each turn.
Ability 4 Val 1     := 25
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 5 intelligence points per turn.
Ability 5 Val 1     := 5
Ability 5 Val 2     := 0
Ability 6 Type      := Phased Shield Generation
Ability 6 Descr     := Durability represented by 200 phased shield points.
Ability 6 Val 1     := 200
Ability 6 Val 2     := 0
Ability 7 Type      := Component Destroyed On Use
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 600 extra cargo/deployment spaces.
Ability 9 Val 1     := 600
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Storage - Organics
Ability 10 Descr    := 
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Mineral
Ability 11 Descr    := Can store 10000 minerals for an empire.
Ability 11 Val 1    := 10000
Ability 11 Val 2    := 0
Ability 12 Type     := Resource Storage - Organics
Ability 12 Descr    := Can store 8000 organics for an empire.
Ability 12 Val 1    := 8000
Ability 12 Val 2    := 0
Ability 13 Type     := Resource Storage - Radioactives
Ability 13 Descr    := Can store 10000 radioactives for an empire.
Ability 13 Val 1    := 10000
Ability 13 Val 2    := 0
Ability 14 Type     := Resource Gen Modifier Planet - Minerals
Ability 14 Descr    := 
Ability 14 Val 1    := 100
Ability 14 Val 2    := 0
Ability 15 Type     := Resource Gen Modifier Planet - Organics
Ability 15 Descr    := 
Ability 15 Val 1    := 0
Ability 15 Val 2    := 0
Ability 16 Type     := Resource Gen Modifier Planet - Radioactives
Ability 16 Descr    := 
Ability 16 Val 1    := 20
Ability 16 Val 2    := 0
Ability 17 Type     := Planet Point Generation Modifier - Research
Ability 17 Descr    := 
Ability 17 Val 1    := 15
Ability 17 Val 2    := 0

Name                := City
Description         := This facility represents an entire community centered around a space-age city. This includes cultural institutions such as local government, artistic groups, schools, civilian infrastructure, an urban community, and surrounding supporting communities of many sorts.
Facility Group      := Cultural
Facility Family     := 61
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 81
Cost Minerals       := 22500
Cost Organics       := 22500
Cost Radioactives   := 22500
Number of Tech Req  := 1
Tech Area Req 1     := Colonial Development
Tech Level Req 1    := 2
Number of Abilities := 17
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Planetary mineral production x 2.5 and research increased 25%.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Planetary radioactives production increased 25%.
Ability 2 Val 1     := 80
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Nets 200 minerals, 80 orgs and 80 rads each turn.
Ability 3 Val 1     := 80
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 50 research points each turn.
Ability 4 Val 1     := 50
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 15 intelligence points per turn.
Ability 5 Val 1     := 15
Ability 5 Val 2     := 0
Ability 6 Type      := Phased Shield Generation
Ability 6 Descr     := Durability represented by 400 phased shield points.
Ability 6 Val 1     := 400
Ability 6 Val 2     := 0
Ability 7 Type      := Component Destroyed On Use
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 800 extra cargo/deployment spaces.
Ability 9 Val 1     := 800
Ability 9 Val 2     := 0
Ability 10 Type     := System Point Generation Modifier - Research
Ability 10 Descr    := Increase all research in a system by 1% (only 1 facility per system effective).
Ability 10 Val 1    := 1
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Mineral
Ability 11 Descr    := Can store 15000 minerals for an empire.
Ability 11 Val 1    := 15000
Ability 11 Val 2    := 0
Ability 12 Type     := Resource Storage - Organics
Ability 12 Descr    := Can store 9000 organics for an empire.
Ability 12 Val 1    := 9000
Ability 12 Val 2    := 0
Ability 13 Type     := Resource Storage - Radioactives
Ability 13 Descr    := Can store 13000 radioactives for an empire.
Ability 13 Val 1    := 13000
Ability 13 Val 2    := 0
Ability 14 Type     := Resource Gen Modifier Planet - Minerals
Ability 14 Descr    := 
Ability 14 Val 1    := 150
Ability 14 Val 2    := 0
Ability 15 Type     := Resource Gen Modifier Planet - Organics
Ability 15 Descr    := 
Ability 15 Val 1    := 0
Ability 15 Val 2    := 0
Ability 16 Type     := Resource Gen Modifier Planet - Radioactives
Ability 16 Descr    := 
Ability 16 Val 1    := 25
Ability 16 Val 2    := 0
Ability 17 Type     := Planet Point Generation Modifier - Research
Ability 17 Descr    := 
Ability 17 Val 1    := 25
Ability 17 Val 2    := 0

Name                := Major City
Description         := This facility represents an entire community centered around a major space-age city. This includes developed cultural institutions such as local government, artistic groups, schools, established civilian infrastructure, a settled urban community, and surrounding supporting communities of many sorts.
Facility Group      := Cultural
Facility Family     := 61
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 81
Cost Minerals       := 35000
Cost Organics       := 35000
Cost Radioactives   := 35000
Number of Tech Req  := 1
Tech Area Req 1     := Colonial Development
Tech Level Req 1    := 3
Number of Abilities := 17
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Planetary mineral production x 3 and research increased 40%.
Ability 1 Val 1     := 250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Planetary radioactives production increased 50%.
Ability 2 Val 1     := 100
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Nets 250 minerals, 100 orgs and 100 rads each turn.
Ability 3 Val 1     := 100
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 100 research points each turn.
Ability 4 Val 1     := 100
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 30 intelligence points per turn.
Ability 5 Val 1     := 30
Ability 5 Val 2     := 0
Ability 6 Type      := Phased Shield Generation
Ability 6 Descr     := Durability represented by 500 phased shield points.
Ability 6 Val 1     := 500
Ability 6 Val 2     := 0
Ability 7 Type      := Component Destroyed On Use
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 1200 extra cargo/deployment spaces.
Ability 9 Val 1     := 1200
Ability 9 Val 2     := 0
Ability 10 Type     := System Point Generation Modifier - Research
Ability 10 Descr    := Increase all research in a system by 2% (only 1 facility per system effective).
Ability 10 Val 1    := 2
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Mineral
Ability 11 Descr    := Can store 20000 minerals for an empire.
Ability 11 Val 1    := 20000
Ability 11 Val 2    := 0
Ability 12 Type     := Resource Storage - Organics
Ability 12 Descr    := Can store 10000 organics for an empire.
Ability 12 Val 1    := 10000
Ability 12 Val 2    := 0
Ability 13 Type     := Resource Storage - Radioactives
Ability 13 Descr    := Can store 15000 radioactives for an empire.
Ability 13 Val 1    := 15000
Ability 13 Val 2    := 0
Ability 14 Type     := Resource Gen Modifier Planet - Minerals
Ability 14 Descr    := 
Ability 14 Val 1    := 200
Ability 14 Val 2    := 0
Ability 15 Type     := Resource Gen Modifier Planet - Organics
Ability 15 Descr    := 
Ability 15 Val 1    := 0
Ability 15 Val 2    := 0
Ability 16 Type     := Resource Gen Modifier Planet - Radioactives
Ability 16 Descr    := 
Ability 16 Val 1    := 50
Ability 16 Val 2    := 0
Ability 17 Type     := Planet Point Generation Modifier - Research
Ability 17 Descr    := 
Ability 17 Val 1    := 40
Ability 17 Val 2    := 0

Name                := Metropolis
Description         := A highly developed community typically oriented around a huge space-age city. Also several smaller cities, towns, rural communities and infrastructure to sustain it. Well-developed cultural institutions such as local government, artistic groups, schools, established civilian infrastructure, a settled urban community, and surrounding supporting communities of many sorts.
Facility Group      := Cultural
Facility Family     := 61
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 82
Cost Minerals       := 80000
Cost Organics       := 80000
Cost Radioactives   := 80000
Number of Tech Req  := 2
Tech Area Req 1     := Construction
Tech Level Req 1    := 1
Tech Area Req 2     := Colonial Development
Tech Level Req 2    := 4
Number of Abilities := 17
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Planetary mineral production x 5 and research by 75%.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Planetary radioactives production increased 75%.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Nets 300 minerals, 200 orgs and 200 rads each turn.
Ability 3 Val 1     := 200
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 200 research points each turn.
Ability 4 Val 1     := 200
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 50 intelligence points per turn.
Ability 5 Val 1     := 50
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Includes a spaceport.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Phased Shield Generation
Ability 7 Descr     := Durability represented by 750 phased shield points.
Ability 7 Val 1     := 750
Ability 7 Val 2     := 0
Ability 8 Type      := Component Destroyed On Use
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 2400 extra cargo/deployment spaces.
Ability 9 Val 1     := 2400
Ability 9 Val 2     := 0
Ability 10 Type     := System Point Generation Modifier - Research
Ability 10 Descr    := Increase all research in a system by 4% (only 1 facility per system effective).
Ability 10 Val 1    := 4
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Gen Modifier Planet - Minerals
Ability 11 Descr    := 
Ability 11 Val 1    := 400
Ability 11 Val 2    := 0
Ability 12 Type     := Resource Gen Modifier Planet - Organics
Ability 12 Descr    := 
Ability 12 Val 1    := 0
Ability 12 Val 2    := 0
Ability 13 Type     := Resource Gen Modifier Planet - Radioactives
Ability 13 Descr    := 
Ability 13 Val 1    := 75
Ability 13 Val 2    := 0
Ability 14 Type     := Planet Point Generation Modifier - Research
Ability 14 Descr    := 
Ability 14 Val 1    := 75
Ability 14 Val 2    := 0
Ability 15 Type     := Resource Storage - Mineral
Ability 15 Descr    := Can store 50000 minerals for an empire.
Ability 15 Val 1    := 50000
Ability 15 Val 2    := 0
Ability 16 Type     := Resource Storage - Organics
Ability 16 Descr    := Can store 25000 organics for an empire.
Ability 16 Val 1    := 25000
Ability 16 Val 2    := 0
Ability 17 Type     := Resource Storage - Radioactives
Ability 17 Descr    := Can store 30000 radioactives for an empire.
Ability 17 Val 1    := 30000
Ability 17 Val 2    := 0

Name                := Megalopolis
Description         := A community probably centered around an enormous space-age city: sprawling, replete with high-tech facilities, and very vertical. It also represents an extensive degree of development of communities and infrastructure over a large area - practically a space-age nation unto itself.
Facility Group      := Cultural
Facility Family     := 61
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 82
Cost Minerals       := 200000
Cost Organics       := 200000
Cost Radioactives   := 200000
Number of Tech Req  := 3
Tech Area Req 1     := Industry
Tech Level Req 1    := 2
Tech Area Req 2     := Construction
Tech Level Req 2    := 2
Tech Area Req 3     := Colonial Development
Tech Level Req 3    := 5
Number of Abilities := 17
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Planetary mineral production x 7 and research by 100%.
Ability 1 Val 1     := 350
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Planetary radioactives production increased 30%.
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Nets 350 minerals, 400 orgs and 400 rads each turn.
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 400 research points each turn.
Ability 4 Val 1     := 400
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 100 intelligence points per turn.
Ability 5 Val 1     := 100
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Includes spaceports with unlimited supplies.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Supply Generation
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Phased Shield Generation
Ability 8 Descr     := Durability represented by 1000 phased shield points.
Ability 8 Val 1     := 1000
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 5000 extra cargo/deployment spaces.
Ability 9 Val 1     := 5000
Ability 9 Val 2     := 0
Ability 10 Type     := System Point Generation Modifier - Research
Ability 10 Descr    := Increase all research in a system by 6% (only 1 facility per system effective).
Ability 10 Val 1    := 6
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Gen Modifier Planet - Minerals
Ability 11 Descr    := 
Ability 11 Val 1    := 600
Ability 11 Val 2    := 0
Ability 12 Type     := Resource Gen Modifier Planet - Organics
Ability 12 Descr    := 
Ability 12 Val 1    := 0
Ability 12 Val 2    := 0
Ability 13 Type     := Resource Gen Modifier Planet - Radioactives
Ability 13 Descr    := 
Ability 13 Val 1    := 30
Ability 13 Val 2    := 0
Ability 14 Type     := Planet Point Generation Modifier - Research
Ability 14 Descr    := 
Ability 14 Val 1    := 100
Ability 14 Val 2    := 0
Ability 15 Type     := Resource Storage - Mineral
Ability 15 Descr    := Can store 100000 minerals for an empire.
Ability 15 Val 1    := 100000
Ability 15 Val 2    := 0
Ability 16 Type     := Resource Storage - Organics
Ability 16 Descr    := Can store 50000 organics for an empire.
Ability 16 Val 1    := 50000
Ability 16 Val 2    := 0
Ability 17 Type     := Resource Storage - Radioactives
Ability 17 Descr    := Can store 50000 radioactives for an empire.
Ability 17 Val 1    := 50000
Ability 17 Val 2    := 0

Name                := Arcology
Description         := An enormous vertical community, including artificial elevated landscapes, power, resource, and food generation, all designed for great economy of space. A union of architecture and ecology. A wonder of space-age architecture, community design, and all aspects of engineering. Includes a complete highly advanced society and everything needed to sustain it.
Facility Group      := Cultural
Facility Family     := 62
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 98
Cost Minerals       := 275000
Cost Organics       := 275000
Cost Radioactives   := 275000
Number of Tech Req  := 3
Tech Area Req 1     := Industry
Tech Level Req 1    := 3
Tech Area Req 2     := Construction
Tech Level Req 2    := 4
Tech Area Req 3     := Colonial Development
Tech Level Req 3    := 6
Number of Abilities := 18
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Planetary mineral production x 8 and research by 120%.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Planetary organic production increased x3 and radioactives by 100%.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Nets 400 minerals, 500 orgs and 400 rads each turn.
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 500 research points each turn.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 150 intelligence points per turn.
Ability 5 Val 1     := 150
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Includes spaceports with unlimited supplies.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Supply Generation
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Phased Shield Generation
Ability 8 Descr     := Durability represented by 1000 phased shield points.
Ability 8 Val 1     := 1000
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 6000 extra cargo/deployment spaces.
Ability 9 Val 1     := 6000
Ability 9 Val 2     := 0
Ability 10 Type     := System Point Generation Modifier - Research
Ability 10 Descr    := Increase all research in a system by 7% (only 1 facility per system effective).
Ability 10 Val 1    := 7
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Gen Modifier Planet - Minerals
Ability 11 Descr    := 
Ability 11 Val 1    := 700
Ability 11 Val 2    := 0
Ability 12 Type     := Resource Gen Modifier Planet - Organics
Ability 12 Descr    := 
Ability 12 Val 1    := 200
Ability 12 Val 2    := 0
Ability 13 Type     := Resource Gen Modifier Planet - Radioactives
Ability 13 Descr    := 
Ability 13 Val 1    := 100
Ability 13 Val 2    := 0
Ability 14 Type     := Planet Point Generation Modifier - Research
Ability 14 Descr    := 
Ability 14 Val 1    := 120
Ability 14 Val 2    := 0
Ability 15 Type     := Resource Storage - Mineral
Ability 15 Descr    := Can store 120000 minerals for an empire.
Ability 15 Val 1    := 120000
Ability 15 Val 2    := 0
Ability 16 Type     := Resource Storage - Organics
Ability 16 Descr    := Can store 60000 organics for an empire.
Ability 16 Val 1    := 60000
Ability 16 Val 2    := 0
Ability 17 Type     := Resource Storage - Radioactives
Ability 17 Descr    := Can store 60000 radioactives for an empire.
Ability 17 Val 1    := 60000
Ability 17 Val 2    := 0
Ability 18 Type     := Component Destroyed On Use
Ability 18 Descr    :=  
Ability 18 Val 1    := 0
Ability 18 Val 2    := 0

Name                := Colony World Cultural Center
Description         := An entire new civilization developed on a colony world, including hundreds of cities and towns, parks, infrastructure, arts, religions, sciences, industry, traditions, etc.
Facility Group      := Cultural
Facility Family     := 54
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 13
Cost Minerals       := 2400000
Cost Organics       := 2400000
Cost Radioactives   := 2400000
Number of Tech Req  := 1
Tech Area Req 1     := Colonial Development
Tech Level Req 1    := 7
Number of Abilities := 20
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Planetary mineral production increased x 15 and research x 7.
Ability 1 Val 1     := 450
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Radioactive and organic production production increased x 3.
Ability 2 Val 1     := 450
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Nets 450 minerals, 450 orgs and 450 rads each turn.
Ability 3 Val 1     := 450
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 800 research points each turn.
Ability 4 Val 1     := 800
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 300 intelligence points per turn.
Ability 5 Val 1     := 300
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Includes spaceports with unlimited supplies.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Supply Generation
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Change Population Happiness - System
Ability 8 Descr     := Improves the happiness of the populations who live in this system.
Ability 8 Val 1     := 1
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 80000 extra cargo/deployment spaces.
Ability 9 Val 1     := 80000
Ability 9 Val 2     := 0
Ability 10 Type     := System Point Generation Modifier - Research
Ability 10 Descr    := Increase all research in a system by 10% (only 1 facility per system effective).
Ability 10 Val 1    := 10
Ability 10 Val 2    := 0
Ability 11 Type     := Phased Shield Generation
Ability 11 Descr    := Durability represented by 10000 phased shield points.
Ability 11 Val 1    := 10000
Ability 11 Val 2    := 0
Ability 12 Type     := Planet Point Generation Modifier - Research
Ability 12 Descr    := 
Ability 12 Val 1    := 600
Ability 12 Val 2    := 0
Ability 13 Type     := Change Bad Event Chance - System
Ability 13 Descr    := 
Ability 13 Val 1    := -30
Ability 13 Val 2    := 0
Ability 14 Type     := Component Repair
Ability 14 Descr    := Can repair +1 components per turn.
Ability 14 Val 1    := 1
Ability 14 Val 2    := 0
Ability 15 Type     := Resource Storage - Mineral
Ability 15 Descr    := Can store 800000 minerals for an empire.
Ability 15 Val 1    := 800000
Ability 15 Val 2    := 0
Ability 16 Type     := Resource Storage - Organics
Ability 16 Descr    := Can store 400000 organics for an empire.
Ability 16 Val 1    := 400000
Ability 16 Val 2    := 0
Ability 17 Type     := Resource Storage - Radioactives
Ability 17 Descr    := Can store 350000 radioactives for an empire.
Ability 17 Val 1    := 350000
Ability 17 Val 2    := 0
Ability 18 Type     := Resource Gen Modifier Planet - Minerals
Ability 18 Descr    := 
Ability 18 Val 1    := 1400
Ability 18 Val 2    := 0
Ability 19 Type     := Resource Gen Modifier Planet - Organics
Ability 19 Descr    := 
Ability 19 Val 1    := 200
Ability 19 Val 2    := 0
Ability 20 Type     := Resource Gen Modifier Planet - Radioactives
Ability 20 Descr    := 
Ability 20 Val 1    := 200
Ability 20 Val 2    := 0

Name                := Cultural Center
Description         := The developed homeland of a space-age civilization, including thousands of cities, parks, infrastructure, arts, religions, sciences, industry, etc.
Facility Group      := Cultural
Facility Family     := 54
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 13
Cost Minerals       := 10000000
Cost Organics       := 10000000
Cost Radioactives   := 10000000
Number of Tech Req  := 0
Number of Abilities := 20
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Planetary mineral production increased x 20, organic production x 10, radioactive production x 2 and research x 11.
Ability 1 Val 1     := 199
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 199
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Nets 200 minerals, 200 orgs and 500 rads each turn.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 190 research points each turn.
Ability 4 Val 1     := 189
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 300 intelligence points per turn.
Ability 5 Val 1     := 300
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Includes spaceports with unlimited supplies.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Supply Generation
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Change Population Happiness - System
Ability 8 Descr     := Improves the happiness of the populations who live in this system.
Ability 8 Val 1     := 3
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 120000 extra cargo/deployment spaces.
Ability 9 Val 1     := 120000
Ability 9 Val 2     := 0
Ability 10 Type     := System Point Generation Modifier - Research
Ability 10 Descr    := Increase all research in a system by 15% (only 1 facility per system effective).
Ability 10 Val 1    := 15
Ability 10 Val 2    := 0
Ability 11 Type     := Phased Shield Generation
Ability 11 Descr    := Durability represented by 15000 phased shield points.
Ability 11 Val 1    := 15000
Ability 11 Val 2    := 0
Ability 12 Type     := Planet Point Generation Modifier - Research
Ability 12 Descr    := 
Ability 12 Val 1    := 1000
Ability 12 Val 2    := 0
Ability 13 Type     := Change Bad Event Chance - System
Ability 13 Descr    := 
Ability 13 Val 1    := -50
Ability 13 Val 2    := 0
Ability 14 Type     := Component Repair
Ability 14 Descr    := Can repair +4 components per turn.
Ability 14 Val 1    := 4
Ability 14 Val 2    := 0
Ability 15 Type     := Resource Storage - Mineral
Ability 15 Descr    := Can store 1000000 minerals for an empire.
Ability 15 Val 1    := 1000000
Ability 15 Val 2    := 0
Ability 16 Type     := Resource Storage - Organics
Ability 16 Descr    := Can store 500000 organics for an empire.
Ability 16 Val 1    := 500000
Ability 16 Val 2    := 0
Ability 17 Type     := Resource Storage - Radioactives
Ability 17 Descr    := Can store 400000 radioactives for an empire.
Ability 17 Val 1    := 400000
Ability 17 Val 2    := 0
Ability 18 Type     := Resource Gen Modifier Planet - Minerals
Ability 18 Descr    := 
Ability 18 Val 1    := 1900
Ability 18 Val 2    := 0
Ability 19 Type     := Resource Gen Modifier Planet - Organics
Ability 19 Descr    := 
Ability 19 Val 1    := 900
Ability 19 Val 2    := 0
Ability 20 Type     := Resource Gen Modifier Planet - Radioactives
Ability 20 Descr    := 
Ability 20 Val 1    := 100
Ability 20 Val 2    := 0

Name                := Solar Power Plant I
Description         := Massive solar collectors which generate power.
Facility Group      := Resource Extraction
Facility Family     := 59
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 63
Cost Minerals       := 1000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Stellar Harnessing
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Solar Resource Generation - Radioactives
Ability 1 Descr     := Generates 100 radioactives per star each turn.
Ability 1 Val 1     := 100
Ability 1 Val 2     := 0

Name                := Solar Power Plant II
Description         := Massive solar collectors which generate power.
Facility Group      := Resource Extraction
Facility Family     := 59
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 63
Cost Minerals       := 1100
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Stellar Harnessing
Tech Level Req 1    := 3
Number of Abilities := 1
Ability 1 Type      := Solar Resource Generation - Radioactives
Ability 1 Descr     := Generates 125 radioactives per star each turn.
Ability 1 Val 1     := 125
Ability 1 Val 2     := 0

Name                := Solar Power Plant III
Description         := Massive solar collectors which generate power.
Facility Group      := Resource Extraction
Facility Family     := 59
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 63
Cost Minerals       := 1200
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Stellar Harnessing
Tech Level Req 1    := 4
Number of Abilities := 1
Ability 1 Type      := Solar Resource Generation - Radioactives
Ability 1 Descr     := Generates 150 radioactives per star each turn.
Ability 1 Val 1     := 150
Ability 1 Val 2     := 0

Name                := Psychic Intelligence Center I
Description         := Large intelligence gathering organization that employs specialized psychic agents and technology. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2500
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Psychic Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 250 intelligence points each turn.
Ability 1 Val 1     := 250
Ability 1 Val 2     := 0
Ability 2 Type      := Multiplex Tracking
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Psychic Intelligence Center II
Description         := Large intelligence gathering organization that employs specialized psychic agents and technology. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 3500
Cost Organics       := 1500
Cost Radioactives   := 750
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Psychic Technology
Tech Level Req 2    := 2
Number of Abilities := 2
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 340 intelligence points each turn.
Ability 1 Val 1     := 340 
Ability 1 Val 2     := 0
Ability 2 Type      := Multiplex Tracking
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Psychic Intelligence Center III
Description         := Large intelligence gathering organization that employs specialized psychic agents and technology. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 5000
Cost Organics       := 2500
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Psychic Technology
Tech Level Req 2    := 3
Number of Abilities := 2
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 425 intelligence points each turn.
Ability 1 Val 1     := 425
Ability 1 Val 2     := 0
Ability 2 Type      := Multiplex Tracking
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Resupply Base
Description         := A built-up supply center with capacity to base and shelter units. Resupplies any ships which move through the sector it occupies.
Facility Group      := Resupply
Facility Family     := 8
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 35
Cost Minerals       := 10000
Cost Organics       := 500
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Resupply
Tech Level Req 1    := 1
Tech Area Req 2     := Large Support Facilities
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0 
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     := 0
Ability 4 Type      := Phased Shield Generation
Ability 4 Descr     := Protective construction represented by 500 phased shield points.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0

Name                := Planetary Shield Network I
Description         := A shield generator network which protects an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 341
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 7500
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 2
Tech Area Req 2     := Construction
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Planetary Shield Network II
Description         := A shield generator network which protects an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 341
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 8500
Cost Organics       := 0
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 3
Tech Area Req 2     := Construction
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - 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                := Planetary Shield Network III
Description         := A shield generator network which protects an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 341
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 9500
Cost Organics       := 0
Cost Radioactives   := 7000
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 4
Tech Area Req 2     := Construction
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 15000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 15000
Ability 1 Val 2     := 0

Name                := Planetary Shield Network IV
Description         := A shield generator network which protects an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 341
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 10250
Cost Organics       := 0
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 5
Tech Area Req 2     := Construction
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 20000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Planetary Shield Network V
Description         := A shield generator network which protects an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 341
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 11000
Cost Organics       := 0
Cost Radioactives   := 9000
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 6
Tech Area Req 2     := Construction
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 25000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 25000
Ability 1 Val 2     := 0

Name                := Phased Planetary Shield Network I
Description         := A phased shield generator network which protects an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 342
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Phased Shields
Tech Level Req 1    := 1
Tech Area Req 2     := Construction
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 7500 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 7500
Ability 1 Val 2     := 0

Name                := Phased Planetary Shield Network II
Description         := A phased shield generator network which protects an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 342
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 11000
Cost Organics       := 0
Cost Radioactives   := 9000
Number of Tech Req  := 2
Tech Area Req 1     := Phased Shields
Tech Level Req 1    := 2
Tech Area Req 2     := Construction
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 15000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 15000
Ability 1 Val 2     := 0

Name                := Phased Planetary Shield Network III
Description         := A phased shield generator network which protects an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 342
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Phased Shields
Tech Level Req 1    := 3
Tech Area Req 2     := Construction
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 22500 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 22500
Ability 1 Val 2     := 0

Name                := Phased Planetary Shield Network IV
Description         := A phased shield generator network which protects an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 342
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 13000
Cost Organics       := 0
Cost Radioactives   := 11000
Number of Tech Req  := 2
Tech Area Req 1     := Phased Shields
Tech Level Req 1    := 4
Tech Area Req 2     := Construction
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 30000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Phased Planetary Shield Network V
Description         := A phased shield generator network which protects an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 342
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 14000
Cost Organics       := 0
Cost Radioactives   := 12000
Number of Tech Req  := 2
Tech Area Req 1     := Phased Shields
Tech Level Req 1    := 5
Tech Area Req 2     := Construction
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 37500 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 37500
Ability 1 Val 2     := 0

Name                := Phased Planetary Shield Network VI
Description         := A phased shield generator network which protects an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 342
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 15000
Cost Organics       := 0
Cost Radioactives   := 13000
Number of Tech Req  := 2
Tech Area Req 1     := Phased Shields
Tech Level Req 1    := 6
Tech Area Req 2     := Construction
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 45000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 45000
Ability 1 Val 2     := 0

Name                := Phased Planetary Shield Network VII
Description         := A phased shield generator network which protects an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 342
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 16000
Cost Organics       := 0
Cost Radioactives   := 14000
Number of Tech Req  := 2
Tech Area Req 1     := Phased Shields
Tech Level Req 1    := 7
Tech Area Req 2     := Construction
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 50000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 50000
Ability 1 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     := 41
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 30000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 1
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 25000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 25000
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     := 41
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 35000
Cost Organics       := 2000
Cost Radioactives   := 12500
Number of Tech Req  := 3
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 2
Tech Area Req 2     := Shields
Tech Level Req 2    := 3
Tech Area Req 3     := Construction
Tech Level Req 3    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - 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     := 41
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 37500
Cost Organics       := 3000
Cost Radioactives   := 15000
Number of Tech Req  := 4
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 3
Tech Area Req 2     := Shields
Tech Level Req 2    := 3
Tech Area Req 3     := Phased Shields
Tech Level Req 3    := 1
Tech Area Req 4     := Construction
Tech Level Req 4    := 1
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 50000 pts of phased 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     := 41
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 39000
Cost Organics       := 4000
Cost Radioactives   := 16000
Number of Tech Req  := 4
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 3
Tech Area Req 2     := Shields
Tech Level Req 2    := 4
Tech Area Req 3     := Construction
Tech Level Req 3    := 2
Tech Area Req 4     := Phased Shields
Tech Level Req 4    := 2
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 75000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 75000
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     := 41
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 40000
Cost Organics       := 5000
Cost Radioactives   := 17000
Number of Tech Req  := 4
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 4
Tech Area Req 2     := Shields
Tech Level Req 2    := 5
Tech Area Req 3     := Construction
Tech Level Req 3    := 2
Tech Area Req 4     := Phased Shields
Tech Level Req 4    := 3
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 100000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 100000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator VI
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 41
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 41000
Cost Organics       := 6000
Cost Radioactives   := 18000
Number of Tech Req  := 4
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 4
Tech Area Req 2     := Shields
Tech Level Req 2    := 6
Tech Area Req 3     := Construction
Tech Level Req 3    := 2
Tech Area Req 4     := Phased Shields
Tech Level Req 4    := 4
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 125000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 125000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator VII
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 41
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 42000
Cost Organics       := 7000
Cost Radioactives   := 19000
Number of Tech Req  := 4
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 5
Tech Area Req 2     := Shields
Tech Level Req 2    := 7
Tech Area Req 3     := Construction
Tech Level Req 3    := 2
Tech Area Req 4     := Phased Shields
Tech Level Req 4    := 5
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 150000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 150000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator VIII
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 41
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 43000
Cost Organics       := 8000
Cost Radioactives   := 20000
Number of Tech Req  := 4
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 5
Tech Area Req 2     := Shields
Tech Level Req 2    := 8
Tech Area Req 3     := Construction
Tech Level Req 3    := 2
Tech Area Req 4     := Phased Shields
Tech Level Req 4    := 6
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 175000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 175000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator IX
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Shields
Facility Family     := 41
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 44000
Cost Organics       := 9000
Cost Radioactives   := 21000
Number of Tech Req  := 4
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 5
Tech Area Req 2     := Shields
Tech Level Req 2    := 9
Tech Area Req 3     := Construction
Tech Level Req 3    := 2
Tech Area Req 4     := Phased Shields
Tech Level Req 4    := 7
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 200000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 200000
Ability 1 Val 2     := 0

Name                := Mineral Miner Complex I
Description         := Large scale planet processor complex which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 101
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 93
Cost Minerals       := 10800
Cost Organics       := 1000
Cost Radioactives   := 2400
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Industry
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 400 minerals each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0

Name                := Mineral Miner Complex II
Description         := Large scale planet processor complex which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 101
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 93
Cost Minerals       := 14400
Cost Organics       := 1100
Cost Radioactives   := 3200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Industry
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 450 minerals each turn.
Ability 1 Val 1     := 450
Ability 1 Val 2     := 0

Name                := Mineral Miner Complex III
Description         := Large scale planet processor complex which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 101
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 93
Cost Minerals       := 18000
Cost Organics       := 1200
Cost Radioactives   := 4800
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Industry
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 500 minerals each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Mineral Miner Megaplex I
Description         := Massive scale planet processor complex which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 102
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 94
Cost Minerals       := 24000
Cost Organics       := 2400
Cost Radioactives   := 4800
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Industry
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 600 minerals each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Mineral Miner Megaplex II
Description         := Massive scale planet processor complex which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 102
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 94
Cost Minerals       := 30000
Cost Organics       := 2600
Cost Radioactives   := 5200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Industry
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 675 minerals each turn.
Ability 1 Val 1     := 675
Ability 1 Val 2     := 0

Name                := Mineral Miner Megaplex III
Description         := Massive scale planet processor complex which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 102
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 94
Cost Minerals       := 35000
Cost Organics       := 3000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Industry
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 750 minerals each turn.
Ability 1 Val 1     := 750
Ability 1 Val 2     := 0

Name                := Conventional Research Complex
Description         := An extensive complex of research institutions and facilities, not organized in any particularly sophisticated way. Its research output is impressive, but requires a long and not very efficient development process to establish.
Facility Group      := Research
Facility Family     := 551
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 95
Cost Minerals       := 20000
Cost Organics       := 20000
Cost Radioactives   := 200
Number of Tech Req  := 1
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 190 research points each turn.
Ability 1 Val 1     := 190
Ability 1 Val 2     := 0

Name                := Research Complex I
Description         := An extensive complex of integrated high-tech research facilities.
Facility Group      := Research	
Facility Family     := 551
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 95
Cost Minerals       := 9000
Cost Organics       := 3000
Cost Radioactives   := 500
Number of Tech Req  := 3
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Industry
Tech Level Req 2    := 2
Tech Area Req 3     := Computers
Tech Level Req 3    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 200 research points each turn.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0

Name                := Research Complex II
Description         := An extensive complex of integrated high-tech research facilities with extensive computer support.
Facility Group      := Research
Facility Family     := 551
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 95
Cost Minerals       := 12000
Cost Organics       := 4000
Cost Radioactives   := 600
Number of Tech Req  := 3
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Industry
Tech Level Req 2    := 2
Tech Area Req 3     := Computers
Tech Level Req 3    := 2
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 240 research points each turn.
Ability 1 Val 1     := 240
Ability 1 Val 2     := 0

Name                := Research Complex III
Description         := An extensive complex of integrated high-tech research facilities with advanced computer support.
Facility Group      := Research
Facility Family     := 551
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 95
Cost Minerals       := 15000
Cost Organics       := 5000
Cost Radioactives   := 750
Number of Tech Req  := 3
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Industry
Tech Level Req 2    := 2
Tech Area Req 3     := Computers
Tech Level Req 3    := 3
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 280 research points each turn.
Ability 1 Val 1     := 280
Ability 1 Val 2     := 0

Name                := Research Megaplex I
Description         := A massive complex of integrated high-tech research facilities and computer complexes.
Facility Group      := Research	
Facility Family     := 552
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 96
Cost Minerals       := 20000
Cost Organics       := 6000
Cost Radioactives   := 1500
Number of Tech Req  := 3
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Industry
Tech Level Req 2    := 3
Tech Area Req 3     := Computers
Tech Level Req 3    := 3
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 300 research points each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0

Name                := Research Megaplex II
Description         := A massive complex of integrated high-tech research facilities and computer complexes.
Facility Group      := Research
Facility Family     := 552
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 96
Cost Minerals       := 25000
Cost Organics       := 7000
Cost Radioactives   := 1750
Number of Tech Req  := 3
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Industry
Tech Level Req 2    := 3
Tech Area Req 3     := Computers
Tech Level Req 3    := 3
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 360 research points each turn.
Ability 1 Val 1     := 360
Ability 1 Val 2     := 0

Name                := Research Megaplex III
Description         := A massive complex of integrated high-tech research facilities and computer complexes.
Facility Group      := Research
Facility Family     := 552
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 96
Cost Minerals       := 30000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 3
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Industry
Tech Level Req 2    := 3
Tech Area Req 3     := Computers
Tech Level Req 3    := 4
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 420 research points each turn.
Ability 1 Val 1     := 420
Ability 1 Val 2     := 0

Name                := Radioactives Extraction Complex I
Description         := A large-scale complex of many fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 331
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 91
Cost Minerals       := 9000
Cost Organics       := 1000
Cost Radioactives   := 4200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Industry
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 400 radioactives each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0

Name                := Radioactives Extraction Complex II
Description         := A large-scale complex of many fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 331
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 91
Cost Minerals       := 12000
Cost Organics       := 1100
Cost Radioactives   := 5600
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Industry
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 450 radioactives each turn.
Ability 1 Val 1     := 450
Ability 1 Val 2     := 0

Name                := Radioactives Extraction Complex III
Description         := A large-scale complex of many fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 331
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 91
Cost Minerals       := 15000
Cost Organics       := 1200
Cost Radioactives   := 7800
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Industry
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 500 radioactives each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Radioactives Extraction Megaplex I
Description         := A large-scale complex of many fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 332
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 92
Cost Minerals       := 20000
Cost Organics       := 2500
Cost Radioactives   := 8800
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Industry
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 600 radioactives each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Radioactives Extraction Megaplex II
Description         := A large-scale complex of many fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 332
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 92
Cost Minerals       := 25000
Cost Organics       := 2600
Cost Radioactives   := 10200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Industry
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 675 radioactives each turn.
Ability 1 Val 1     := 675
Ability 1 Val 2     := 0

Name                := Radioactives Extraction Megaplex III
Description         := A large-scale complex of many fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 332
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 92
Cost Minerals       := 30000
Cost Organics       := 3000
Cost Radioactives   := 12000
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Industry
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 750 radioactives each turn.
Ability 1 Val 1     := 750
Ability 1 Val 2     := 0

Name                := Agrarian Settlement
Description         := The first stage of an organized self-sustaining colonial community focused on sustainable agricultural development.
Facility Group      := Cultural
Facility Family     := 170
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 86
Cost Minerals       := 3000
Cost Organics       := 6000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Agrarian Colonization
Tech Level Req 1    := 1
Number of Abilities := 17
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Planetary organic production increased 100% and research by 3%.
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Planetary mineral production increased 10% and radioactives 5%.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Nets 300 organics, 40 mins and 40 rads each turn.
Ability 3 Val 1     := 40
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0
Ability 6 Type      := Phased Shield Generation
Ability 6 Descr     := 
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Component Destroyed On Use
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 200 extra cargo/deployment spaces.
Ability 9 Val 1     := 200
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Storage - Organics
Ability 10 Descr    := 
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Mineral
Ability 11 Descr    := Can store 2500 minerals for an empire.
Ability 11 Val 1    := 2500 
Ability 11 Val 2    := 0
Ability 12 Type     := Resource Storage - Organics
Ability 12 Descr    := Can store 15000 organics for an empire.
Ability 12 Val 1    := 15000
Ability 12 Val 2    := 0
Ability 13 Type     := Resource Storage - Radioactives
Ability 13 Descr    := Can store 2500 radioactives for an empire.
Ability 13 Val 1    := 2500
Ability 13 Val 2    := 0
Ability 14 Type     := Resource Gen Modifier Planet - Minerals
Ability 14 Descr    := 
Ability 14 Val 1    := 10
Ability 14 Val 2    := 0
Ability 15 Type     := Resource Gen Modifier Planet - Organics
Ability 15 Descr    := 
Ability 15 Val 1    := 100
Ability 15 Val 2    := 0
Ability 16 Type     := Resource Gen Modifier Planet - Radioactives
Ability 16 Descr    := 
Ability 16 Val 1    := 5
Ability 16 Val 2    := 0
Ability 17 Type     := Planet Point Generation Modifier - Research
Ability 17 Descr    := 
Ability 17 Val 1    := 3
Ability 17 Val 2    := 0

Name                := Agrarian Community
Description         := A settled community of colonists, including several developed settlements, focused on sustainable agricultural development.
Facility Group      := Cultural
Facility Family     := 170
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 87
Cost Minerals       := 5000
Cost Organics       := 12000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Agrarian Colonization
Tech Level Req 1    := 2
Number of Abilities := 17
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Planetary organic production increased x 3 and research by 8%.
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Planetary mineral production increased 30% and radioactives 10%.
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Nets 400 organics, 50 mins and 50 rads each turn.
Ability 3 Val 1     := 50
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := 
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0
Ability 6 Type      := Phased Shield Generation
Ability 6 Descr     := 
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Component Destroyed On Use
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 400 extra cargo/deployment spaces.
Ability 9 Val 1     := 400
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Storage - Organics
Ability 10 Descr    := 
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Mineral
Ability 11 Descr    := Can store 3750 minerals for an empire.
Ability 11 Val 1    := 3750
Ability 11 Val 2    := 0
Ability 12 Type     := Resource Storage - Organics
Ability 12 Descr    := Can store 20000 organics for an empire.
Ability 12 Val 1    := 20000
Ability 12 Val 2    := 0
Ability 13 Type     := Resource Storage - Radioactives
Ability 13 Descr    := Can store 3750 radioactives for an empire.
Ability 13 Val 1    := 3750
Ability 13 Val 2    := 0
Ability 14 Type     := Resource Gen Modifier Planet - Minerals
Ability 14 Descr    := 
Ability 14 Val 1    := 30
Ability 14 Val 2    := 0
Ability 15 Type     := Resource Gen Modifier Planet - Organics
Ability 15 Descr    := 
Ability 15 Val 1    := 200
Ability 15 Val 2    := 0
Ability 16 Type     := Resource Gen Modifier Planet - Radioactives
Ability 16 Descr    := 
Ability 16 Val 1    := 10
Ability 16 Val 2    := 0
Ability 17 Type     := Planet Point Generation Modifier - Research
Ability 17 Descr    := 
Ability 17 Val 1    := 8
Ability 17 Val 2    := 0

Name                := Agrarian Society
Description         := A large established society focused on sustainable agricultural development. This includes a local government, cultural institutions, and various interdependent communities and habitats.
Facility Group      := Cultural
Facility Family     := 170
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 88
Cost Minerals       := 15000
Cost Organics       := 30000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Agrarian Colonization
Tech Level Req 1    := 3
Number of Abilities := 17
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Planetary organic production increased x 5 and research by 15%.
Ability 1 Val 1     := 60
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Planetary mineral production increased x 2 and radioactives x 1.5.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Nets 500 organics, 60 mins and 60 rads each turn.
Ability 3 Val 1     := 60
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 40 research points each turn.
Ability 4 Val 1     := 40
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 20 intelligence points per turn.
Ability 5 Val 1     := 20
Ability 5 Val 2     := 0
Ability 6 Type      := Phased Shield Generation
Ability 6 Descr     := Durability represented by 400 phased shield points.
Ability 6 Val 1     := 400
Ability 6 Val 2     := 0
Ability 7 Type      := Component Destroyed On Use
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Planet - Change Population Happiness
Ability 8 Descr     := Improves the happiness of this planet's population.
Ability 8 Val 1     := 1
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 1000 extra cargo/deployment spaces.
Ability 9 Val 1     := 1000
Ability 9 Val 2     := 0
Ability 10 Type     := System Point Generation Modifier - Research
Ability 10 Descr    := Increase all research in a system by 1% (only 1 facility per system effective).
Ability 10 Val 1    := 1
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Mineral
Ability 11 Descr    := Can store 8000 minerals for an empire.
Ability 11 Val 1    := 8000
Ability 11 Val 2    := 0
Ability 12 Type     := Resource Storage - Organics
Ability 12 Descr    := Can store 90000 organics for an empire.
Ability 12 Val 1    := 90000
Ability 12 Val 2    := 0
Ability 13 Type     := Resource Storage - Radioactives
Ability 13 Descr    := Can store 8000 radioactives for an empire.
Ability 13 Val 1    := 8000
Ability 13 Val 2    := 0
Ability 14 Type     := Resource Gen Modifier Planet - Minerals
Ability 14 Descr    := 
Ability 14 Val 1    := 100
Ability 14 Val 2    := 0
Ability 15 Type     := Resource Gen Modifier Planet - Organics
Ability 15 Descr    := 
Ability 15 Val 1    := 400
Ability 15 Val 2    := 0
Ability 16 Type     := Resource Gen Modifier Planet - Radioactives
Ability 16 Descr    := 
Ability 16 Val 1    := 50
Ability 16 Val 2    := 0
Ability 17 Type     := Planet Point Generation Modifier - Research
Ability 17 Descr    := 
Ability 17 Val 1    := 15
Ability 17 Val 2    := 0

Name                := Agrarian Ecosystem
Description         := A network of developed societies focused on maintaining, cultivating, harvesting, and living within an advanced ecosystem.
Facility Group      := Cultural
Facility Family     := 170
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 89
Cost Minerals       := 45000
Cost Organics       := 90000
Cost Radioactives   := 45000
Number of Tech Req  := 1
Tech Area Req 1     := Agrarian Colonization
Tech Level Req 1    := 4
Number of Abilities := 17
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Planetary organic production increased x 7 and research by 60%.
Ability 1 Val 1     := 100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Planetary mineral production increased x 3 and radioactives x 1.75.
Ability 2 Val 1     := 800
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Nets 800 organics, 100 mins and 100 rads each turn.
Ability 3 Val 1     := 100
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 160 research points each turn.
Ability 4 Val 1     := 160
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 40 intelligence points per turn.
Ability 5 Val 1     := 40
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Includes a spaceport.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Phased Shield Generation
Ability 7 Descr     := Durability represented by 1600 phased shield points.
Ability 7 Val 1     := 1600
Ability 7 Val 2     := 0
Ability 8 Type      := Planet - Change Population Happiness
Ability 8 Descr     := Substantially improves the happiness of this planet's population.
Ability 8 Val 1     := 2
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 3000 extra cargo/deployment spaces.
Ability 9 Val 1     := 3000
Ability 9 Val 2     := 0
Ability 10 Type     := System Point Generation Modifier - Research
Ability 10 Descr    := Increase all research in a system by 3% (only 1 facility per system effective).
Ability 10 Val 1    := 3
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Gen Modifier Planet - Minerals
Ability 11 Descr    := 
Ability 11 Val 1    := 200
Ability 11 Val 2    := 0
Ability 12 Type     := Resource Gen Modifier Planet - Organics
Ability 12 Descr    := 
Ability 12 Val 1    := 600
Ability 12 Val 2    := 0
Ability 13 Type     := Resource Gen Modifier Planet - Radioactives
Ability 13 Descr    := 
Ability 13 Val 1    := 75
Ability 13 Val 2    := 0
Ability 14 Type     := Planet Point Generation Modifier - Research
Ability 14 Descr    := 
Ability 14 Val 1    := 60
Ability 14 Val 2    := 0
Ability 15 Type     := Resource Storage - Mineral
Ability 15 Descr    := Can store 24000 minerals for an empire.
Ability 15 Val 1    := 24000
Ability 15 Val 2    := 0
Ability 16 Type     := Resource Storage - Organics
Ability 16 Descr    := Can store 200000 organics for an empire.
Ability 16 Val 1    := 200000
Ability 16 Val 2    := 0
Ability 17 Type     := Resource Storage - Radioactives
Ability 17 Descr    := Can store 24000 radioactives for an empire.
Ability 17 Val 1    := 24000
Ability 17 Val 2    := 0

Name                := Agrarian Cultural Center
Description         := An entire civilization, roughly continental in size, whose industry is built around advanced sustained ecosystem cultivation.
Facility Group      := Cultural
Facility Family     := 171
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 90
Cost Minerals       := 500000
Cost Organics       := 2000000
Cost Radioactives   := 500000
Number of Tech Req  := 1
Tech Area Req 1     := Agrarian Colonization
Tech Level Req 1    := 5
Number of Abilities := 20
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Planetary organic production increased x 10 and research x 6.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Planetary radioactive and mineral production increased x 4.
Ability 2 Val 1     := 2400
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Nets 2400 organics, 400 mins and 400 rads each turn.
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 900 research points each turn.
Ability 4 Val 1     := 900
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 250 intelligence points per turn.
Ability 5 Val 1     := 250
Ability 5 Val 2     := 0
Ability 6 Type      := Spaceport
Ability 6 Descr     := Includes spaceports with unlimited supplies.
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Supply Generation
Ability 7 Descr     := 
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Change Population Happiness - System
Ability 8 Descr     := Improves the happiness of the populations who live in this system.
Ability 8 Val 1     := 2
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 100000 extra cargo/deployment spaces.
Ability 9 Val 1     := 100000
Ability 9 Val 2     := 0
Ability 10 Type     := System Point Generation Modifier - Research
Ability 10 Descr    := Increase all research in a system by 9% (only 1 facility per system effective).
Ability 10 Val 1    := 9
Ability 10 Val 2    := 0
Ability 11 Type     := Phased Shield Generation
Ability 11 Descr    := Durability represented by 10000 phased shield points. 
Ability 11 Val 1    := 10000
Ability 11 Val 2    := 0
Ability 12 Type     := Planet - Change Population Happiness
Ability 12 Descr    := Greatly improves the happiness of this planet's population.
Ability 12 Val 1    := 3
Ability 12 Val 2    := 0
Ability 13 Type     := Change Bad Event Chance - System
Ability 13 Descr    := 
Ability 13 Val 1    := -30
Ability 13 Val 2    := 0
Ability 14 Type     := Planet Point Generation Modifier - Research
Ability 14 Descr    := 
Ability 14 Val 1    := 500
Ability 14 Val 2    := 0
Ability 15 Type     := Resource Storage - Mineral
Ability 15 Descr    := Can store 400000 minerals for an empire.
Ability 15 Val 1    := 400000
Ability 15 Val 2    := 0
Ability 16 Type     := Resource Storage - Organics
Ability 16 Descr    := Can store 1500000 organics for an empire.
Ability 16 Val 1    := 1500000
Ability 16 Val 2    := 0
Ability 17 Type     := Resource Storage - Radioactives
Ability 17 Descr    := Can store 120000 radioactives for an empire.
Ability 17 Val 1    := 120000
Ability 17 Val 2    := 0
Ability 18 Type     := Resource Gen Modifier Planet - Minerals
Ability 18 Descr    := 
Ability 18 Val 1    := 300
Ability 18 Val 2    := 0
Ability 19 Type     := Resource Gen Modifier Planet - Organics
Ability 19 Descr    := 
Ability 19 Val 1    := 900
Ability 19 Val 2    := 0
Ability 20 Type     := Resource Gen Modifier Planet - Radioactives
Ability 20 Descr    := 
Ability 20 Val 1    := 300
Ability 20 Val 2    := 0

Name                := Space Port
Description         := Facility which processes all generated resources in its system and makes them available for the empire.
Facility Group      := Resource Extraction
Facility Family     := 7
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 7
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Number of Abilities := 2
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      := Emergency Energy
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Distribution Center I
Description         := Facility which processes all generated resources in its system and makes them available for the empire. Includes storage depots, as well.
Facility Group      := Resource Extraction
Facility Family     := 7
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 7
Cost Minerals       := 9000
Cost Organics       := 1000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Large Support Facilities
Tech Level Req 2    := 1
Number of Abilities := 6
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      := Resource Storage - Mineral
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 20000 minerals for an empire.
Ability 3 Val 1     := 20000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Organics
Ability 4 Descr     := Can store 2000 organics for an empire.
Ability 4 Val 1     := 2000
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Radioactives
Ability 5 Descr     := Can store 2000 radioactives for an empire.
Ability 5 Val 1     := 2000
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 600 extra unit spaces on a planet.
Ability 6 Val 1     := 600
Ability 6 Val 2     := 0

Name                := Distribution Center II
Description         := Facility which processes all generated resources in its system and makes them available for the empire. Includes storage depots, as well.
Facility Group      := Resource Extraction
Facility Family     := 7
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 7
Cost Minerals       := 9000
Cost Organics       := 1000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Large Support Facilities
Tech Level Req 2    := 1
Number of Abilities := 6
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      := Resource Storage - Mineral
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 30000 minerals for an empire.
Ability 3 Val 1     := 30000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Organics
Ability 4 Descr     := Can store 3000 organics for an empire.
Ability 4 Val 1     := 3000
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Radioactives
Ability 5 Descr     := Can store 3000 radioactives for an empire.
Ability 5 Val 1     := 3000
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 900 extra unit spaces on a planet.
Ability 6 Val 1     := 900
Ability 6 Val 2     := 0

Name                := Distribution Center III
Description         := Facility which processes all generated resources in its system and makes them available for the empire. Includes storage depots, as well.
Facility Group      := Resource Extraction
Facility Family     := 7
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 7
Cost Minerals       := 9000
Cost Organics       := 1000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Large Support Facilities
Tech Level Req 2    := 1
Number of Abilities := 6
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      := Resource Storage - Mineral
Ability 2 Descr     := 
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 40000 minerals for an empire.
Ability 3 Val 1     := 40000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Organics
Ability 4 Descr     := Can store 4000 organics for an empire.
Ability 4 Val 1     := 4000
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Radioactives
Ability 5 Descr     := Can store 4000 radioactives for an empire.
Ability 5 Val 1     := 4000
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 1200 extra unit spaces on a planet.
Ability 6 Val 1     := 1200
Ability 6 Val 2     := 0

Name                := Resupply Depot
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Resupply
Facility Family     := 8
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 35
Cost Minerals       := 6000
Cost Organics       := 500
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Resupply
Tech Level Req 1    := 1
Number of Abilities := 2
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Emergency Resupply
Ability 2 Descr     := 
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0

Name                := Space Port + Supply Depot
Description         := A space port and supply hub combined in one large-scale facility.
Facility Group      := Resupply
Facility Family     := 8
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 97
Cost Minerals       := 13000
Cost Organics       := 1200
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resupply
Tech Level Req 1    := 1
Tech Area Req 2     := Large Support Facilities
Tech Level Req 2    := 2
Number of Abilities := 2
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      := Supply Generation
Ability 2 Descr     := Can generate unlimited supplies each turn for ships.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Minor Spaceport City
Description         := This facility represents a community centered around a small space-age city with a spaceport and a supply depot. This includes emerging cultural institutions such as local government, artistic groups, schools, civilian infrastructure, an urban community, and surrounding supporting communities of many sorts.
Facility Group      := Cultural
Facility Family     := 70
Roman Numeral       := 13
Restrictions        := None
Pic Num             := 81
Cost Minerals       := 21000
Cost Organics       := 16200
Cost Radioactives   := 20000
Number of Tech Req  := 1
Tech Area Req 1     := Colonial Development
Tech Level Req 1    := 1
Number of Abilities := 17
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Planetary mineral production x 2 and research by 16%.
Ability 1 Val 1     := 175
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Planetary radioactives production increased 20%.
Ability 2 Val 1     := 70
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Nets 175 minerals, 70 orgs and 70 rads each turn.
Ability 3 Val 1     := 70
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 25 research points each turn.
Ability 4 Val 1     := 25
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 5 intelligence points per turn.
Ability 5 Val 1     := 5
Ability 5 Val 2     := 0
Ability 6 Type      := Phased Shield Generation
Ability 6 Descr     := Durability represented by 200 phased shield points.
Ability 6 Val 1     := 200
Ability 6 Val 2     := 0
Ability 7 Type      := Spaceport
Ability 7 Descr     := Includes a space port and resupply depot.
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Supply Generation
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 600 extra cargo/deployment spaces.
Ability 9 Val 1     := 600
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Storage - Organics
Ability 10 Descr    := 
Ability 10 Val 1    := 0
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Mineral
Ability 11 Descr    := Can store 12000 minerals for an empire.
Ability 11 Val 1    := 12000
Ability 11 Val 2    := 0
Ability 12 Type     := Resource Storage - Organics
Ability 12 Descr    := Can store 9000 organics for an empire.
Ability 12 Val 1    := 9000
Ability 12 Val 2    := 0
Ability 13 Type     := Resource Storage - Radioactives
Ability 13 Descr    := Can store 12000 radioactives for an empire.
Ability 13 Val 1    := 12000
Ability 13 Val 2    := 0
Ability 14 Type     := Resource Gen Modifier Planet - Minerals
Ability 14 Descr    := 
Ability 14 Val 1    := 100
Ability 14 Val 2    := 0
Ability 15 Type     := Resource Gen Modifier Planet - Organics
Ability 15 Descr    := 
Ability 15 Val 1    := 0
Ability 15 Val 2    := 0
Ability 16 Type     := Resource Gen Modifier Planet - Radioactives
Ability 16 Descr    := 
Ability 16 Val 1    := 20
Ability 16 Val 2    := 0
Ability 17 Type     := Planet Point Generation Modifier - Research
Ability 17 Descr    := 
Ability 17 Val 1    := 16
Ability 17 Val 2    := 0

Name                := Spaceport City
Description         := This facility represents an entire community centered around a space-age city with a spaceport and a supply depot. This includes cultural institutions such as local government, artistic groups, schools, civilian infrastructure, an urban community, and surrounding supporting communities of many sorts.
Facility Group      := Cultural
Facility Family     := 70
Roman Numeral       := 14
Restrictions        := None
Pic Num             := 81
Cost Minerals       := 28500
Cost Organics       := 23700
Cost Radioactives   := 27500
Number of Tech Req  := 1
Tech Area Req 1     := Colonial Development
Tech Level Req 1    := 2
Number of Abilities := 17
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Planetary mineral production x 2.5 and research by 30%.
Ability 1 Val 1     := 200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Planetary radioactives production increased 25%.
Ability 2 Val 1     := 80
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Nets 200 minerals, 80 orgs and 80 rads each turn.
Ability 3 Val 1     := 80
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 50 research points each turn.
Ability 4 Val 1     := 50
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 15 intelligence points per turn.
Ability 5 Val 1     := 15
Ability 5 Val 2     := 0
Ability 6 Type      := Phased Shield Generation
Ability 6 Descr     := Durability represented by 400 phased shield points.
Ability 6 Val 1     := 400
Ability 6 Val 2     := 0
Ability 7 Type      := Spaceport
Ability 7 Descr     := Includes a space port and resupply depot.
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Supply Generation
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 800 extra cargo/deployment spaces.
Ability 9 Val 1     := 800
Ability 9 Val 2     := 0
Ability 10 Type     := System Point Generation Modifier - Research
Ability 10 Descr    := Increase all research in a system by 1% (only 1 facility per system effective).
Ability 10 Val 1    := 1
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Mineral
Ability 11 Descr    := Can store 15000 minerals for an empire.
Ability 11 Val 1    := 15000
Ability 11 Val 2    := 0
Ability 12 Type     := Resource Storage - Organics
Ability 12 Descr    := Can store 10000 organics for an empire.
Ability 12 Val 1    := 10000
Ability 12 Val 2    := 0
Ability 13 Type     := Resource Storage - Radioactives
Ability 13 Descr    := Can store 14000 radioactives for an empire.
Ability 13 Val 1    := 14000
Ability 13 Val 2    := 0
Ability 14 Type     := Resource Gen Modifier Planet - Minerals
Ability 14 Descr    := 
Ability 14 Val 1    := 150
Ability 14 Val 2    := 0
Ability 15 Type     := Resource Gen Modifier Planet - Organics
Ability 15 Descr    := 
Ability 15 Val 1    := 0
Ability 15 Val 2    := 0
Ability 16 Type     := Resource Gen Modifier Planet - Radioactives
Ability 16 Descr    := 
Ability 16 Val 1    := 25
Ability 16 Val 2    := 0
Ability 17 Type     := Planet Point Generation Modifier - Research
Ability 17 Descr    := 
Ability 17 Val 1    := 30
Ability 17 Val 2    := 0

Name                := Major Spaceport City
Description         := This facility represents an entire community centered around a major space-age city with a spaceport and a supply depot. This includes developed cultural institutions such as local government, artistic groups, schools, established civilian infrastructure, a settled urban community, and surrounding supporting communities of many sorts.
Facility Group      := Cultural
Facility Family     := 70
Roman Numeral       := 15
Restrictions        := None
Pic Num             := 81
Cost Minerals       := 41000
Cost Organics       := 36200
Cost Radioactives   := 40000
Number of Tech Req  := 1
Tech Area Req 1     := Colonial Development
Tech Level Req 1    := 3
Number of Abilities := 17
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Planetary mineral production x 3 and research by 50%.
Ability 1 Val 1     := 250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Planetary radioactives production increased 50%.
Ability 2 Val 1     := 100
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Nets 250 minerals, 100 orgs and 100 rads each turn.
Ability 3 Val 1     := 100
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 100 research points each turn.
Ability 4 Val 1     := 100
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 30 intelligence points per turn.
Ability 5 Val 1     := 30
Ability 5 Val 2     := 0
Ability 6 Type      := Phased Shield Generation
Ability 6 Descr     := Durability represented by 500 phased shield points.
Ability 6 Val 1     := 500
Ability 6 Val 2     := 0
Ability 7 Type      := Spaceport
Ability 7 Descr     := Includes a space port and resupply depot.
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Supply Generation
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0
Ability 9 Type      := Cargo Storage
Ability 9 Descr     := Provides 1200 extra cargo/deployment spaces.
Ability 9 Val 1     := 1200
Ability 9 Val 2     := 0
Ability 10 Type     := System Point Generation Modifier - Research
Ability 10 Descr    := Increase all research in a system by 2% (only 1 facility per system effective).
Ability 10 Val 1    := 2
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Mineral
Ability 11 Descr    := Can store 20000 minerals for an empire.
Ability 11 Val 1    := 20000
Ability 11 Val 2    := 0
Ability 12 Type     := Resource Storage - Organics
Ability 12 Descr    := Can store 12000 organics for an empire.
Ability 12 Val 1    := 12000
Ability 12 Val 2    := 0
Ability 13 Type     := Resource Storage - Radioactives
Ability 13 Descr    := Can store 17000 radioactives for an empire.
Ability 13 Val 1    := 17000
Ability 13 Val 2    := 0
Ability 14 Type     := Resource Gen Modifier Planet - Minerals
Ability 14 Descr    := 
Ability 14 Val 1    := 200
Ability 14 Val 2    := 0
Ability 15 Type     := Resource Gen Modifier Planet - Organics
Ability 15 Descr    := 
Ability 15 Val 1    := 0
Ability 15 Val 2    := 0
Ability 16 Type     := Resource Gen Modifier Planet - Radioactives
Ability 16 Descr    := 
Ability 16 Val 1    := 50
Ability 16 Val 2    := 0
Ability 17 Type     := Planet Point Generation Modifier - Research
Ability 17 Descr    := 
Ability 17 Val 1    := 50
Ability 17 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       := 2000
Cost Radioactives   := 2500
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Number of Abilities := 5
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 1000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 3 components per turn.
Ability 4 Val 1     := 3
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 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       := 11000
Cost Organics       := 2100
Cost Radioactives   := 2750
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 4
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2250 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2250
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1125 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1125
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1125 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1125
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 3 components per turn.
Ability 4 Val 1     := 3
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 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       := 12000
Cost Organics       := 2200
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 5
Number of Abilities := 5
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 1250 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1250
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1250 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1250
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 3 components per turn.
Ability 4 Val 1     := 3
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 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       := 13000
Cost Organics       := 2300
Cost Radioactives   := 3250
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 7
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2750 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2750
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1375 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1375
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1375 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1375
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 4 components per turn.
Ability 4 Val 1     := 4
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 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       := 14000
Cost Organics       := 2400
Cost Radioactives   := 3500
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 8
Number of Abilities := 5
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 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 4 components per turn.
Ability 4 Val 1     := 4
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 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       := 15000
Cost Organics       := 2500
Cost Radioactives   := 3750
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 9
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 3200 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3200
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1600 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1600
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1600 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1600
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 4 components per turn.
Ability 4 Val 1     := 4
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Space Yard Facility VII
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 16000
Cost Organics       := 2600
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 10
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 3400 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3400
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1700 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1700
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1700 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1700
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Space Yard Facility VIII
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 17000
Cost Organics       := 2700
Cost Radioactives   := 4250
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 11
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 3600 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3600
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1800 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1800
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1800 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1800
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Space Yard Facility IX
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 18000
Cost Organics       := 2800
Cost Radioactives   := 4500
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 12
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 3800 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3800
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1900 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1900
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1900 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1900
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Space Yard Facility X
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 19000
Cost Organics       := 2900
Cost Radioactives   := 4750
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 13
Number of Abilities := 5
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 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 6 components per turn.
Ability 4 Val 1     := 6
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Space Yard Facility XI
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 11
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 20000
Cost Organics       := 3000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 14
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 4100 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 4100
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2050 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2050
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2050 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2050
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 6 components per turn.
Ability 4 Val 1     := 6
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Space Yard Facility XII
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 12
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 21000
Cost Organics       := 3100
Cost Radioactives   := 5250
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 4200 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 4200
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2100 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2100
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2100 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2100
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 6 components per turn.
Ability 4 Val 1     := 6
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Space Yard Facility XIII
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 13
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 22000
Cost Organics       := 3200
Cost Radioactives   := 5500
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 16
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 4300 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 4300
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2150 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2150
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2150 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2150
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 7 components per turn.
Ability 4 Val 1     := 7
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Space Yard Facility XIV
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 14
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 23000
Cost Organics       := 3300
Cost Radioactives   := 5750
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 17
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 4400 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 4400
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2200 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2200
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2200 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2200
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 7 components per turn.
Ability 4 Val 1     := 7
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Space Yard Facility XV
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 15
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 24000
Cost Organics       := 3400
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 18
Number of Abilities := 5
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 2250 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2250
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2250 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2250
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 7 components per turn.
Ability 4 Val 1     := 7
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Organic Space Yard Facility I
Description         := Large organic construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 203
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 65
Cost Minerals       := 5000
Cost Organics       := 10000
Cost Radioactives   := 2500
Number of Tech Req  := 1
Tech Area Req 1     := Organic Space Yards
Tech Level Req 1    := 1
Number of Abilities := 5
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 1000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 3 components per turn.
Ability 4 Val 1     := 3
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Organic Space Yard Facility II
Description         := Large organic construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 203
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 65
Cost Minerals       := 5500
Cost Organics       := 11000
Cost Radioactives   := 2750
Number of Tech Req  := 1
Tech Area Req 1     := Organic Space Yards
Tech Level Req 1    := 4
Number of Abilities := 5
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 2250 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2250
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1125 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1125
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 3 components per turn.
Ability 4 Val 1     := 3
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Organic Space Yard Facility III
Description         := Large organic construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 203
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 65
Cost Minerals       := 6000
Cost Organics       := 12000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Organic Space Yards
Tech Level Req 1    := 5
Number of Abilities := 5
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 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 1250 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1250
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 3 components per turn.
Ability 4 Val 1     := 3
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Organic Space Yard Facility IV
Description         := Large organic construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 203
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 65
Cost Minerals       := 6500
Cost Organics       := 13000
Cost Radioactives   := 3250
Number of Tech Req  := 1
Tech Area Req 1     := Organic Space Yards
Tech Level Req 1    := 7
Number of Abilities := 5
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 2750 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2750
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1375 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1375
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 4 components per turn.
Ability 4 Val 1     := 4
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Organic Space Yard Facility V
Description         := Large organic construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 203
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 65
Cost Minerals       := 7000
Cost Organics       := 14000
Cost Radioactives   := 3500
Number of Tech Req  := 1
Tech Area Req 1     := Organic Space Yards
Tech Level Req 1    := 8
Number of Abilities := 5
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 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 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 4 components per turn.
Ability 4 Val 1     := 4
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Organic Space Yard Facility VI
Description         := Large organic construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 203
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 65
Cost Minerals       := 7500
Cost Organics       := 15000
Cost Radioactives   := 3750
Number of Tech Req  := 1
Tech Area Req 1     := Organic Space Yards
Tech Level Req 1    := 9
Number of Abilities := 5
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 3200 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3200
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1600 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1600
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 4 components per turn.
Ability 4 Val 1     := 4
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Organic Space Yard Facility VII
Description         := Large organic construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 203
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 65
Cost Minerals       := 8000
Cost Organics       := 16000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1     := Organic Space Yards
Tech Level Req 1    := 10
Number of Abilities := 5
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 3400 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3400
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1700 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1700
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Organic Space Yard Facility VIII
Description         := Large organic construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 203
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 65
Cost Minerals       := 8500
Cost Organics       := 17000
Cost Radioactives   := 4250
Number of Tech Req  := 1
Tech Area Req 1     := Organic Space Yards
Tech Level Req 1    := 11
Number of Abilities := 5
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 3600 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3600
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1800 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1800
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Organic Space Yard Facility IX
Description         := Large organic construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 203
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 65
Cost Minerals       := 9000
Cost Organics       := 18000
Cost Radioactives   := 4500
Number of Tech Req  := 1
Tech Area Req 1     := Organic Space Yards
Tech Level Req 1    := 12
Number of Abilities := 5
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 3800 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3800
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1900 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1900
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Organic Space Yard Facility X
Description         := Large organic construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 203
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 65
Cost Minerals       := 9500
Cost Organics       := 19000
Cost Radioactives   := 4750
Number of Tech Req  := 1
Tech Area Req 1     := Organic Space Yards
Tech Level Req 1    := 13
Number of Abilities := 5
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 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 2000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 6 components per turn.
Ability 4 Val 1     := 6
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Organic Space Yard Facility XI
Description         := Large organic construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 203
Roman Numeral       := 11
Restrictions        := None
Pic Num             := 65
Cost Minerals       := 10000
Cost Organics       := 20000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Organic Space Yards
Tech Level Req 1    := 14
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2050 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2050
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 4100 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 4100
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2050 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2050
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 6 components per turn.
Ability 4 Val 1     := 6
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Organic Space Yard Facility XII
Description         := Large organic construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 203
Roman Numeral       := 12
Restrictions        := None
Pic Num             := 65
Cost Minerals       := 10500
Cost Organics       := 21000
Cost Radioactives   := 5250
Number of Tech Req  := 1
Tech Area Req 1     := Organic Space Yards
Tech Level Req 1    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2100 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2100
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 4200 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 4200
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2100 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2100
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 6 components per turn.
Ability 4 Val 1     := 6
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Organic Space Yard Facility XIII
Description         := Large organic construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 203
Roman Numeral       := 13
Restrictions        := None
Pic Num             := 65
Cost Minerals       := 11000
Cost Organics       := 22000
Cost Radioactives   := 5500
Number of Tech Req  := 1
Tech Area Req 1     := Organic Space Yards
Tech Level Req 1    := 16
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2150 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2150
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 4300 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 4300
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2150 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2150
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 7 components per turn.
Ability 4 Val 1     := 7
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Organic Space Yard Facility XIV
Description         := Large organic construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 203
Roman Numeral       := 14
Restrictions        := None
Pic Num             := 65
Cost Minerals       := 11500
Cost Organics       := 23000
Cost Radioactives   := 5750
Number of Tech Req  := 1
Tech Area Req 1     := Organic Space Yards
Tech Level Req 1    := 17
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2200 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2200
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 4400 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 4400
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2200 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2200
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 7 components per turn.
Ability 4 Val 1     := 7
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Organic Space Yard Facility XV
Description         := Large organic construction facility which allows the construction of ships in space.
Facility Group      := Space Yard
Facility Family     := 203
Roman Numeral       := 15
Restrictions        := None
Pic Num             := 65
Cost Minerals       := 12000
Cost Organics       := 24000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := Organic Space Yards
Tech Level Req 1    := 18
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2250 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2250
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 2250 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2250
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 7 components per turn.
Ability 4 Val 1     := 7
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 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       := 4000
Cost Radioactives   := 15000
Number of Tech Req  := 2
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 4
Tech Area Req 2     := Space Yards
Tech Level Req 2    := 1
Number of Abilities := 5
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 1750 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1750
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1750 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1750
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 3 components per turn.
Ability 4 Val 1     := 3
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 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       := 22000
Cost Organics       := 4100
Cost Radioactives   := 16500
Number of Tech Req  := 2
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 5
Tech Area Req 2     := Space Yards
Tech Level Req 2    := 3
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 3750 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3750
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1875 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1875
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1875 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1875
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 3 components per turn.
Ability 4 Val 1     := 3
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 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       := 24000
Cost Organics       := 4200
Cost Radioactives   := 18000
Number of Tech Req  := 2
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 5
Tech Area Req 2     := Space Yards
Tech Level Req 2    := 5
Number of Abilities := 5
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 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 3 components per turn.
Ability 4 Val 1     := 3
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 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       := 26000
Cost Organics       := 4300
Cost Radioactives   := 19500
Number of Tech Req  := 2
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 5
Tech Area Req 2     := Space Yards
Tech Level Req 2    := 7
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 4250 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 4250
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2125 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2125
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2125 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2125
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 4 components per turn.
Ability 4 Val 1     := 4
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 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       := 28000
Cost Organics       := 4400
Cost Radioactives   := 21000
Number of Tech Req  := 2
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 6
Tech Area Req 2     := Space Yards
Tech Level Req 2    := 8
Number of Abilities := 5
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 2250 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2250
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2250 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2250
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 4 components per turn.
Ability 4 Val 1     := 4
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Temporal Space Yard Facility VI
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       := 6
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 30000
Cost Organics       := 4500
Cost Radioactives   := 22500
Number of Tech Req  := 2
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 6
Tech Area Req 2     := Space Yards
Tech Level Req 2    := 9
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 4700 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 4700
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2350 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2350
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2350 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2350
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 4 components per turn.
Ability 4 Val 1     := 4
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Temporal Space Yard Facility VII
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       := 7
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 32000
Cost Organics       := 4600
Cost Radioactives   := 24000
Number of Tech Req  := 2
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 6
Tech Area Req 2     := Space Yards
Tech Level Req 2    := 10
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 4900 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 4900
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2450 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2450
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2450 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2450
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Temporal Space Yard Facility VIII
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       := 8
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 34000
Cost Organics       := 4700
Cost Radioactives   := 25500
Number of Tech Req  := 2
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 6
Tech Area Req 2     := Space Yards
Tech Level Req 2    := 11
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 5100 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 5100
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2550 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2550
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2550 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2550
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Temporal Space Yard Facility IX
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       := 9
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 36000
Cost Organics       := 4800
Cost Radioactives   := 27000
Number of Tech Req  := 2
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 6
Tech Area Req 2     := Space Yards
Tech Level Req 2    := 12
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 5300 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 5300
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2650 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2650
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2650 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2650
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Temporal Space Yard Facility X
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       := 10
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 38000
Cost Organics       := 4900
Cost Radioactives   := 28500
Number of Tech Req  := 2
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 6
Tech Area Req 2     := Space Yards
Tech Level Req 2    := 13
Number of Abilities := 5
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 2750 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2750
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2750 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2750
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 6 components per turn.
Ability 4 Val 1     := 6
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Temporal Space Yard Facility XI
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       := 11
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 40000
Cost Organics       := 5000
Cost Radioactives   := 30000
Number of Tech Req  := 2
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 6
Tech Area Req 2     := Space Yards
Tech Level Req 2    := 14
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 5600 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 5600
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2800 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2800
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2800 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2800
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 6 components per turn.
Ability 4 Val 1     := 6
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Temporal Space Yard Facility XII
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       := 12
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 42000
Cost Organics       := 5100
Cost Radioactives   := 31500
Number of Tech Req  := 2
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 6
Tech Area Req 2     := Space Yards
Tech Level Req 2    := 15
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 5700 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 5700
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2850 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2850
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2850 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2850
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 6 components per turn.
Ability 4 Val 1     := 6
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Temporal Space Yard Facility XIII
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       := 13
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 44000
Cost Organics       := 5200
Cost Radioactives   := 33000
Number of Tech Req  := 2
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 6
Tech Area Req 2     := Space Yards
Tech Level Req 2    := 16
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 5800 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 5800
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2900 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2900
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2900 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2900
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 7 components per turn.
Ability 4 Val 1     := 7
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Temporal Space Yard Facility XIV
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       := 14
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 46000
Cost Organics       := 5300
Cost Radioactives   := 34500
Number of Tech Req  := 2
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 6
Tech Area Req 2     := Space Yards
Tech Level Req 2    := 17
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 5900 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 5900
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2950 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2950
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2950 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2950
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 7 components per turn.
Ability 4 Val 1     := 7
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Temporal Space Yard Facility XV
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       := 15
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 48000
Cost Organics       := 5400
Cost Radioactives   := 36000
Number of Tech Req  := 2
Tech Area Req 1     := Temporal Technology
Tech Level Req 1    := 6
Tech Area Req 2     := Space Yards
Tech Level Req 2    := 18
Number of Abilities := 5
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 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 7 components per turn.
Ability 4 Val 1     := 7
Ability 4 Val 2     := 0
Ability 5 Type      := Palace
Ability 5 Descr     := 
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

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

