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FACILITY DATA FILE - Captain Kwok's Balance Mod v125+
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*BEGIN*
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//-------------------------------------------------------------------------------------
// Space Port, Resupply, Space Yards
//-------------------------------------------------------------------------------------
Name                                            := Space Port
Description                                     := Processes generated resources and points in its system and makes them available for the empire.
Facility Group                                  := Resource Extraction
XFile Class Name                                := Spaceport
Picture Number                                  := 2
Maximum Level                                   := 1
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000
Cost Minerals Formula                           := 1200
Cost Organics Formula                           := 200
Cost Radioactives Formula                       := 100
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 1 in Storage.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Storage") >= 1
Number of Abilities                             := 1
Ability 1 Type                                  := Points Added to Empire Pool
Ability 1 Description                           := Space Port automatically transports all resources and points from this system to the [%ScopePlayerName%].
Ability 1 Scope                                 := System - This Player
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 0

Name                                            := Resupply Depot
Description                                     := Provides supplies and ordnance to vehicles in the same system.
Facility Group                                  := Resupply
XFile Class Name                                := Resupply Depot
Picture Number                                  := 3
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 25)
Cost Minerals Formula                           := 1000 + (([%Level%] - 1) * 50)
Cost Organics Formula                           := 200 + (([%Level%] - 1) * 10)
Cost Radioactives Formula                       := 200 + (([%Level%] - 1) * 10)
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 1 in Resupply.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Resupply") >= iif([%Level%] = 1, 1, ([%Level%] - 1) * 2)
Number of Abilities                             := 4
Ability 1 Type                                  := Supply Generation
Ability 1 Description                           := Resupply Depot generates [%Amount1%] supplies each turn.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 10000 + (([%Level%] - 1) * 1000)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Ordnance Generation
Ability 2 Description                           := Resupply Depot generates [%Amount1%] ordnance each turn.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 5000 + (([%Level%] - 1) * 500)
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Remote Supply Distribution
Ability 3 Description                           := Resupply Depot distributes up to [%Amount1%] supplies to vehicles in the system per turn.
Ability 3 Scope                                 := System - This Player
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 2500 + (([%Level%] - 1) * 250)
Ability 3 Amount 2 Formula                      := 0
Ability 4 Type                                  := Remote Ordnance Distribution
Ability 4 Description                           := Resupply Depot distributes up to [%Amount1%] ordnance to vehicles in the system per turn.
Ability 4 Scope                                 := System - This Player
Ability 4 Range Formula                         := 0
Ability 4 Amount 1 Formula                      := 1000 + (([%Level%] - 1) * 100)
Ability 4 Amount 2 Formula                      := 0

Name                                            := Space Yard Facility
Description                                     := Allows the construction of vehicles in space.
Facility Group                                  := Space Yard
XFile Class Name                                := SpaceYard
Picture Number                                  := 1
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 50)
Cost Minerals Formula                           := 2000 + (([%Level%] - 1) * 100)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 500 + (([%Level%] - 1) * 25)
Number Of Requirements                          := 2
Requirements Evaluation Availability            := 1
Requirements Evaluation Allows Placement        := 2
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 1 in Space Yards.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Space Yards") >= [%Level%]
Requirement 2 Description                       := Only one Space Yard per planet allowed.
Requirement 2 Formula                           := (Get_Planet_Ability_Facility_Count("Space Yard") = 0) and (Get_Queue_Ability_Facility_Count("Space Yard") = 0) and ([%NumQueueItemsAdding%] = 1)
Number of Abilities                             := 7
Ability 1 Type                                  := Space Yard
Ability 1 Description                           := Constructs with [%Amount2%] minerals per turn.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 1
Ability 1 Amount 2 Formula                      := 500 + (([%Level%] - 1) * 50)
Ability 2 Type                                  := Space Yard
Ability 2 Description                           := Constructs with [%Amount2%] organics per turn.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 2
Ability 2 Amount 2 Formula                      := 500 + (([%Level%] - 1) * 50)
Ability 3 Type                                  := Space Yard
Ability 3 Description                           := Constructs with [%Amount2%] radioactives per turn.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 3
Ability 3 Amount 2 Formula                      := 500 + (([%Level%] - 1) * 50)
Ability 4 Type                                  := Tonnage Repair Ship
Ability 4 Description                           := Repairs [%Amount1%]kT of ship tonnage per turn.
Ability 4 Scope                                 := Space Object
Ability 4 Range Formula                         := 0
Ability 4 Amount 1 Formula                      := 100 + (([%Level%] - 1) * 10)
Ability 4 Amount 2 Formula                      := 0
Ability 5 Type                                  := Tonnage Repair Unit
Ability 5 Description                           := Repairs [%Amount1%]kT of unit tonnage per turn.
Ability 5 Scope                                 := Space Object
Ability 5 Range Formula                         := 0
Ability 5 Amount 1 Formula                      := 100 + (([%Level%] - 1) * 10)
Ability 5 Amount 2 Formula                      := 0
Ability 6 Type                                  := Tonnage Repair Facility
Ability 6 Description                           := Repairs [%Amount1%]kT of facility tonnage per turn.
Ability 6 Scope                                 := Space Object
Ability 6 Range Formula                         := 0
Ability 6 Amount 1 Formula                      := 500 + (([%Level%] - 1) * 50)
Ability 6 Amount 2 Formula                      := 0
Ability 7 Type                                  := Description Only
Ability 7 Description                           := Space Yard generates [%Amount1%] pollution points.
Ability 7 Scope                                 := Space Object
Ability 7 Range Formula                         := 0
Ability 7 Amount 1 Formula                      := 5
Ability 7 Amount 2 Formula                      := 0

Name                                            := Components Factory
Description                                     := Automated factory that constructs modular components for more efficient vehicle construction.
Facility Group                                  := Space Yard
XFile Class Name                                := Components Factory
Picture Number                                  := 56
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 100)
Cost Minerals Formula                           := 2000 + (([%Level%] - 1) * 200)
Cost Organics Formula                           := 400
Cost Radioactives Formula                       := 1000 + (([%Level%] - 1) * 200)
Number Of Requirements                          := 2
Requirements Evaluation Availability            := 1
Requirements Evaluation Allows Placement        := 2
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 1 in Robotics.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Robotics") >= iif([%Level%] <= 3, [%Level%], ((2 * [%Level%]) - 3))
Requirement 2 Description                       := Only 1 Components Factory per planet is allowed.
Requirement 2 Formula                           := (Get_Planet_Specific_Facility_Count("Components Factory") = 0) and (Get_Queue_Specific_Facility_Count("Components Factory") = 0) and ([%NumQueueItemsAdding%] = 1)
Number of Abilities                             := 2
Ability 1 Type                                  := Space Yard Rate Modifier
Ability 1 Description                           := Components Factory increases Space Yard construction rates in the sector by [%Amount1%]%.
Ability 1 Scope                                 := Sector - This Player
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := (5 * [%Level%])
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Components Factory generates [%Amount1%] pollution points.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 5
Ability 2 Amount 2 Formula                      := 0

Name                                            := System Robotoid Factory
Description                                     := Provides robotic workers that increase the construction rate for all Space Yards in a system.
Facility Group                                  := Space Yard
XFile Class Name                                := Robotoid Factory
Picture Number                                  := 9
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 250)
Cost Minerals Formula                           := 4000 + (([%Level%] - 1) * 1000)
Cost Organics Formula                           := 800
Cost Radioactives Formula                       := 2000 + (([%Level%] - 1) * 500)
Number Of Requirements                          := 2
Requirements Evaluation Availability            := 1
Requirements Evaluation Allows Placement        := 2
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 4 in Robotics.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Robotics") >= ((2 * [%Level%]) + 2)
Requirement 2 Description                       := Only 1 System Robotoid Factory per system allowed.
Requirement 2 Formula                           := (Get_System_Specific_Facility_Count("System Robotoid Factory") = 0) and (Get_System_Queues_Specific_Facility_Count("System Robotoid Factory") = 0) and ([%NumQueueItemsAdding%] = 1)
Number of Abilities                             := 2
Ability 1 Type                                  := Space Yard Rate Modifier
Ability 1 Description                           := System Robotoid Factory increases all Space Yard construction rates in the system by [%Amount1%]%.
Ability 1 Scope                                 := System - This Player
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := (5 * [%Level%])
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := System Robotoid Factory generates [%Amount1%] pollution points.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 10
Ability 2 Amount 2 Formula                      := 0

Name                                            := Ultra-Recycler
Description                                     := Advanced recycling techniques for reclaiming used resources.
Facility Group                                  := Resource Extraction
XFile Class Name                                := Ultra Recycler
Picture Number                                  := 16
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 125)
Cost Minerals Formula                           := 1600 + (([%Level%] - 1) * 100)
Cost Organics Formula                           := 200
Cost Radioactives Formula                       := 800 + (([%Level%] - 1) * 50)
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 1 in Resource Manipulation.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Resource Manipulation") >= (([%Level%] * 2) - 1)
Number of Abilities                             := 4
Ability 1 Type                                  := Ship Scrap Value Modifier
Ability 1 Description                           := Ultra-Recycler reclaims [%Amount1%]% of a ship's original resource value when scrapped in the system.
Ability 1 Scope                                 := System - This Player
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 50 + (([%Level%] - 1) * 10)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Unit Scrap Value Modifier
Ability 2 Description                           := Ultra-Recycler reclaims [%Amount1%]% of a unit's original resource value when scrapped in the system.
Ability 2 Scope                                 := System - This Player
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 50 + (([%Level%] - 1) * 10)
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Facility Scrap Value Modifier
Ability 3 Description                           := Ultra-Recycler reclaims [%Amount1%]% of a facility's original resource value when scrapped in the system.
Ability 3 Scope                                 := System - This Player
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 50 + (([%Level%] - 1) * 10)
Ability 3 Amount 2 Formula                      := 0
Ability 4 Type                                  := Description Only
Ability 4 Description                           := Only 1 Ultra-Recycler per system effective.
Ability 4 Scope                                 := Space Object
Ability 4 Range Formula                         := 0
Ability 4 Amount 1 Formula                      := 0
Ability 4 Amount 2 Formula                      := 0

//-------------------------------------------------------------------------------------
// Resource Extraction Facilities
//-------------------------------------------------------------------------------------
Name                                            := Mineral Miner Facility
Description                                     := Large scale planetary processor that mines minerals from the deepest layers.
Facility Group                                  := Resource Extraction
XFile Class Name                                := Mineral Miner
Picture Number                                  := 4
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 50)
Cost Minerals Formula                           := 300 + (([%Level%] - 1) * 20)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 100 + (([%Level%] - 1) * 10)
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 1 in Minerals Extraction.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Minerals Extraction") >= [%Level%]
Number of Abilities                             := 2
Ability 1 Type                                  := Mined Resource Generation - Minerals
Ability 1 Description                           := Mineral Miners generate [%Amount1%] minerals each turn.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 500 + (([%Level%] - 1) * 50)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Mined Resource Generation - Minerals
Ability 2 Description                           := Mineral Miners generate [%Amount1%] pollution points.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 2
Ability 2 Amount 2 Formula                      := 0

Name                                            := Organics Farm Facility
Description                                     := Biological growing facility that generates organic materials from a planet's surface.
Facility Group                                  := Resource Extraction
XFile Class Name                                := Organics Farm
Picture Number                                  := 5
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 50)
Cost Minerals Formula                           := 200 + (([%Level%] - 1) * 10)
Cost Organics Formula                           := 200 + (([%Level%] - 1) * 20)
Cost Radioactives Formula                       := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 1 in Organics Extraction.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Organics Extraction") >= [%Level%]
Number of Abilities                             := 2
Ability 1 Type                                  := Mined Resource Generation - Organics
Ability 1 Description                           := Organics Farms generate [%Amount1%] organics each turn.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 500 + (([%Level%] - 1) * 50)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Mined Resource Generation - Organics
Ability 2 Description                           := Organics Farms generate [%Amount1%] pollution points.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 1
Ability 2 Amount 2 Formula                      := 0

Name                                            := Radioactives Extraction Facility
Description                                     := Large fusion reactors that process a planet's ore to generate refined high-energy materials.
Facility Group                                  := Resource Extraction
XFile Class Name                                := Rare Isotope Extraction
Picture Number                                  := 6
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 50)
Cost Minerals Formula                           := 300 + (([%Level%] - 1) * 10)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 150 + (([%Level%] - 1) * 15)
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 1 in Radioactives Extraction.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Radioactives Extraction") >= [%Level%]
Number of Abilities                             := 2
Ability 1 Type                                  := Mined Resource Generation - Radioactives
Ability 1 Description                           := Radioactives Extraction generates [%Amount1%] radioactives each turn.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 500 + (([%Level%] - 1) * 50)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Mined Resource Generation - Radioactives
Ability 2 Description                           := Radioactives Extraction generates [%Amount1%] pollution points.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 2
Ability 2 Amount 2 Formula                      := 0

Name                                            := Monolith Facility
Description                                     := Massive facility that extracts all resource types.
Facility Group                                  := Resource Extraction
XFile Class Name                                := Monolith
Picture Number                                  := 11
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1250 + (([%Level%] - 1) * 25)
Cost Minerals Formula                           := 500 + (([%Level%] - 1) * 25)
Cost Organics Formula                           := 200 + (([%Level%] - 1) * 10)
Cost Radioactives Formula                       := 200 + (([%Level%] - 1) * 10)
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 5 in Resource Manipulation.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Resource Manipulation") >= 5 + ([%Level%] - 1)
Number of Abilities                             := 4
Ability 1 Type                                  := Mined Resource Generation - Minerals
Ability 1 Description                           := Monolith Facilities generate [%Amount1%] minerals each turn.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 250 + (([%Level%] - 1) * 25)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Mined Resource Generation - Organics
Ability 2 Description                           := Monolith Facilities generate [%Amount1%] organics each turn.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 250 + (([%Level%] - 1) * 25)
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Mined Resource Generation - Radioactives
Ability 3 Description                           := Monolith Facilities generate [%Amount1%] radioactives each turn.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 250 + (([%Level%] - 1) * 25)
Ability 3 Amount 2 Formula                      := 0
Ability 4 Type                                  := Mined Resource Generation - Minerals
Ability 4 Description                           := Monolith Facilities generate [%Amount1%] pollution points.
Ability 4 Scope                                 := Space Object
Ability 4 Range Formula                         := 0
Ability 4 Amount 1 Formula                      := 3
Ability 4 Amount 2 Formula                      := 0

Name                                            := Mineral Scanner
Description                                     := Advanced mineral detector that improves mineral extraction for an entire planet.
Facility Group                                  := Resource Extraction
XFile Class Name                                := Mineral Scanner
Picture Number                                  := 21
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 125)
Cost Minerals Formula                           := 1600 + (([%Level%] - 1) * 200)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 800 + (([%Level%] - 1) * 100)
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 6 in Minerals Extraction.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Minerals Extraction") >= 6 + (([%Level%] - 1) * 2)
Number of Abilities                             := 3
Ability 1 Type                                  := Resource Gen Modifier - Minerals
Ability 1 Description                           := Mineral Scanner increases mineral production on the planet by [%Amount1%]%.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 5 + ([%Level%] * 5)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 Mineral Scanner per planet effective.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Description Only
Ability 3 Description                           := Mineral Scanners generate [%Amount1%] pollution points.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 5
Ability 3 Amount 2 Formula                      := 0

Name                                            := System Mineral Scanner
Description                                     := Advanced mineral detector that improves mineral extraction for an entire system.
Facility Group                                  := Resource Extraction
XFile Class Name                                := Mineral Scanner
Picture Number                                  := 21
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 125)
Cost Minerals Formula                           := 2400 + (([%Level%] - 1) * 300)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 1200 + (([%Level%] - 1) * 150)
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 11 in Minerals Extraction.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Minerals Extraction") >= 11 + (([%Level%] - 1) * 2)
Number of Abilities                             := 3
Ability 1 Type                                  := Resource Gen Modifier - Minerals
Ability 1 Description                           := System Mineral Scanner increases mineral production for the system by [%Amount1%]%.
Ability 1 Scope                                 := System - This Player
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := ([%Level%] * 5)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 System Mineral Scanner per system effective.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Description Only
Ability 3 Description                           := System Mineral Scanners generate [%Amount1%] pollution points.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 10
Ability 3 Amount 2 Formula                      := 0

Name                                            := Hybrid Eco-Farms
Description                                     := Advanced organic reclamation and development improves organics growth for an entire planet.
Facility Group                                  := Resource Extraction
XFile Class Name                                := Hybrid Ecofarms
Picture Number                                  := 22
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 125)
Cost Minerals Formula                           := 800 + (([%Level%] - 1) * 100)
Cost Organics Formula                           := 1600 + (([%Level%] - 1) * 200)
Cost Radioactives Formula                       := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 6 in Organics Extraction.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Organics Extraction") >= 6 + (([%Level%] - 1) * 2)
Number of Abilities                             := 3
Ability 1 Type                                  := Resource Gen Modifier - Organics
Ability 1 Description                           := Hybrid-Eco Farms increase organics production on the planet by [%Amount1%]%.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 5 + ([%Level%] * 5)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 Hybrid-Eco Farms per planet effective.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Description Only
Ability 3 Description                           := Hybrid-Eco Farms generate [%Amount1%] pollution points.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 3
Ability 3 Amount 2 Formula                      := 0

Name                                            := System Eco-Farms
Description                                     := Advanced organic reclamation and development improves organics growth for an system.
Facility Group                                  := Resource Extraction
XFile Class Name                                := Hybrid Ecofarms
Picture Number                                  := 22
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 125)
Cost Minerals Formula                           := 1200 + (([%Level%] - 1) * 150)
Cost Organics Formula                           := 2400 + (([%Level%] - 1) * 300)
Cost Radioactives Formula                       := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 11 in Organics Extraction.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Organics Extraction") >= 11 + (([%Level%] - 1) * 2)
Number of Abilities                             := 3
Ability 1 Type                                  := Resource Gen Modifier - Organics
Ability 1 Description                           := System Eco-Farms increase organics production for the system by [%Amount1%]%.
Ability 1 Scope                                 := System - This Player
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := ([%Level%] * 5)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 System Eco-Farms per system effective.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Description Only
Ability 3 Description                           := System Eco-Farms generate [%Amount1%] pollution points.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 5
Ability 3 Amount 2 Formula                      := 0

Name                                            := Radioactives Collider
Description                                     := Advanced processing improves radioactives extraction for an entire planet.
Facility Group                                  := Resource Extraction
XFile Class Name                                := Radioactives Collider
Picture Number                                  := 23
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 125)
Cost Minerals Formula                           := 800 + (([%Level%] - 1) * 100)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 1600 + (([%Level%] - 1) * 200)
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 6 in Radioactives Extraction.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Radioactives Extraction") >= 6 + (([%Level%] - 1) * 2)
Number of Abilities                             := 3
Ability 1 Type                                  := Resource Gen Modifier - Radioactives
Ability 1 Description                           := Radioactives Collider increases radioactive production on the planet by [%Amount1%]%.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 5 + ([%Level%] * 5)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 Radioactives Collider per planet effective.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Description Only
Ability 3 Description                           := Radioactives Collider generates [%Amount1%] pollution points.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 5
Ability 3 Amount 2 Formula                      := 0

Name                                            := System Radioactives Collider
Description                                     := Advanced processing improves radioactives extraction for an entire system.
Facility Group                                  := Resource Extraction
XFile Class Name                                := Radioactives Collider
Picture Number                                  := 23
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 125)
Cost Minerals Formula                           := 1200 + (([%Level%] - 1) * 150)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 2400 + (([%Level%] - 1) * 300)
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 11 in Radioactives Extraction.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Radioactives Extraction") >= 11 + (([%Level%] - 1) * 2)
Number of Abilities                             := 3
Ability 1 Type                                  := Resource Gen Modifier - Radioactives
Ability 1 Description                           := System Radioactives Collider increases radioactives production for the system by [%Amount1%]%.
Ability 1 Scope                                 := System - This Player
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := ([%Level%] * 5)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 System Radioactives Collider per system effective.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Description Only
Ability 3 Description                           := System Radioactives Collider generates [%Amount1%] pollution points.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 10
Ability 3 Amount 2 Formula                      := 0

Name                                            := Resource Converter
Description                                     := Massive molecular converter that can transform resources to different types.
Facility Group                                  := Resource Extraction
XFile Class Name                                := Resource Converter
Picture Number                                  := 26
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 125)
Cost Minerals Formula                           := 2000 + (([%Level%] - 1) * 125)
Cost Organics Formula                           := 400 + (([%Level%] - 1) * 25)
Cost Radioactives Formula                       := 2000 + (([%Level%] - 1) * 125)
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 2 in Resource Manipulation.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Resource Manipulation") >= ([%Level%] * 2)
Number of Abilities                             := 3
Ability 1 Type                                  := Resource Conversion
Ability 1 Description                           := Resource Converter transforms resources into other types with a [%Amount1%]% loss of material.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 55 - ([%Level%] * 5)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 Resource Converter per system effective.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Description Only
Ability 3 Description                           := Resource Converter generates [%Amount1%] pollution points.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 10
Ability 3 Amount 2 Formula                      := 0

//-------------------------------------------------------------------------------------
// Research Facilities
//-------------------------------------------------------------------------------------
Name                                            := Research Center
Description                                     := High-tech researching facility that develops new technology for a society.
Facility Group                                  := Research
XFile Class Name                                := Research Center
Picture Number                                  := 7
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 25)
Cost Minerals Formula                           := 400 + (([%Level%] - 1) * 40)
Cost Organics Formula                           := 100 + (([%Level%] - 1) * 10)
Cost Radioactives Formula                       := 100 + (([%Level%] - 1) * 10)
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 1 in Applied Research.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Applied Research") >= [%Level%]
Number of Abilities                             := 1
Ability 1 Type                                  := Point Generation - Research
Ability 1 Description                           := Research Centers generate [%Amount1%] research points per turn.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 50 + ([%Level%] - 1) * 5
Ability 1 Amount 2 Formula                      := 0

Name                                            := Central Computer Complex
Description                                     := Massive centralized computer that improves research activities on a planet.
Facility Group                                  := Research
XFile Class Name                                := Central Computer Complex
Picture Number                                  := 24
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 125)
Cost Minerals Formula                           := 1600 + (([%Level%] - 1) * 100)
Cost Organics Formula                           := 200 + (([%Level%] - 1) * 50)
Cost Radioactives Formula                       := 800 + (([%Level%] - 1) * 100)
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 1 in Centralized Computer Systems.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Centralized Computer Systems") >= [%Level%]
Number of Abilities                             := 2
Ability 1 Type                                  := Point Generation Modifier - Research
Ability 1 Description                           := Central Computer Complex increases all research on the planet by [%Amount1%]%.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 5 + ([%Level%] * 5)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 Central Computer Complex per planet effective.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0

Name                                            := Research Directorate
Description                                     := Administrative complex that prioritizes and coordinates research activities across the system.
Facility Group                                  := Research
XFile Class Name                                := Research Directorate
Picture Number                                  := 55
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 125)
Cost Minerals Formula                           := 2400 + (([%Level%] - 1) * 300)
Cost Organics Formula                           := 600 + (([%Level%] - 1) * 75)
Cost Radioactives Formula                       := 1200 + (([%Level%] - 1) * 150)
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 4 in Applied Research.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Applied Research") >= iif([%Level%] = 3, 11, ([%Level%] * 4))
Number of Abilities                             := 2
Ability 1 Type                                  := Point Generation Modifier - Research
Ability 1 Description                           := Research Directorate increases all research in the system by [%Amount1%]%.
Ability 1 Scope                                 := System - This Player
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := ([%Level%] * 5)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 Research Directorate per system effective.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0

//-------------------------------------------------------------------------------------
// Intelligence Facilities
//-------------------------------------------------------------------------------------
Name                                            := Intelligence Center
Description                                     := Large intelligence gathering organization.
Facility Group                                  := Intelligence
XFile Class Name                                := Intelligence Center
Picture Number                                  := 8
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 50)
Cost Minerals Formula                           := 300 + (([%Level%] - 1) * 30)
Cost Organics Formula                           := 50 + trunc(([%Level%] - 1) * 5)
Cost Radioactives Formula                       := 50 + trunc(([%Level%] - 1) * 5)
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 1 in Intelligence Services.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Intelligence Services") >= [%Level%]
Number of Abilities                             := 1
Ability 1 Type                                  := Point Generation - Intelligence
Ability 1 Description                           := Intelligence Centers generate [%Amount1%] intelligence points per turn.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 50 + (([%Level%] - 1) * 5)
Ability 1 Amount 2 Formula                      := 0

Name                                            := Citizen Databank Complex
Description                                     := Centralized databank of citizens that improves intelligence operations for an entire planet.
Facility Group                                  := Intelligence
XFile Class Name                                := Citizen Databank Complex
Picture Number                                  := 54
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 125)
Cost Minerals Formula                           := 1600 + (([%Level%] - 1) * 100)
Cost Organics Formula                           := 400 + (([%Level%] - 1) * 50)
Cost Radioactives Formula                       := 600 + (([%Level%] - 1) * 100)
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 1 in Centralized Computer Systems.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Centralized Computer Systems") >= [%Level%]
Number of Abilities                             := 2
Ability 1 Type                                  := Point Generation Modifier - Intelligence
Ability 1 Description                           := Citizen Databank Complex increases all intelligence generation on the planet by [%Amount1%]%.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 5 + ([%Level%] * 5)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 Citizen Databank Complex per planet effective.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0

Name                                            := Intelligence Directorate
Description                                     := Administrative center that prioritizes and coordinates intelligence activities in a system.
Facility Group                                  := Intelligence
XFile Class Name                                := Intelligence Directorate
Picture Number                                  := 25
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 125)
Cost Minerals Formula                           := 2400 + (([%Level%] - 1) * 200)
Cost Organics Formula                           := 800 + (([%Level%] - 1) * 50)
Cost Radioactives Formula                       := 1000 + (([%Level%] - 1) * 100)
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 4 in Intelligence Services.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Intelligence Services") >= iif([%Level%] = 3, 11, ([%Level%] * 4))
Number of Abilities                             := 2
Ability 1 Type                                  := Point Generation Modifier - Intelligence
Ability 1 Description                           := Intelligence Directorate increases all intelligence generation in the system by [%Amount1%]%.
Ability 1 Scope                                 := System - This Player
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := ([%Level%] * 5)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 Intelligence Directorate per system effective.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0

//-------------------------------------------------------------------------------------
// Population Support Facilities
//-------------------------------------------------------------------------------------
Name                                            := Medical Lab
Description                                     := Facility dedicated to curing disease and improving the population's quality of life.
Facility Group                                  := Population Support
XFile Class Name                                := Medical Lab
Picture Number                                  := 10
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 50)
Cost Minerals Formula                           := 1500 + (([%Level%] - 1) * 125)
Cost Organics Formula                           := 600 + (([%Level%] - 1) * 50)
Cost Radioactives Formula                       := 300 + (([%Level%] - 1) * 25)
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 2 in Medical Treatment.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Medical Treatment") >= ([%Level%] * 2)
Number of Abilities                             := 3
Ability 1 Type                                  := Plague Prevention
Ability 1 Description                           := Medical Lab will cure up to level [%Amount1%] plagues in this system.
Ability 1 Scope                                 := System - This Player
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := [%Level%]
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Planet Population Reproduction
Ability 2 Description                           := Medical Lab adds [%Amount1%]% to the reproduction rate for planets in this system.
Ability 2 Scope                                 := System - This Player
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 1 + (([%Level%] - 1) / 2)
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Description Only
Ability 3 Description                           := Only 1 Medical Lab per system effective.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 0
Ability 3 Amount 2 Formula                      := 0

Name                                            := Urban Pacification Center
Description                                     := Psychological treatment center designed to keep a system's populations happy.
Facility Group                                  := Population Support
XFile Class Name                                := Urban Pacification Center
Picture Number                                  := 20
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 50)
Cost Minerals Formula                           := 1000 + (([%Level%] - 1) * 50)
Cost Organics Formula                           := 400 + (([%Level%] - 1) * 25)
Cost Radioactives Formula                       := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 1 in Applied Political Science.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Applied Political Science") >= [%Level%]
Number of Abilities                             := 2
Ability 1 Type                                  := Planet Population Happiness
Ability 1 Description                           := Urban Pacification Center improves population happiness for planets in this system by [%Amount1%]% each turn.
Ability 1 Scope                                 := System - This Player
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := ([%Level%] * 1)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 Urban Pacification Center per system effective.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0

//-------------------------------------------------------------------------------------
// Storage Facilities
//-------------------------------------------------------------------------------------
Name                                            := Mineral Resource Storage
Description                                     := Large warehouses that store minerals for an empire.
Facility Group                                  := Storage
XFile Class Name                                := Resource Storage Min
Picture Number                                  := 51
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 20)
Cost Minerals Formula                           := 400 + (([%Level%] - 1) * 20)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 1 in Storage.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Storage") >= [%Level%]
Number of Abilities                             := 1
Ability 1 Type                                  := Resource Storage - Minerals
Ability 1 Description                           := Mineral Resource Storage holds [%Amount1%] minerals for an empire.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 10000 + (([%Level%] - 1) * 1000)
Ability 1 Amount 2 Formula                      := 0

Name                                            := Organic Resource Storage
Description                                     := Large warehouses that store organics for an empire.
Facility Group                                  := Storage
XFile Class Name                                := Resource Storage Org
Picture Number                                  := 52
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 20)
Cost Minerals Formula                           := 400 + (([%Level%] - 1) * 20)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 1 in Storage.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Storage") >= [%Level%]
Number of Abilities                             := 1
Ability 1 Type                                  := Resource Storage - Organics
Ability 1 Description                           := Organic Resource Storage holds [%Amount1%] organics for an empire.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 10000 + (([%Level%] - 1) * 1000)
Ability 1 Amount 2 Formula                      := 0

Name                                            := Radioactive Resource Storage
Description                                     := Large warehouses that store radioactives for an empire.
Facility Group                                  := Storage
XFile Class Name                                := Resource Storage Rad
Picture Number                                  := 53
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 20)
Cost Minerals Formula                           := 400 + (([%Level%] - 1) * 20)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 1 in Storage.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Storage") >= [%Level%]
Number of Abilities                             := 1
Ability 1 Type                                  := Resource Storage - Radioactives
Ability 1 Description                           := Radioactive Resource Storage holds [%Amount1%] radioactives for an empire.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 10000 + (([%Level%] - 1) * 1000)
Ability 1 Amount 2 Formula                      := 0

Name                                            := Cargo Facility
Description                                     := Large warehouses that can provide extra cargo space on a planet.
Facility Group                                  := Storage
XFile Class Name                                := Cargo Storage
Picture Number                                  := 13
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 100)
Cost Minerals Formula                           := 500 + (([%Level%] - 1) * 100)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 50 + (([%Level%] - 1) * 10)
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 1 in Cargo.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Cargo") >= iif([%Level%] = 1, 1, ([%Level%] * 2) - 1)
Number of Abilities                             := 3
Ability 1 Type                                  := Storage Cargo Space Amount
Ability 1 Description                           := Cargo Facilities add [%Amount1%]kT extra cargo space to the planet.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 1000 + (([%Level%] - 1) * 200)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Supply Storage
Ability 2 Description                           := Cargo Facilities store [%Amount1%] additional units of supply.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 25000 + (([%Level%] - 1) * 5000)
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Ordnance Storage
Ability 3 Description                           := Cargo Facilities store [%Amount1%] additional units of ordnance.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 10000 + (([%Level%] - 1) * 2000)
Ability 3 Amount 2 Formula                      := 0

//-------------------------------------------------------------------------------------
// Planet Modification Facilities
//-------------------------------------------------------------------------------------
Name                                            := Climate Control Facility
Description                                     := Improves the conditions of a planet.
Facility Group                                  := Planet Modification
XFile Class Name                                := Climate Control
Picture Number                                  := 17
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 50)
Cost Minerals Formula                           := 1500 + (([%Level%] - 1) * 125)
Cost Organics Formula                           := 1200 + (([%Level%] - 1) * 75)
Cost Radioactives Formula                       := 400 + (([%Level%] - 1) * 25)
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 1 in Planet Utilization.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Planet Utilization") >= (3 * [%Level%]) - 2
Number of Abilities                             := 2
Ability 1 Type                                  := Planet Conditions Change
Ability 1 Description                           := Climate Control Facility improves the conditions of the planet by [%Amount1%]% each year.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := (5 * [%Level%])
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Climate Control Facility removes [%Amount1%] pollution points per facility.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := (5 * [%Level%]) + 5
Ability 2 Amount 2 Formula                      := 0

Name                                            := Value Improvement Plant
Description                                     := Massive planetary re-processors that increase a planet's resource value.
Facility Group                                  := Planet Modification
XFile Class Name                                := Value Improvement Plant
Picture Number                                  := 18
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 50)
Cost Minerals Formula                           := 1600 + (([%Level%] - 1) * 200)
Cost Organics Formula                           := 800 + (([%Level%] - 1) * 50)
Cost Radioactives Formula                       := 800 + (([%Level%] - 1) * 50)
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 2 in Planet Utilization.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Planet Utilization") >= (3 * [%Level%]) - 1
Number of Abilities                             := 3
Ability 1 Type                                  := Planet Value - Minerals
Ability 1 Description                           := Value Improvement Plants add [%Amount1%]% each year to the planet's minerals value.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := [%Level%]
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Planet Value - Organics
Ability 2 Description                           := Value Improvement Plants add [%Amount1%]% each year to the planet's organics value.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := [%Level%]
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Planet Value - Radioactives
Ability 3 Description                           := Value Improvement Plants add [%Amount1%]% each year to the planet's radioactives value.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := [%Level%]
Ability 3 Amount 2 Formula                      := 0

Name                                            := Atmospheric Modification Plant
Description                                     := Massive atmospheric processors that slowly change the atmosphere of a planet to a breathable state.
Facility Group                                  := Planet Modification
XFile Class Name                                := Atmospheric Modification Plant
Picture Number                                  := 19
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 125)
Cost Minerals Formula                           := 2000 + (([%Level%] - 1) * 125)
Cost Organics Formula                           := 3000 + (([%Level%] - 1) * 250)
Cost Radioactives Formula                       := 600 + (([%Level%] - 1) * 50)
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 3 in Planet Utilization.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Planet Utilization") >= ([%Level%] * 3)
Number of Abilities                             := 1
Ability 1 Type                                  := Planet Atmosphere Change
Ability 1 Description                           := Atmospheric Modification Plant changes the atmosphere of the planet to one that is breathable by the colony's majority population over [%Amount2%] turns.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 8.0 - ([%Level%] * 1.0)
Ability 1 Amount 2 Formula                      := 80 - ([%Level%] * 10)

//-------------------------------------------------------------------------------------
// Ship Support Facilities
//-------------------------------------------------------------------------------------
Name                                            := Ship Training Facility
Description                                     := Training complex that helps ship crews gain experience. [Discontinued]
Facility Group                                  := Ship Support
XFile Class Name                                := Ship Training
Picture Number                                  := 14
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1500 + (([%Level%] - 1) * 125)
Cost Minerals Formula                           := 1200 + (([%Level%] - 1) * 100)
Cost Organics Formula                           := 300 + (([%Level%] - 1) * 25)
Cost Radioactives Formula                       := 300 + (([%Level%] - 1) * 25)
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 99 in Advanced Military Science.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Advanced Military Science") >= 99
Number of Abilities                             := 2
Ability 1 Type                                  := Ship Training
Ability 1 Description                           := Ships in this sector will gain [%Amount1%] experience points each turn.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 100 + (25 * ([%Level%] - 1))
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 Ship Training Facility per planet effective.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0

Name                                            := Training Facility
Description                                     := Training complex that helps ship crews and fleets gain experience.
Facility Group                                  := Ship Support
XFile Class Name                                := Fleet Training
Picture Number                                  := 15
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1500 + (([%Level%] - 1) * 125)
Cost Minerals Formula                           := 1500 + (([%Level%] - 1) * 125)
Cost Organics Formula                           := 500 + (([%Level%] - 1) * 25)
Cost Radioactives Formula                       := 500 + (([%Level%] - 1) * 25)
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 1 in Advanced Military Science.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Advanced Military Science") >= [%Level%]
Number of Abilities                             := 3
Ability 1 Type                                  := Ship Training
Ability 1 Description                           := Ships in this sector will gain [%Amount1%] experience points (XP) each turn.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 100 + (([%Level%] - 1) * 25)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Fleet Training
Ability 2 Description                           := Fleets in this sector will gain [%Amount1%] experience points (XP) each turn.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 200 + (([%Level%] - 1) * 50)
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Description Only
Ability 3 Description                           := Only 1 Training Facility per planet effective.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 0
Ability 3 Amount 2 Formula                      := 0

//-------------------------------------------------------------------------------------
// Shield Facilities
//-------------------------------------------------------------------------------------
Name                                            := System Gravitational Shield Facility
Description                                     := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system.
Facility Group                                  := Shields
XFile Class Name                                := System Gravitational Shield
Picture Number                                  := 29
Maximum Level                                   := 1
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 2000
Cost Minerals Formula                           := 12000
Cost Organics Formula                           := 1000
Cost Radioactives Formula                       := 6000
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 11 in Planetary Defenses.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Planetary Defenses") >= 11
Number of Abilities                             := 6
Ability 1 Type                                  := Stop Planet Destroyer
Ability 1 Description                           := System Gravitational Shield Facility stops all planet destroying weapons against this planet.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Stop Nebulae Creator
Ability 2 Description                           := System Gravitational Shield Facility stops all nebulae creating devices within the system.
Ability 2 Scope                                 := System - This Player
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Stop Black Hole Creator
Ability 3 Description                           := System Gravitational Shield Facility stops all black hole generating devices within the system.
Ability 3 Scope                                 := System - This Player
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 0
Ability 3 Amount 2 Formula                      := 0
Ability 4 Type                                  := Stop Star Destroyer
Ability 4 Description                           := System Gravitational Shield Facility stops all star destroying devices within the system.
Ability 4 Scope                                 := System - This Player
Ability 4 Range Formula                         := 0
Ability 4 Amount 1 Formula                      := 0
Ability 4 Amount 2 Formula                      := 0
Ability 5 Type                                  := Stop Open Warp Point
Ability 5 Description                           := System Gravitational Shield Facility stops warp points from being opened within the system.
Ability 5 Scope                                 := System - This Player
Ability 5 Range Formula                         := 0
Ability 5 Amount 1 Formula                      := 0
Ability 5 Amount 2 Formula                      := 0
Ability 6 Type                                  := Stop Close Warp Point
Ability 6 Description                           := System Gravitational Shield Facility stops warp points from being closed within the system.
Ability 6 Scope                                 := System - This Player
Ability 6 Range Formula                         := 0
Ability 6 Amount 1 Formula                      := 0
Ability 6 Amount 2 Formula                      := 0

Name                                            := Planetary Shield Generator
Description                                     := Large shield generators that protect an entire planet during combat.
Facility Group                                  := Shields
XFile Class Name                                := Massive Planetary Shield Generator
Picture Number                                  := 30
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 100)
Cost Minerals Formula                           := 1500 + (([%Level%] - 1) * 100)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 500 + (([%Level%] - 1) * 50)
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 1 in Planetary Defenses.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Planetary Defenses") >= [%Level%]
Number of Abilities                             := 1
Ability 1 Type                                  := Shield Generation
Ability 1 Description                           := Planetary Shield Generator provides [%Amount2%] normal shield points for a planet during combat.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := "Normal Shields"
Ability 1 Amount 2 Formula                      := 10000 + (2000 * ([%Level%] - 1))

Name                                            := Massive Planetary Shield Generator
Description                                     := Massive shield generators that protect an entire planet during combat.
Facility Group                                  := Shields
XFile Class Name                                := Massive Planetary Shield Generator
Picture Number                                  := 30
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1500 + (([%Level%] - 1) * 250)
Cost Minerals Formula                           := 2000 + (([%Level%] - 1) * 250)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 750 + (([%Level%] - 1) * 125)
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 1 in Massive Planetary Shielding.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Massive Planetary Shielding") >= [%Level%]
Number of Abilities                             := 1
Ability 1 Type                                  := Shield Generation
Ability 1 Description                           := Massive Planetary Shield Generator provides [%Amount2%] phased shield points for a planet during combat.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := "Phased Shields"
Ability 1 Amount 2 Formula                      := 10000 + (10000 * ([%Level%] - 1))

//-------------------------------------------------------------------------------------
// Crystallurgy Racial Trait Facilities
//-------------------------------------------------------------------------------------
Name                                            := Solar Generator
Description                                     := Massive solar collectors that can transmute solar energy to raw materials.
Facility Group                                  := Crystalline
XFile Class Name                                := Solar Generator
Picture Number                                  := 42
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 50)
Cost Minerals Formula                           := 400 + (([%Level%] - 1) * 20)
Cost Organics Formula                           := 100 + (([%Level%] - 1) * 5)
Cost Radioactives Formula                       := 400 + (([%Level%] - 1) * 20)
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 1 in Crystalline Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Crystalline Technology") >= iif([%Level%] = 1, [%Level%], ([%Level%] - 1) * 2)
Requirement 2 Description                       := Empire must have racial trait Crystallurgy.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Crystallurgy")
Number of Abilities                             := 3
Ability 1 Type                                  := Solar Resource Generation - Minerals
Ability 1 Description                           := Solar Generator produces [%Amount1%] minerals per star each turn.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 100 + (([%Level%] - 1) * 20)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Solar Resource Generation - Organics
Ability 2 Description                           := Solar Generator produces [%Amount1%] organics per star each turn.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 100 + (([%Level%] - 1) * 20)
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Solar Resource Generation - Radioactives
Ability 3 Description                           := Solar Generator produces [%Amount1%] radioactives per star each turn.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 100 + (([%Level%] - 1) * 20)
Ability 3 Amount 2 Formula                      := 0

Name                                            := Crystalline Restructuring Plant
Description                                     := Facility that enhances vehicle hulls by adding crystalline matrices to their molecular structure.
Facility Group                                  := Crystalline
XFile Class Name                                := Crystalline Restructuring Plant
Picture Number                                  := 43
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 125)
Cost Minerals Formula                           := 600 + (([%Level%] - 1) * 50)
Cost Organics Formula                           := 200
Cost Radioactives Formula                       := 1200 + (([%Level%] - 1) * 150)
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 3 in Crystalline Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Crystalline Technology") >= (2 * [%Level%]) + 1
Requirement 2 Description                       := Empire must have racial trait Crystallurgy.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Crystallurgy")
Number of Abilities                             := 2
Ability 1 Type                                  := Ship Maintenance Cost Modifier
Ability 1 Description                           := Crystalline Restructuring Plant reduces all ship maintenance costs in the system by [%Amount1%]%.
Ability 1 Scope                                 := System - This Player
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := ([%Level%] * -5)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 Crystalline Restructuring Plant per system effective.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0

Name                                            := Energy Transmission Lens
Description                                     := Massive lens that allows supplemental power to be beamed directly to ships within the system.
Facility Group                                  := Crystalline
XFile Class Name                                := Energy Transmission Lens
Picture Number                                  := 44
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1500 + (([%Level%] - 1) * 125)
Cost Minerals Formula                           := 800 + (([%Level%] - 1) * 100)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 1800 + (([%Level%] - 1) * 150)
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 11 in Crystalline Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Crystalline Technology") >= 11 + (2 * ([%Level%] - 1))
Requirement 2 Description                       := Empire must have racial trait Crystallurgy.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Crystallurgy")
Number of Abilities                             := 2
Ability 1 Type                                  := Shield Modifier
Ability 1 Description                           := Energy Transmission Lens increases the shield strength of all ships in the system by [%Amount1%]%.
Ability 1 Scope                                 := System - This Player
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 10 + (5 * ([%Level%] - 1))
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 Energy Transmission Lens per system effective.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0

//-------------------------------------------------------------------------------------
// Interdimensional Racial Trait Facilities
//-------------------------------------------------------------------------------------
Name                                            := Subspace Transmitter
Description                                     := Transmitter that permits faster than light coordination between ships to enhance combat performance.
Facility Group                                  := Interdimensional
XFile Class Name                                := System Gravitational Shield
Picture Number                                  := 29
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 125)
Cost Minerals Formula                           := 600 + (([%Level%] - 1) * 50)
Cost Organics Formula                           := 50
Cost Radioactives Formula                       := 900 + (([%Level%] - 1) * 75)
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 3 in Interdimensional Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Interdimensional Technology") >= ([%Level%] * 2) + 1
Requirement 2 Description                       := Empire must have racial trait Interdimensional Knowledge.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Interdimensional Knowledge")
Number of Abilities                             := 1
Ability 1 Type                                  := Combat Modifier
Ability 1 Description                           := Sensor facility adds [%Amount1%] to the combat attack modifier for all ships and units in this system.
Ability 1 Scope                                 := System - This Player
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := ([%Level%] * 3)
Ability 1 Amount 2 Formula                      := 0

Name                                            := Interdimensional Portal Facility
Description                                     := Creates an interdimensional pocket within the facility that can increase a planet's capacity for facilities.
Facility Group                                  := Interdimensional
XFile Class Name                                := Interdimensional Portal Facility
Picture Number                                  := 50
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 100)
Cost Minerals Formula                           := 2000 + (([%Level%] - 1) * 200)
Cost Organics Formula                           := 200
Cost Radioactives Formula                       := 3000 + (([%Level%] - 1) * 300)
Number Of Requirements                          := 3
Requirements Evaluation Availability            := 1, 2
Requirements Evaluation Allows Placement        := 3
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 6 in Interdimensional Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Interdimensional Technology") >= 6 + (([%Level%] - 1) * 3)
Requirement 2 Description                       := Empire must have racial trait Interdimensional Knowledge.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Interdimensional Knowledge")
Requirement 3 Description                       := Only one Interdimensional Portal Facility per planet allowed.
Requirement 3 Formula                           := (Get_Planet_Ability_Facility_Count("Storage Facility Space Amount") = 0) and (Get_Queue_Ability_Facility_Count("Storage Facility Space Amount") = 0) and ([%NumQueueItemsAdding%] = 1)
Number of Abilities                             := 1
Ability 1 Type                                  := Storage Facility Space Amount
Ability 1 Description                           := Interdimensional Portal Facility adds [%Amount2%]kT additional facility space.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := trunc(iif(Empire_Has_Racial_Trait("Advanced Storage Techniques"), ([%Level%] * 2000) - trunc([%Level%] * 333.333), ([%Level%] * 2000)))
Ability 1 Amount 2 Formula                      := ([%Level%] * 2000)

Name                                            := Dimensional Rift Projector
Description                                     := A mysterious facility that creates transient dimensional rifts that may cause damage to objects in the system.
Facility Group                                  := Interdimensional
XFile Class Name                                := Dimensional Rift Projector
Picture Number                                  := 28
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1500 + (([%Level%] - 1) * 250)
Cost Minerals Formula                           := 1500 + (([%Level%] - 1) * 500)
Cost Organics Formula                           := 100
Cost Radioactives Formula                       := 3000 + (([%Level%] - 1) * 1000)
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 8 in Interdimensional Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Interdimensional Technology") >= 8 + (([%Level%] - 1) * 3)
Requirement 2 Description                       := Empire must have racial trait Interdimensional Knowledge.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Interdimensional Knowledge")
Number of Abilities                             := 2
Ability 1 Type                                  := Description Only
Ability 1 Description                           := Dimensional rifts can be directed with about [%Amount1%] accuracy throughout this system.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := [%Level%] * 10
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := This system produces transient dimensional rifts that can damage ships.
Ability 2 Scope                                 := System - All
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0

//-------------------------------------------------------------------------------------
// Organic Racial Trait Facilities
//-------------------------------------------------------------------------------------
Name                                            := Gestation Vats
Description                                     := Artificial gestation chambers that greatly increase the reproduction rate of an entire system.
Facility Group                                  := Population Support
XFile Class Name                                := Gestation Vats
Picture Number                                  := 27
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 50)
Cost Minerals Formula                           := 300 + (([%Level%] - 1) * 25)
Cost Organics Formula                           := 1200 + (([%Level%] - 1) * 100)
Cost Radioactives Formula                       := 100
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 1 in Organic Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Organic Technology") >= ([%Level%] * 2) - 1
Requirement 2 Description                       := Empire must have racial trait Organic Manipulation.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Organic Manipulation")
Number of Abilities                             := 2
Ability 1 Type                                  := Planet Population Reproduction
Ability 1 Description                           := Gestation Vats add [%Amount1%]% to the reproductive rate in the system.
Ability 1 Scope                                 := System - This Player
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 1 + Trunc(([%Level%] - 1) / 2)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 Gestation Vats facility per system effective.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0

Name                                            := Genetic Recoding Lab
Description                                     := Advanced lab that recodes a population's DNA for improved traits.
Facility Group                                  := Population Support
XFile Class Name                                := Genetic Recoding Lab
Picture Number                                  := 46
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 50)
Cost Minerals Formula                           := 400 + (([%Level%] - 1) * 50)
Cost Organics Formula                           := 1600 + (([%Level%] - 1) * 100)
Cost Radioactives Formula                       := 200
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 2 in Organic Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Organic Technology") >= ([%Level%] * 2)
Requirement 2 Description                       := Empire must have racial trait Organic Manipulation.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Organic Manipulation")
Number of Abilities                             := 4
Ability 1 Type                                  := Plague Prevention
Ability 1 Description                           := Genetic Recoding Lab cures up to level [%Amount1%] plagues in this system.
Ability 1 Scope                                 := System - This Player
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := [%Level%]
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Planet Population Happiness
Ability 2 Description                           := Genetic Recoding Lab improves population happiness for planets in this system by [%Amount1%]% each turn.
Ability 2 Scope                                 := System - This Player
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := [%Level%]
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Ground Combat Damage Modifier
Ability 3 Description                           := Genetic Recoding Lab increases ground combat damage in this system by [%Amount1%]%.
Ability 3 Scope                                 := System - This Player
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := ([%Level%] * 5)
Ability 3 Amount 2 Formula                      := 0
Ability 4 Type                                  := Description Only
Ability 4 Description                           := Only 1 Genetic Recoding Lab per system effective.
Ability 4 Scope                                 := Space Object
Ability 4 Range Formula                         := 0
Ability 4 Amount 1 Formula                      := 0
Ability 4 Amount 2 Formula                      := 0

Name                                            := Replicant Center
Description                                     := Artificially created population used primarily for labor.
Facility Group                                  := Population Support
XFile Class Name                                := Replicant Center
Picture Number                                  := 45
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 125)
Cost Minerals Formula                           := 600 + (([%Level%] - 1) * 100)
Cost Organics Formula                           := 2000 + (([%Level%] - 1) * 500)
Cost Radioactives Formula                       := 600 + (([%Level%] - 1) * 100)
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 11 in Organic Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Organic Technology") >= 11 + (([%Level%] - 1) * 2)
Requirement 2 Description                       := Empire must have racial trait Organic Manipulation.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Organic Manipulation")
Number of Abilities                             := 5
Ability 1 Type                                  := Planet Population Amount
Ability 1 Description                           := Replicant Centers increase the population on each planet in the system by [%Amount1%]M per turn.
Ability 1 Scope                                 := System - This Player
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := [%Level%] * 2
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Resource Gen Modifier - Minerals
Ability 2 Description                           := Replicant Center increases mineral production in this system by [%Amount1%]%.
Ability 2 Scope                                 := System - This Player
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := [%Level%] * 2
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Resource Gen Modifier - Organics
Ability 3 Description                           := Replicant Center increases organic production in this system by [%Amount1%]%.
Ability 3 Scope                                 := System - This Player
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := [%Level%] * 2
Ability 3 Amount 2 Formula                      := 0
Ability 4 Type                                  := Resource Gen Modifier - Radioactives
Ability 4 Description                           := Replicant Center increases radioactive production in this system by [%Amount1%]%.
Ability 4 Scope                                 := System - This Player
Ability 4 Range Formula                         := 0
Ability 4 Amount 1 Formula                      := [%Level%] * 2
Ability 4 Amount 2 Formula                      := 0
Ability 5 Type                                  := Description Only
Ability 5 Description                           := Only 1 Replicant Center per system effective.
Ability 5 Scope                                 := Space Object
Ability 5 Range Formula                         := 0
Ability 5 Amount 1 Formula                      := 0
Ability 5 Amount 2 Formula                      := 0

//-------------------------------------------------------------------------------------
// Psychic Racial Trait Facilities
//-------------------------------------------------------------------------------------
Name                                            := Allegiance Subverter Amplifier
Description                                     := Psychic broadcast center that targets crewed enemy ships in a system for subversion.
Facility Group                                  := Psychic
XFile Class Name                                := Psychic Ship Training
Picture Number                                  := 39
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 250)
Cost Minerals Formula                           := 1500 + (([%Level%] - 1) * 500)
Cost Organics Formula                           := 2000 + (([%Level%] - 1) * 1000)
Cost Radioactives Formula                       := 500 + (([%Level%] - 1) * 500)
Number Of Requirements                          := 3
Requirements Evaluation Availability            := 1, 2
Requirements Evaluation Allows Placement        := 3
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 5 in Psychic Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Psychic Technology") >= 5 * [%Level%]
Requirement 2 Description                       := Empire must have racial trait Psychic.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Psychic")
Requirement 3 Description                       := Only 1 Allegiance Subverter Amplifier per system allowed.
Requirement 3 Formula                           := (Get_System_Specific_Facility_Count("Allegiance Subverter Facility") = 0) and (Get_System_Queues_Specific_Facility_Count("Allegiance Subverter Facility") = 0) and ([%NumQueueItemsAdding%] = 1)
Number of Abilities                             := 2
Ability 1 Type                                  := Description Only
Ability 1 Description                           := Enemy ships in this system have approximately a [%Amount1%]% chance of being psychically captured. The chance is reduced by 50% at distances beyond [%Amount2%] sectors.
Ability 1 Scope                                 := System - This Player
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := ([%Level%] * 4)
Ability 1 Amount 2 Formula                      := ([%Level%] * 5)
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 Allegiance Subverter Amplifier per system effective. Only works against crewed targets.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0

Name                                            := Psychic Training Facility
Description                                     := Psychic broadcast center that imparts ship and fleet experience in proportion to the number of vehicles in the system.
Facility Group                                  := Psychic
XFile Class Name                                := Psychic Fleet Training
Picture Number                                  := 40
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 250)
Cost Minerals Formula                           := 1200 + (([%Level%] - 1) * 75)
Cost Organics Formula                           := 600 + (([%Level%] - 1) * 50)
Cost Radioactives Formula                       := 200 + (([%Level%] - 1) * 25)
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 2 in Psychic Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Psychic Technology") >= ([%Level%] * 2)
Requirement 2 Description                       := Empire must have racial trait Psychic.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Psychic")
Number of Abilities                             := 4
Ability 1 Type                                  := Ship Training
Ability 1 Description                           := Ships in this system will gain [%Amount1%] experience points (XP) for every ship in the system each turn.
Ability 1 Scope                                 := System - This Player
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 5 + (([%Level%] - 1) * 5)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Fleet Training
Ability 2 Description                           := Fleets in this system will gain [%Amount1%] experience points (XP) for every ship in the system each turn.
Ability 2 Scope                                 := System - This Player
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 10 + (([%Level%] - 1) * 10)
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Combat Best Experience
Ability 3 Description                           := Psychic Training Facility will provide ships an experience level up to [%Amount1%]% of the player's most experienced ship in a combat.
Ability 3 Scope                                 := System - This Player
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 50 + (([%Level%] - 1) * 10)
Ability 3 Amount 2 Formula                      := 0
Ability 4 Type                                  := Description Only
Ability 4 Description                           := Only 1 Psychic Training Facility per system effective.
Ability 4 Scope                                 := Space Object
Ability 4 Range Formula                         := 0
Ability 4 Amount 1 Formula                      := 0
Ability 4 Amount 2 Formula                      := 0

Name                                            := Psychic Array
Description                                     := Psychic sensor array that can detect and perform a detailed scan of enemy ships within range.
Facility Group                                  := Psychic
XFile Class Name                                := Psychic Scanner
Picture Number                                  := 41
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 50)
Cost Minerals Formula                           := 1500 + (([%Level%] - 1) * 100)
Cost Organics Formula                           := 1000 + (([%Level%] - 1) * 50)
Cost Radioactives Formula                       := 500 + (([%Level%] - 1) * 25)
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 5 in Psychic Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Psychic Technology") >= 5 + ([%Level%] - 1)
Requirement 2 Description                       := Empire must have racial trait Psychic.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Psychic")
Number of Abilities                             := 3
Ability 1 Type                                  := Sight Level
Ability 1 Description                           := Psychic Arrays see at sight level [%Amount1%].
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 6 + ([%Level%] - 1)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Sight Range
Ability 2 Description                           := Psychic Arrays scan to a distance of [%Amount1%] sectors.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 5 + ([%Level%] - 1)
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Long Range Scanner
Ability 3 Description                           := Psychic Arrays conduct detailed scans of any vehicle to a distance of [%Amount1%] sectors.
Ability 3 Scope                                 := System - This Player
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 5 + ([%Level%] - 1)
Ability 3 Amount 2 Formula                      := 0

//-------------------------------------------------------------------------------------
// Religious Racial Trait Facilities
//-------------------------------------------------------------------------------------
Name                                            := Fate Shrine
Description                                     := Thoughtful seers who predict the future and can avert disasters.
Facility Group                                  := Religious
XFile Class Name                                := Fate Shrine
Picture Number                                  := 35
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 125)
Cost Minerals Formula                           := 600 + (([%Level%] - 1) * 50)
Cost Organics Formula                           := 1200 + (([%Level%] - 1) * 100)
Cost Radioactives Formula                       := 600 + (([%Level%] - 1) * 50)
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 1 in Religious Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Religious Technology") >= ([%Level%] * 2) - 1
Requirement 2 Description                       := Empire must have racial trait Deeply Religious.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Deeply Religious")
Number of Abilities                             := 4
Ability 1 Type                                  := Bad Event Chance
Ability 1 Description                           := Fate Shrine decreases the chance of any bad events in this system by [%Amount1%]%.
Ability 1 Scope                                 := System - This Player
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := ([%Level%] * -10)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Bad Intelligence Chance
Ability 2 Description                           := Fate Shrine decreases the chance of any sabotage activities in this system by [%Amount1%]%.
Ability 2 Scope                                 := System - This Player
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := ([%Level%] * -10)
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Planet Population Happiness
Ability 3 Description                           := Fate Shrine improves the happiness of the populations who live in this system by [%Amount1%]% each turn.
Ability 3 Scope                                 := System - This Player
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := ([%Level%])
Ability 3 Amount 2 Formula                      := 0
Ability 4 Type                                  := Description Only
Ability 4 Description                           := Only 1 Fate Shrine per system effective.
Ability 4 Scope                                 := Space Object
Ability 4 Range Formula                         := 0
Ability 4 Amount 1 Formula                      := 0
Ability 4 Amount 2 Formula                      := 0

Name                                            := War Shrine
Description                                     := Central place of worship for all that follow the path of the warrior.
Facility Group                                  := Religious
XFile Class Name                                := War Shrine
Picture Number                                  := 31
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 250)
Cost Minerals Formula                           := 600 + (([%Level%] - 1) * 100)
Cost Organics Formula                           := 1200 + (([%Level%] - 1) * 200)
Cost Radioactives Formula                       := 600 + (([%Level%] - 1) * 100)
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 1 in Religious Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Religious Technology") >= ([%Level%] * 4) - 3
Requirement 2 Description                       := Empire must have racial trait Deeply Religious.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Deeply Religious")
Number of Abilities                             := 2
Ability 1 Type                                  := Combat Modifier
Ability 1 Description                           := War Shrine adds [%Amount1%] to combat attack modifier for all ships and units in this system.
Ability 1 Scope                                 := System - This Player
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := ([%Level%] * 4)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 War Shrine per system effective.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0

Name                                            := Nature Shrine
Description                                     := Shrine dedicated to the preservation of resources.
Facility Group                                  := Religious
XFile Class Name                                := Nature Shrine
Picture Number                                  := 34
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 125)
Cost Minerals Formula                           := 800 + (([%Level%] - 1) * 100)
Cost Organics Formula                           := 1600 + (([%Level%] - 1) * 200)
Cost Radioactives Formula                       := 800 + (([%Level%] - 1) * 100)
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 2 in Religious Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Religious Technology") >= ([%Level%] * 4) - 2
Requirement 2 Description                       := Empire must have racial trait Deeply Religious.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Deeply Religious")
Number of Abilities                             := 3
Ability 1 Type                                  := Planet Value Change
Ability 1 Description                           := Nature Shrine increases the value of all planets in the system by [%Amount1%]% each year.
Ability 1 Scope                                 := System - This Player
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := ([%Level%])
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Planet Conditions Change
Ability 2 Description                           := Nature Shrine improves the conditions of all planets in the system by [%Amount1%]% each year.
Ability 2 Scope                                 := System - This Player
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := ([%Level%] * 5)
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Description Only
Ability 3 Description                           := Only 1 Nature Shrine per system effective.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 0
Ability 3 Amount 2 Formula                      := 0

Name                                            := Death Shrine
Description                                     := Twisted cult preoccupied with death that has exceptional talent at enhancing weapons.
Facility Group                                  := Religious
XFile Class Name                                := Death Shrine
Picture Number                                  := 32
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 250)
Cost Minerals Formula                           := 600 + (([%Level%] - 1) * 100)
Cost Organics Formula                           := 1200 + (([%Level%] - 1) * 200)
Cost Radioactives Formula                       := 600 + (([%Level%] - 1) * 100)
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 3 in Religious Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Religious Technology") >= ([%Level%] * 4) - 1
Requirement 2 Description                       := Empire must have racial trait Deeply Religious.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Deeply Religious")
Number of Abilities                             := 2
Ability 1 Type                                  := Damage Modifier
Ability 1 Description                           := Death Shrine adds a [%Amount1%]% damage bonus for all weapons used in this system.
Ability 1 Scope                                 := System - This Player
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := ([%Level%] * 3)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 Death Shrine per system effective.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0

Name                                            := Time Shrine
Description                                     := Devout following of workers dedicated to improving their ultimate use of time.
Facility Group                                  := Religious
XFile Class Name                                := Time Shrine
Picture Number                                  := 33
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 25)
Cost Minerals Formula                           := 1200 + (([%Level%] - 1) * 100)
Cost Organics Formula                           := 1800 + (([%Level%] - 1) * 300)
Cost Radioactives Formula                       := 1200 + (([%Level%] - 1) * 100)
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 4 in Religious Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Religious Technology") >= ([%Level%] * 4)
Requirement 2 Description                       := Empire must have racial trait Deeply Religious.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Deeply Religious")
Number of Abilities                             := 4
Ability 1 Type                                  := Resource Gen Modifier - Minerals
Ability 1 Description                           := Time Shrine increases mineral production in this system by [%Amount1%]%.
Ability 1 Scope                                 := System - This Player
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := ([%Level%] * 5)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Resource Gen Modifier - Organics
Ability 2 Description                           := Time Shrine increases organic production in this system by [%Amount1%]%.
Ability 2 Scope                                 := System - This Player
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := ([%Level%] * 5)
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Resource Gen Modifier - Radioactives
Ability 3 Description                           := Time Shrine increases radioactive production in this system by [%Amount1%]%.
Ability 3 Scope                                 := System - This Player
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := ([%Level%] * 5)
Ability 3 Amount 2 Formula                      := 0
Ability 4 Type                                  := Description Only
Ability 4 Description                           := Only 1 Time Shrine per system effective.
Ability 4 Scope                                 := Space Object
Ability 4 Range Formula                         := 0
Ability 4 Amount 1 Formula                      := 0
Ability 4 Amount 2 Formula                      := 0

//-------------------------------------------------------------------------------------
// Temporal Racial Trait Facilities
//-------------------------------------------------------------------------------------
Name                                            := Temporal Vacation Service
Description                                     := Entertainment service that allows populations to view past histories.
Facility Group                                  := Temporal
XFile Class Name                                := Temporal Vacation Service
Picture Number                                  := 37
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 50)
Cost Minerals Formula                           := 400 + (([%Level%] - 1) * 50)
Cost Organics Formula                           := 100
Cost Radioactives Formula                       := 800 + (([%Level%] - 1) * 50)
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 1 in Temporal Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Temporal Technology") >= ([%Level%] * 2) - 1
Requirement 2 Description                       := Empire must have racial trait Temporal Knowledge.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Temporal Knowledge")
Number of Abilities                             := 2
Ability 1 Type                                  := Planet Population Happiness
Ability 1 Description                           := Temporal Vacation Service improves population happiness for planets in this system by [%Amount1%]% each turn.
Ability 1 Scope                                 := System - This Player
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := [%Level%]
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 Temporal Vacation Service per system effective.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0

Name                                            := Events Predictor
Description                                     := Massive computer that uses temporal incursions to predict future events.
Facility Group                                  := Temporal
XFile Class Name                                := Temporal Events Predictor
Picture Number                                  := 36
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000 + (([%Level%] - 1) * 250)
Cost Minerals Formula                           := 600 + (([%Level%] - 1) * 100)
Cost Organics Formula                           := 200
Cost Radioactives Formula                       := 1800 + (([%Level%] - 1) * 300)
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 2 in Temporal Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Temporal Technology") >= ([%Level%] * 2)
Requirement 2 Description                       := Empire must have racial trait Temporal Knowledge.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Temporal Knowledge")
Number of Abilities                             := 2
Ability 1 Type                                  := Combat Modifier
Ability 1 Description                           := Events Predictor adds [%Amount1%] to combat attack modifier for all ships and units in this system.
Ability 1 Scope                                 := System - This Player
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := [%Level%] * 5
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 Events Predictor per system effective.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0

Name                                            := Temporal Space Yard Facility
Description                                     := Construction complex that uses temporal folding to allow faster construction of ships in space.
Facility Group                                  := Space Yard
XFile Class Name                                := Temporal Space Yard
Picture Number                                  := 38
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1500 + (([%Level%] - 1) * 100)
Cost Minerals Formula                           := 1200 + (([%Level%] - 1) * 120)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 1800 + (([%Level%] - 1) * 240)
Number Of Requirements                          := 3
Requirements Evaluation Availability            := 1, 2
Requirements Evaluation Allows Placement        := 3
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Requires at least tech level 10 in Temporal Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Temporal Technology") >= (9 + [%Level%])
Requirement 2 Description                       := Empire must have racial trait Temporal Knowledge.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Temporal Knowledge")
Requirement 3 Description                       := Only one Temporal Space Yard per planet is allowed.
Requirement 3 Formula                           := (Get_Planet_Ability_Facility_Count("Space Yard") = 0) and (Get_Queue_Ability_Facility_Count("Space Yard") = 0) and ([%NumQueueItemsAdding%] = 1)
Number of Abilities                             := 6
Ability 1 Type                                  := Space Yard
Ability 1 Description                           := Temporal Space Yard constructs with [%Amount2%] minerals per turn.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 1
Ability 1 Amount 2 Formula                      := 1000 + (([%Level%] - 1) * 100)
Ability 2 Type                                  := Space Yard
Ability 2 Description                           := Temporal Space Yard constructs with [%Amount2%] organics per turn.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 2
Ability 2 Amount 2 Formula                      := 1000 + (([%Level%] - 1) * 100)
Ability 3 Type                                  := Space Yard
Ability 3 Description                           := Temporal Space Yard constructs with [%Amount2%] radioactives per turn.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 3
Ability 3 Amount 2 Formula                      := 1000 + (([%Level%] - 1) * 100)
Ability 4 Type                                  := Tonnage Repair Ship
Ability 4 Description                           := Temporal Space Yard repairs [%Amount1%]kT of ship tonnage per turn.
Ability 4 Scope                                 := Space Object
Ability 4 Range Formula                         := 0
Ability 4 Amount 1 Formula                      := 250 + (([%Level%] - 1) * 50)
Ability 4 Amount 2 Formula                      := 0
Ability 5 Type                                  := Tonnage Repair Unit
Ability 5 Description                           := Temporal Space Yard repairs [%Amount1%]kT of unit tonnage per turn.
Ability 5 Scope                                 := Space Object
Ability 5 Range Formula                         := 0
Ability 5 Amount 1 Formula                      := 250 + (([%Level%] - 1) * 50)
Ability 5 Amount 2 Formula                      := 0
Ability 6 Type                                  := Tonnage Repair Facility
Ability 6 Description                           := Temporal Space Yard repairs [%Amount1%]kT of facility tonnage per turn.
Ability 6 Scope                                 := Space Object
Ability 6 Range Formula                         := 0
Ability 6 Amount 1 Formula                      := 1000 + (([%Level%] - 1) * 200)
Ability 6 Amount 2 Formula                      := 0

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