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COMPONENT DATA FILE - Captain Kwok's Balance Mod v125+
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*BEGIN*
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//-------------------------------------------------------------------------------------
// Colony Modules
//-------------------------------------------------------------------------------------
Name                                            := Rock Colony Module
Description                                     := Materials needed to start a colony on a rock planet.
Picture Number                                  := 1
Maximum Level                                   := 1
Tonnage Space Taken Formula                     := 200
Tonnage Structure Formula                       := 200
Cost Minerals Formula                           := 600
Cost Organics Formula                           := 600
Cost Radioactives Formula                       := 200
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Colonization
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Rock Planet Colonization.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Rock Planet Colonization") >= [%Level%]
Number Of Abilities                             := 2
Ability 1 Type                                  := Planet Colonize Type 1
Ability 1 Description                           := Rock Colony Module allows colonization of a Rock 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                                  := Storage Cargo Space Amount
Ability 2 Description                           := Rock Colony Module provides [%Amount1%]kT of cargo space.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 200
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Ice Colony Module
Description                                     := Materials needed to start a colony on an ice planet.
Picture Number                                  := 2
Maximum Level                                   := 1
Tonnage Space Taken Formula                     := 200
Tonnage Structure Formula                       := 200
Cost Minerals Formula                           := 600
Cost Organics Formula                           := 600
Cost Radioactives Formula                       := 200
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Colonization
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Ice Planet Colonization.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Ice Planet Colonization") >= [%Level%]
Number Of Abilities                             := 2
Ability 1 Type                                  := Planet Colonize Type 2
Ability 1 Description                           := Ice Colony Module allows colonization of an Ice 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                                  := Storage Cargo Space Amount
Ability 2 Description                           := Ice Colony Module provides [%Amount1%]kT of cargo space.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 200
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Gas Giant Colony Module
Description                                     := Materials needed to start a colony orbiting a gas giant.
Picture Number                                  := 3
Maximum Level                                   := 1
Tonnage Space Taken Formula                     := 200
Tonnage Structure Formula                       := 200
Cost Minerals Formula                           := 600
Cost Organics Formula                           := 600
Cost Radioactives Formula                       := 200
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Colonization
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Gas Giant Colonization.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Gas Giant Colonization") >= [%Level%]
Number Of Abilities                             := 2
Ability 1 Type                                  := Planet Colonize Type 3
Ability 1 Description                           := Gas Giant Colony Module allows colonization of a Gas Giant.
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                                  := Storage Cargo Space Amount
Ability 2 Description                           := Gas Giant Colony Module provides [%Amount1%]kT of cargo space.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 200
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

//-------------------------------------------------------------------------------------
// Vehicle Control
//-------------------------------------------------------------------------------------
Name                                            := Control Computer
Description                                     := Artificially intelligent computer that controls a ship without the need for crew, but cannot use regular weapons.
Picture Number                                  := 246
Maximum Level                                   := 2
Tonnage Space Taken Formula                     := 30 - (([%Level%] - 1) * 10)
Tonnage Structure Formula                       := 30 + (([%Level%] - 1) * 10)
Cost Minerals Formula                           := 300 - (([%Level%] - 1) * 100)
Cost Organics Formula                           := 20
Cost Radioactives Formula                       := 150 + (([%Level%] - 1) * 100)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Vehicle Control
Custom Group                                    := 0
Number Of Requirements                          := 3
Requirements Evaluation Availability            := 1
Requirements Evaluation Allows Placement        := 2, 3
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 3 in Computers.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Computers") >= (([%Level%] * 2) + 1)
Requirement 2 Description                       := There is a limit of one Master Computer, Control Computer or Autonomic Ganglion per vehicle.
Requirement 2 Formula                           := Get_Design_Ability_Component_Count("Master Computer") <= 1
Requirement 3 Description                       := Control Computers cannot be used with Direct Fire or Seeker weapons.
Requirement 3 Formula                           := (not Design_Has_Component_Type("Direct Fire Weapon")) and (not Design_Has_Component_Type("Seeker Weapon"))
Number Of Abilities                             := 2
Ability 1 Type                                  := Master Computer
Ability 1 Description                           := Control Computers allow a ship to not require a Bridge, Life Support or Crew Quarters.
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                                  := AI Tag 02
Ability 2 Description                           := Control Computers are vulnerable to Computer Virus weapons.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Master Computer
Description                                     := Artificially intelligent neural-net computer that controls a ship without the need for a crew and can gain experience from its actions.
Picture Number                                  := 10
Maximum Level                                   := 2
Tonnage Space Taken Formula                     := 40 - (([%Level%] - 1) * 10)
Tonnage Structure Formula                       := 40 + (([%Level%] - 1) * 20)
Cost Minerals Formula                           := 400 - (([%Level%] - 1) * 100)
Cost Organics Formula                           := 50
Cost Radioactives Formula                       := 300 + (([%Level%] - 1) * 100)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Vehicle Control
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := 1
Requirements Evaluation Allows Placement        := 2
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 4 in Computers.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Computers") >= (([%Level%] * 2) + 2)
Requirement 2 Description                       := There is a limit of one Master Computer, Control Computer or Autonomic Ganglion per vehicle.
Requirement 2 Formula                           := Get_Design_Ability_Component_Count("Master Computer") <= 1
Number Of Abilities                             := 4
Ability 1 Type                                  := Master Computer
Ability 1 Description                           := Master Computers allow a ship to not require a Bridge, Life Support or Crew Quarters.
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                                  := AI Tag 02
Ability 2 Description                           := Master Computers are vulnerable to Computer Virus weapons.
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                                  := Combat To Hit Offense
Ability 3 Description                           := Master Computers add [%Amount1%] to combat attack modifier.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := iif([%Level%] = 1, 5, 10)
Ability 3 Amount 2 Formula                      := 1
Ability 4 Type                                  := Combat To Hit Defense
Ability 4 Description                           := Master Computer adds [%Amount1%] to combat defense modifier.
Ability 4 Scope                                 := Space Object
Ability 4 Range Formula                         := 0
Ability 4 Amount 1 Formula                      := iif([%Level%] = 1, 3, 5)
Ability 4 Amount 2 Formula                      := 1
Weapon Type                                     := None

Name                                            := Autonomic Ganglion
Description                                     := A reflexive organic nerve system that acts as a control center, automating some or all of a vehicle’s operations and reducing crew requirements.
Picture Number                                  := 267
Maximum Level                                   := 1
Tonnage Space Taken Formula                     := 10
Tonnage Structure Formula                       := 20
Cost Minerals Formula                           := 20
Cost Organics Formula                           := 400
Cost Radioactives Formula                       := 20
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Vehicle Control
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 15 in Organic Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Organic Technology") >= 15
Number Of Abilities                             := 2
Ability 1 Type                                  := Master Computer
Ability 1 Description                           := Contains an Autonomic Ganglion.
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                                  := Description Only
Ability 2 Description                           := Replace up to [%Amount1%] crew members per Autonomic Ganglion.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 200
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Bridge
Description                                     := The main control center of a ship.
Picture Number                                  := 4
Maximum Level                                   := 1
Tonnage Space Taken Formula                     := 10
Tonnage Structure Formula                       := 20
Cost Minerals Formula                           := 100
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 20
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Vehicle Control
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Vehicle Systems.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Vehicle Systems") >= [%Level%]
Number Of Abilities                             := 2
Ability 1 Type                                  := Control Center
Ability 1 Description                           := Contains a Bridge.
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                                  := Self-Destruct
Ability 2 Description                           := A Bridge allows a ship to be self-destructed but does not protect against ship capture.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Satellite Computer Core
Description                                     := The main computer core that controls a satellite.
Picture Number                                  := 57
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 10
Tonnage Structure Formula                       := 20
Cost Minerals Formula                           := 40
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 20 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Satellite
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Vehicle Control
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Satellites.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Satellites") >= 1 + (([%Level%] - 1) * 2)
Number Of Abilities                             := 3
Ability 1 Type                                  := Master Computer
Ability 1 Description                           := Contains a Satellite Computer Core.
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                                  := AI Tag 02
Ability 2 Description                           := Satellite Computer Cores are vulnerable to Computer Virus weapons.
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                                  := Supply Storage
Ability 3 Description                           := Satellite Computer Core stores up to [%Amount1%] supplies.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 500 + (([%Level%] - 1) * 250)
Ability 3 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Satellite Ganglia
Description                                     := A reflexive organic nerve system that serves as a control center for a Satellite.
Picture Number                                  := 268
Maximum Level                                   := 1
Tonnage Space Taken Formula                     := 10
Tonnage Structure Formula                       := 20
Cost Minerals Formula                           := 10
Cost Organics Formula                           := 40
Cost Radioactives Formula                       := 10
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Satellite
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Vehicle Control
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 10 in Organic Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Organic Technology") >= 10
Number Of Abilities                             := 2
Ability 1 Type                                  := Control Center
Ability 1 Description                           := Contains a Satellite Ganglia.
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                                  := Supply Storage
Ability 2 Description                           := Satellite Ganglia stores up to [%Amount1%] supplies.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 1000
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Weapon Platform Control
Description                                     := The control center of a weapon platform.
Picture Number                                  := 58
Maximum Level                                   := 1
Tonnage Space Taken Formula                     := 10
Tonnage Structure Formula                       := 20
Cost Minerals Formula                           := 40
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 20
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Weapon Platform
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Vehicle Control
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Weapon Platforms.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Weapon Platforms") >= [%Level%]
Number Of Abilities                             := 2
Ability 1 Type                                  := Control Center
Ability 1 Description                           := Contains a Weapon Platform Control.
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                                  := Supply Storage
Ability 2 Description                           := Weapon Platform Control stores up to [%Amount1%] supplies.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 500
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Drone Computer Core
Description                                     := The main computer core that controls a drone but cannot use regular weapons.
Picture Number                                  := 247
Maximum Level                                   := 1
Tonnage Space Taken Formula                     := 10
Tonnage Structure Formula                       := 20
Cost Minerals Formula                           := 40
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 50
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Vehicle Control
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := 1
Requirements Evaluation Allows Placement        := 2
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Drones.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Drones") >= [%Level%]
Requirement 2 Description                       := Drone Computer Core cannot be used with Direct Fire or Seeker weapons.
Requirement 2 Formula                           := (not Design_Has_Component_Type("Direct Fire Weapon")) and (not Design_Has_Component_Type("Seeker Weapon"))
Number Of Abilities                             := 2
Ability 1 Type                                  := Master Computer
Ability 1 Description                           := Contains a Drone Computer Core.
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                                  := AI Tag 02
Ability 2 Description                           := Drone Computer Cores are vulnerable to Computer Virus weapons.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Combat Drone Computer Core
Description                                     := Specialized computer core that controls a Drone and allows it to use regular weapons.
Picture Number                                  := 66
Maximum Level                                   := 1
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 40
Cost Minerals Formula                           := 100
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 150
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Vehicle Control
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 2 in Drones.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Drones") >= 2
Number Of Abilities                             := 4
Ability 1 Type                                  := Master Computer
Ability 1 Description                           := Contains a Combat Drone Computer Core.
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                                  := AI Tag 02
Ability 2 Description                           := Drone Computer Cores are vulnerable to Computer Virus weapons.
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                                  := Combat To Hit Offense
Ability 3 Description                           := Master Computers add [%Amount1%] to combat attack modifier.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 10
Ability 3 Amount 2 Formula                      := 1
Ability 4 Type                                  := Combat To Hit Defense
Ability 4 Description                           := Master Computer adds [%Amount1%] to combat defense modifier.
Ability 4 Scope                                 := Space Object
Ability 4 Range Formula                         := 0
Ability 4 Amount 1 Formula                      := 5
Ability 4 Amount 2 Formula                      := 1
Weapon Type                                     := None

Name                                            := Drone Ganglia
Description                                     := A reflexive organic nerve system that serves as a control center for a Drone.
Picture Number                                  := 268
Maximum Level                                   := 1
Tonnage Space Taken Formula                     := 10
Tonnage Structure Formula                       := 20
Cost Minerals Formula                           := 10
Cost Organics Formula                           := 100
Cost Radioactives Formula                       := 10
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Vehicle Control
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 10 in Organic Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Organic Technology") >= 10
Number Of Abilities                             := 1
Ability 1 Type                                  := Control Center
Ability 1 Description                           := Contains a Drone Ganglia.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Psychic Drone Interface
Description                                     := Device that allows the psychic communication between a remote operator and a drone over vast distances.
Picture Number                                  := 47
Maximum Level                                   := 1
Tonnage Space Taken Formula                     := 10
Tonnage Structure Formula                       := 10
Cost Minerals Formula                           := 10
Cost Organics Formula                           := 50
Cost Radioactives Formula                       := 30
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Vehicle Control
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 10 in Psychic Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Psychic Technology") >= 10
Number Of Abilities                             := 1
Ability 1 Type                                  := Control Center
Ability 1 Description                           := Contains a Psychic Drone Interface.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Life Support
Description                                     := Mechanical means to generate a livable environment on a ship.
Picture Number                                  := 5
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 5
Tonnage Structure Formula                       := 5
Cost Minerals Formula                           := 10
Cost Organics Formula                           := 20 + ([%Level%] - 1)
Cost Radioactives Formula                       := 0
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Vehicle Control
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Vehicle Systems.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Vehicle Systems") >= [%Level%]
Number Of Abilities                             := 1
Ability 1 Type                                  := Life Support
Ability 1 Description                           := Life Supports provide support for [%Amount1%] crew members.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 50 + (([%Level%] - 1) * 10)
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Crew Quarters
Description                                     := Area on a ship where the crew spends its off-hours.
Picture Number                                  := 6
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 5
Tonnage Structure Formula                       := 5
Cost Minerals Formula                           := 15
Cost Organics Formula                           := 10 + ([%Level%] - 1)
Cost Radioactives Formula                       := 0
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Vehicle Control
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Vehicle Systems.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Vehicle Systems") >= [%Level%]
Number Of Abilities                             := 1
Ability 1 Type                                  := Crew Quarters
Ability 1 Description                           := Crew Quarters provide space for [%Amount1%] crew members.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 50 + (([%Level%] - 1) * 10)
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Auxiliary Control
Description                                     := If a ship's bridge is ever destroyed, this will serve as a temporary bridge for the ship.
Picture Number                                  := 7
Maximum Level                                   := 1
Tonnage Space Taken Formula                     := 10
Tonnage Structure Formula                       := 10
Cost Minerals Formula                           := 30
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 10
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Vehicle Control
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 2 in Vehicle Systems.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Vehicle Systems") >= 2
Number Of Abilities                             := 1
Ability 1 Type                                  := Control Center Backup
Ability 1 Description                           := Contains an Auxiliary Control.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Self-Destruct Device
Description                                     := Computer controlled device that detonates an explosive charge destroying the entire ship.
Picture Number                                  := 37
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 10
Tonnage Structure Formula                       := 10
Cost Minerals Formula                           := 20
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 40 + ([%Level%] * 10)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Vehicle Control
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 2 in Vehicle Systems.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Vehicle Systems") >= [%Level%] * 2
Number Of Abilities                             := 1
Ability 1 Type                                  := Self-Destruct
Ability 1 Description                           := Vehicle can self-destruct when needed. There is a [%Amount1%]% chance the self-destruct will be triggered when the ship is captured.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := [%Level%] * 25
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Deflector Array
Description                                     := Repulsive field generator that deflects space debris from a ship's path reducing wear and tear.
Picture Number                                  := 256
Maximum Level                                   := 2
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 20
Cost Minerals Formula                           := 80
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 80 + (([%Level%] - 1) * 20)
Supply Amount Used Formula                      := 5
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Technological
General Group                                   := Vehicle Control
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := 1
Requirements Evaluation Allows Placement        := 2
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Gravitational Manipulation.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Gravitational Manipulation") >= ([%Level%] * 2) - 1
Requirement 2 Description                       := There is a limit of one Deflector Array per vehicle.
Requirement 2 Formula                           := Get_Design_Specific_Component_Count("Deflector Array") <= 1
Number Of Abilities                             := 1
Ability 1 Type                                  := Ship Maintenance Cost Modifier
Ability 1 Description                           := Deflector Array reduces ship maintenance by [%Amount2%]%.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := -10 + (([%Level%] - 1) * -10)
Ability 1 Amount 2 Formula                      := 10 + (([%Level%] - 1) * 10)
Weapon Type                                     := None

//-------------------------------------------------------------------------------------
// Engines
//-------------------------------------------------------------------------------------
Name                                            := Ion Engine
Description                                     := Ion Engine powered by a fusion reactor.
Picture Number                                  := 11
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 20 + (([%Level%] - 1) * 5)
Cost Minerals Formula                           := 60 - (([%Level%] - 1) * 5)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 20 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 5
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Technological
General Group                                   := Engines
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Ion Engines.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Ion Engines") >= [%Level%]
Number Of Abilities                             := 2
Ability 1 Type                                  := Movement Standard
Ability 1 Description                           := Ion Engines generate [%Amount1%] movement points.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 60 + (([%Level%] - 1) * 5)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Supply Storage
Ability 2 Description                           := Ion Engines hold [%Amount1%] units of supply.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 600 + (([%Level%] - 1) * 25)
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Contra-Terrene Engine
Description                                     := Engine powered by an anti-matter reactor.
Picture Number                                  := 12
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 30 + (([%Level%] - 1) * 5)
Cost Minerals Formula                           := 80 - (([%Level%] - 1) * 5)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 40 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 5
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Technological
General Group                                   := Engines
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Contra-Terrene Engines.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Contra-Terrene Engines") >= [%Level%]
Number Of Abilities                             := 2
Ability 1 Type                                  := Movement Standard
Ability 1 Description                           := Contra-Terrene Engines generate [%Amount1%] movement points.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 75 + (([%Level%] - 1) * 5)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Supply Storage
Ability 2 Description                           := Contra-Terrene Engines hold [%Amount1%] units of supply.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 700 + (([%Level%] - 1) * 25)
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Jacketed-Photon Engine
Description                                     := Harnessed light drive engine.
Picture Number                                  := 13
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 40 + (([%Level%] - 1) * 5)
Cost Minerals Formula                           := 100 - (([%Level%] - 1) * 5)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 60 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 5
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Technological
General Group                                   := Engines
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Jacketed-Photon Engines.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Jacketed-Photon Engines") >= [%Level%]
Number Of Abilities                             := 2
Ability 1 Type                                  := Movement Standard
Ability 1 Description                           := Jacketed-Photon Engines generate [%Amount1%] movement points.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 90 + (([%Level%] - 1) * 5)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Supply Storage
Ability 2 Description                           := Jacketed-Photon Engines hold [%Amount1%] units of supply.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 800 + (([%Level%] - 1) * 25)
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Quantum Engine
Description                                     := Quantum element engine used to generate standard movement.
Picture Number                                  := 14
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 50 + (([%Level%] - 1) * 5)
Cost Minerals Formula                           := 120 - (([%Level%] - 1) * 5)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 80 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 5
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Technological
General Group                                   := Engines
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Quantum Engines.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Quantum Engines") >= [%Level%]
Number Of Abilities                             := 2
Ability 1 Type                                  := Movement Standard
Ability 1 Description                           := Quantum Engines generate [%Amount1%] standard movement points.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 105 + (([%Level%] - 1) * 5)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Supply Storage
Ability 2 Description                           := Quantum Engines hold [%Amount1%] units of supply.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 900 + (([%Level%] - 1) * 25)
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Inertial Dampeners
Description                                     := Gravitational field generator that reduces the impact of rapid changes in acceleration on a ship's hull and crew.
Picture Number                                  := 275
Maximum Level                                   := 2
Tonnage Space Taken Formula                     := 10
Tonnage Structure Formula                       := 20
Cost Minerals Formula                           := 40 + (([%Level%] - 1) * 20)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 80 + (([%Level%] - 1) * 40)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Engines
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 2 in Gravitational Manipulation.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Gravitational Manipulation") >= ([%Level%] * 2)
Number Of Abilities                             := 2
Ability 1 Type                                  := Combat Movement
Ability 1 Description                           := Inertial Dampeners add [%Amount1%] km/s to a ship's movement in combat.
Ability 1 Scope                                 := Space Object
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 Inertial Dampener per ship effective.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Combat Thruster
Description                                     := Provides additional movement for a drone during combat.
Picture Number                                  := 67
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 10
Tonnage Structure Formula                       := 20
Cost Minerals Formula                           := 20 + (([%Level%] - 1) * 5)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 40 + (([%Level%] - 1) * 10)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Technological
General Group                                   := Engines
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Drones.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Drones") >= ([%Level%] * 2) - 1
Number Of Abilities                             := 2
Ability 1 Type                                  := Combat Movement
Ability 1 Description                           := Combat Thruster adds [%Amount1%] km/s to a drone's movement in combat.
Ability 1 Scope                                 := Space Object
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 Combat Thruster per drone effective.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Solar Sail
Description                                     := Utilizes solar winds to generate movement for a ship.
Picture Number                                  := 49
Maximum Level                                   := 2
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 10
Cost Minerals Formula                           := 80
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 20 + (([%Level%] - 1) * 20)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Technological
General Group                                   := Engines
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 3 in Stellar Harnessing.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Stellar Harnessing") >= ([%Level%] * 3)
Number Of Abilities                             := 2
Ability 1 Type                                  := Movement Extra Generation
Ability 1 Description                           := Solar Sails generate [%Amount1%] extra movement point(s).
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := [%Level%]
Ability 1 Amount 2 Formula                      := 1
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 Solar Sail per vehicle effective.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Subspace Field Emitter
Description                                     := A device that generates a subspace bubble around a ship reducing its apparent mass and increasing its velocity.
Picture Number                                  := 291
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 10
Tonnage Structure Formula                       := 20
Cost Minerals Formula                           := 60 + (([%Level%] - 1) * 15)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 120 + (([%Level%] - 1) * 30)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Technological
General Group                                   := Engines
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 4 in Interdimensional Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Interdimensional Technology") >= ([%Level%] * 4)
Number Of Abilities                             := 2
Ability 1 Type                                  := Movement Extra Generation
Ability 1 Description                           := Subspace Field Emitters generate [%Amount1%] extra movement point(s). Does not stack with Solar Sails.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := [%Level%]
Ability 1 Amount 2 Formula                      := 1
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 Subspace Field Emitter per vehicle effective.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

//-------------------------------------------------------------------------------------
// Supply and Ordnance Storage
//-------------------------------------------------------------------------------------
Name                                            := Supply Storage
Description                                     := Storage area for supplies.
Picture Number                                  := 235
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 5
Tonnage Structure Formula                       := 5
Cost Minerals Formula                           := 10
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 3  + trunc(([%Level%] - 1) / 5)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Supply & Ordnance
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Resupply.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Resupply") >= [%Level%]
Number Of Abilities                             := 2
Ability 1 Type                                  := Supply Storage
Ability 1 Description                           := Supply Storages hold up to [%Amount1%] supplies.
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                                  := Storage Cargo Space Amount
Ability 2 Description                           := Supply Storages count towards cargo space requirements.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Large Supply Storage
Description                                     := Large storage area for supplies.
Picture Number                                  := 21
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 20
Cost Minerals Formula                           := 40
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 10 + ([%Level%] - 1)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Supply & Ordnance
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Resupply.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Resupply") >= [%Level%]
Number Of Abilities                             := 2
Ability 1 Type                                  := Supply Storage
Ability 1 Description                           := Large Supply Storages hold up to [%Amount1%] supplies.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 1000 + (([%Level%] - 1) * 100)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Storage Cargo Space Amount
Ability 2 Description                           := Large Supply Storages count towards cargo space requirements.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Supply Vat
Description                                     := An organic gland on a ship that stores supplies.
Picture Number                                  := 237
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 10
Tonnage Structure Formula                       := 10
Cost Minerals Formula                           := 5
Cost Organics Formula                           := 10 + ([%Level%] - 1)
Cost Radioactives Formula                       := 5 + trunc(([%Level%] - 1) / 2)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Organic
General Group                                   := Supply & Ordnance
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Organic Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Organic Technology") >= iif([%Level%] = 1, 1, (([%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                             := 2
Ability 1 Type                                  := Supply Storage
Ability 1 Description                           := Supply Vats hold up to [%Amount1%] supplies.
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                                  := Storage Cargo Space Amount
Ability 2 Description                           := Supply Vats count towards cargo space requirements.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Supply Pod
Description                                     := Pod that can be sacrificed to provide extra supplies for a vehicle.
Picture Number                                  := 33
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 20
Cost Minerals Formula                           := 20 + (([%Level%] - 1) * 5)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 40 + (([%Level%] - 1) * 10)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Supply & Ordnance
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := 1
Requirements Evaluation Allows Placement        := 2
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 2 in Resupply.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Resupply") >= ([%Level%] * 2)
Requirement 2 Description                       := Only 1 Supply Pod allowed per vehicle.
Requirement 2 Formula                           := Get_Design_Ability_Component_Count("Emergency Resupply") <= 1
Number Of Abilities                             := 3
Ability 1 Type                                  := Emergency Resupply
Ability 1 Description                           := Supply Pods generate [%Amount1%] supplies when activated.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 2000 + (([%Level%] - 1) * 500)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Component - Destroyed On Use
Ability 2 Description                           := Supply Pods are destroyed after use.
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                                  := Storage Cargo Space Amount
Ability 3 Description                           := Supply Pods count towards cargo space requirements.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 0
Ability 3 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Solar Collector
Description                                     := Collects solar energy and converts it into supplies.
Picture Number                                  := 48
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 20
Cost Minerals Formula                           := 20 + (([%Level%] - 1) * 2)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 40 + (([%Level%] - 1) * 4)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Technological
General Group                                   := Supply & Ordnance
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Stellar Harnessing.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Stellar Harnessing") >= [%Level%]
Number Of Abilities                             := 1
Ability 1 Type                                  := Solar Supply Generation
Ability 1 Description                           := Solar Collectors generate [%Amount1%] supplies per turn from each star in a system.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 50 + (([%Level%] - 1) * 10)
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Solar Organelle
Description                                     := An organic gland on a ship that converts solar energy into supplies.
Picture Number                                  := 222
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 20
Cost Minerals Formula                           := 10
Cost Organics Formula                           := 40 + (([%Level%] - 1) * 4)
Cost Radioactives Formula                       := 10 + (([%Level%] - 1) * 2)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Organic
General Group                                   := Supply & Ordnance
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 3 in Organic Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Organic Technology") >= iif([%Level%] < 4, 3 + (([%Level%] - 1) * 2), 7 + (([%Level%] - 3) * 4))
Requirement 2 Description                       := Empire must have racial trait Organic Manipulation.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Organic Manipulation")
Number Of Abilities                             := 3
Ability 1 Type                                  := Supply Storage
Ability 1 Description                           := Solar Organelles store up to [%Amount1%] supplies.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 500 + (([%Level%] - 1) * 100)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Solar Supply Generation
Ability 2 Description                           := Solar Organelles generate [%Amount1%] supplies per turn from each star in a system.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 25 + (([%Level%] - 1) * 5)
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Storage Cargo Space Amount
Ability 3 Description                           := Solar Organelles count towards cargo space requirements.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 0
Ability 3 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Quantum Reactor
Description                                     := Self-perpetuating energy source that generates supplies.
Picture Number                                  := 34
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 20
Cost Minerals Formula                           := 60 + (([%Level%] - 1) * 3)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 100 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Supply & Ordnance
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 10 in Resupply.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Resupply") >= 10 + ([%Level%] - 1)
Number Of Abilities                             := 2
Ability 1 Type                                  := Supply Generation
Ability 1 Description                           := Quantum Reactors generate [%Amount1%] supplies per turn.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 200 + (([%Level%] - 1) * 20)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Quantum Reactors do not function if the ship is cloaked.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Flux Pod
Description                                     := Generates supplies for a ship by harvesting energy from interstitial space.
Picture Number                                  := 271
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 10
Tonnage Structure Formula                       := 10
Cost Minerals Formula                           := 45 + (([%Level%] - 1) * 3)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 90 + (([%Level%] - 1) * 6)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Interdimensional
General Group                                   := Supply & Ordnance
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 5 in Interdimensional Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Interdimensional Technology") >= 5 + (([%Level%] - 1) * 2)
Number Of Abilities                             := 1
Ability 1 Type                                  := Supply Generation
Ability 1 Description                           := Flux Pods generate [%Amount1%] supplies per 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
Weapon Type                                     := None

Name                                            := Ordnance Storage
Description                                     := Storage area for ordnance.
Picture Number                                  := 236
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 5
Tonnage Structure Formula                       := 5
Cost Minerals Formula                           := 10 + ([%Level%] - 1)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 5
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Supply & Ordnance
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Resupply.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Resupply") >= [%Level%]
Number Of Abilities                             := 2
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Ordnance Storages hold up to [%Amount1%] ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 100 + (([%Level%] - 1) * 10)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Storage Cargo Space Amount
Ability 2 Description                           := Ordnance Storages count towards cargo space requirements.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Large Ordnance Storage
Description                                     := Large storage area for ordnance.
Picture Number                                  := 180
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 20
Cost Minerals Formula                           := 40 + (([%Level%] - 1) * 4)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 20
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Supply & Ordnance
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Resupply.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Resupply") >= [%Level%]
Number Of Abilities                             := 2
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Large Ordnance Storages hold up to [%Amount1%] ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 400 + (([%Level%] - 1) * 40)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Storage Cargo Space Amount
Ability 2 Description                           := Large Ordnance Storages count towards cargo space requirements.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Ordnance Vat
Description                                     := An organic gland on a ship that grows new ordnance for weapons.
Picture Number                                  := 175
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 10
Tonnage Structure Formula                       := 10
Cost Minerals Formula                           := 10
Cost Organics Formula                           := 40 + (([%Level%] - 1) * 2)
Cost Radioactives Formula                       := 10 + ([%Level%] - 1)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Organic
General Group                                   := Supply & Ordnance
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Organic Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Organic Technology") >= iif([%Level%] = 1, 1, (([%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                             := 3
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Ordnance Vats store [%Amount1%] units of ordnance.
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                                  := Ordnance Generation
Ability 2 Description                           := Ordnance Vats generate [%Amount1%] ordnance each turn.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 10 + (([%Level%] - 1) * 2)
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Storage Cargo Space Amount
Ability 3 Description                           := Ordnance Vats count towards cargo space requirements.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 0
Ability 3 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Ordnance Pod
Description                                     := Pod that can be sacrificed to gain extra ordnance for a vehicle.
Picture Number                                  := 181
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 20
Cost Minerals Formula                           := 60 + (([%Level%] - 1) * 5)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 30 + trunc(([%Level%] - 1) * 2.5)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Supply & Ordnance
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := 1
Requirements Evaluation Allows Placement        := 2
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 3 in Resupply.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Resupply") >= 1 + ([%Level%] * 2)
Requirement 2 Description                       := Only 1 Ordnance Pod allowed per vehicle.
Requirement 2 Formula                           := Get_Design_Ability_Component_Count("Emergency Reordnance") <= 1
Number Of Abilities                             := 3
Ability 1 Type                                  := Emergency Reordnance
Ability 1 Description                           := Ordnance Pods provide [%Amount1%] ordnance when activated.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 800 + (([%Level%] - 1) * 200)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Component - Destroyed On Use
Ability 2 Description                           := Ordnance Pods are destroyed after use.
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                                  := Storage Cargo Space Amount
Ability 3 Description                           := Ordnance Pods count towards cargo space requirements.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 0
Ability 3 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Ordnance Replicator
Description                                     := Automated assembly component that constructs ordnance.
Picture Number                                  := 20
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 20
Cost Minerals Formula                           := 30 + trunc(([%Level%] - 1) * 2.5)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 60 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Supply & Ordnance
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 11 Resupply.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Resupply") >= 11 + (([%Level%] - 1) * 2)
Number Of Abilities                             := 2
Ability 1 Type                                  := Ordnance Generation
Ability 1 Description                           := Ordnance Replicators generate [%Amount1%] ordnance each turn.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 60 + (([%Level%] - 1) * 10)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Storage Cargo Space Amount
Ability 2 Description                           := Ordnance Replicators count towards cargo space requirements.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

//-------------------------------------------------------------------------------------
// Armor and Shields
//-------------------------------------------------------------------------------------
Name                                            := Bulkhead
Description                                     := Reinforced hull section of a ship.
Picture Number                                  := 262
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 5
Tonnage Structure Formula                       := iif([%Level%] < 5, 15 + (([%Level%] - 1) * 10), ([%Level%] - 1) * 15)
Cost Minerals Formula                           := 10 + (([%Level%] - 1) * 4)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 1 + trunc(([%Level%] - 1) / 2.5)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Armor
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Armor.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Armor") >= iif([%Level%] = 1, [%Level%], ([%Level%] - 1) * 4)
Number Of Abilities                             := 1
Ability 1 Type                                  := Description Only
Ability 1 Description                           := Bulkheads provide [%Amount1%]kT of inner or outer hull structure.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := iif([%Level%] < 5, 15 + (([%Level%] - 1) * 10), ([%Level%] - 1) * 15)
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Light Armor
Description                                     := Standard armor used to protect a vehicle from damage.
Picture Number                                  := 15
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 5
Tonnage Structure Formula                       := iif([%Level%] < 5, (20 + ([%Level%] - 1) * 5), (([%Level%] - 1) * 10))
Cost Minerals Formula                           := 10 + (([%Level%] - 1) * 2)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 3 + trunc(([%Level%] - 1) / 5)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Armor
Component Type List                             := Technological
General Group                                   := Armor
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Armor.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Armor") >= iif([%Level%] < 4, [%Level%], (([%Level%] - 1) * 2) - 1)
Number Of Abilities                             := 1
Ability 1 Type                                  := Component - Is Armor Type
Ability 1 Description                           := Armor protects the vehicle from damage.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := "Normal Armor"
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Heavy Armor
Description                                     := Standard armor used to protect a vehicle from damage.
Picture Number                                  := 239
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := iif([%Level%] < 5, 80 + (([%Level%] - 1) * 20), (([%Level%] - 1) * 40))
Cost Minerals Formula                           := 40 + (([%Level%] - 1) * 8)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 10 + ([%Level%] - 1)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Armor
Component Type List                             := Technological
General Group                                   := Armor
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Armor.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Armor") >= iif([%Level%] < 4, [%Level%], (([%Level%] - 1) * 2) - 1)
Number Of Abilities                             := 1
Ability 1 Type                                  := Component - Is Armor Type
Ability 1 Description                           := Armor protects the vehicle from damage.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := "Normal Armor"
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Emissive Armor
Description                                     := Specialized armor that absorbs energy and radiates it back into space.
Picture Number                                  := 16
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 10
Tonnage Structure Formula                       := iif([%Level%] < 3, 50 + (([%Level%] - 1) * 10), iif([%Level%] < 6, 40 + (([%Level%] - 1) * 20), 150))
Cost Minerals Formula                           := 40 + (([%Level%] - 1) * 8)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 15 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Armor
Component Type List                             := Technological
General Group                                   := Armor
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 4 in Armor.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Armor") >= iif([%Level%] < 4, 4 + (([%Level%] - 1) * 2), ([%Level%] - 1) * 4)
Number Of Abilities                             := 3
Ability 1 Type                                  := Component - Is Armor Type
Ability 1 Description                           := Emissive Armor protects the vehicle from damage.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := "Emissive Armor"
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Component - Damage Resistance
Ability 2 Description                           := Emissive Armor reduces damage by [%Amount1%] points per weapon hit.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := iif([%Level%] < 4, 6 + ([%Level%] - 1), iif([%Level%] < 6, 4 + (([%Level%] - 1) * 2), 15))
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Description Only
Ability 3 Description                           := Emissive effect is only applied when Emissive Armor is actively being damaged.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 0
Ability 3 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Stealth Armor
Description                                     := Armor plating with sensor absorbent materials that make a vehicle difficult to detect.
Picture Number                                  := 50
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 100 + (([%Level%] - 1) * 25)
Cost Minerals Formula                           := 60 + (([%Level%] - 1) * 10)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 40 + (([%Level%] - 1) * 10)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Armor
Component Type List                             := Technological
General Group                                   := Armor
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 4 in Armor.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Armor") >= ([%Level%] * 4)
Number Of Abilities                             := 5
Ability 1 Type                                  := Component - Is Armor Type
Ability 1 Description                           := Stealth Armor protects the vehicle from damage.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := "Normal Armor"
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Combat To Hit Defense
Ability 2 Description                           := Stealth Armor adds [%Amount1%] to combat defense modifier.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := [%Level%] * 2
Ability 2 Amount 2 Formula                      := 4
Ability 3 Type                                  := Cloak Level
Ability 3 Description                           := Stealth Armor blocks sensors up to sight level [%Amount2%].
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 2 + [%Level%]
Ability 3 Amount 2 Formula                      := 1 + [%Level%]
Ability 4 Type                                  := Description Only
Ability 4 Description                           := Only 1 Stealth Armor per vehicle effective. Can be combined with ECM and Scattering Armor.
Ability 4 Scope                                 := Space Object
Ability 4 Range Formula                         := 0
Ability 4 Amount 1 Formula                      := 0
Ability 4 Amount 2 Formula                      := 0
Ability 5 Type                                  := Description Only
Ability 5 Description                           := Stealth Armor needs to be activated via the cloak order.
Ability 5 Scope                                 := Space Object
Ability 5 Range Formula                         := 0
Ability 5 Amount 1 Formula                      := 0
Ability 5 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Scattering Armor
Description                                     := Armor plating composed of a highly reflective alloy that deflects most scanners and sensors.
Picture Number                                  := 51
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 150 + (([%Level%] - 1) * 25)
Cost Minerals Formula                           := 50 + (([%Level%] - 1) * 25)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 45 + (([%Level%] - 1) * 15)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Armor
Component Type List                             := Technological
General Group                                   := Armor
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 10 in Armor.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Armor") >= 10 + (([%Level%] - 1) * 4)
Number Of Abilities                             := 4
Ability 1 Type                                  := Component - Is Armor Type
Ability 1 Description                           := Scattering Armor protects the vehicle from damage.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := "Scattering Armor"
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Scanning Prevention
Ability 2 Description                           := Scattering Armor blocks Long Range Scanners up to [%Amount1%] sectors.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 3 + (([%Level%] - 1) * 2)
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Combat To Hit Defense
Ability 3 Description                           := Scattering Armor adds [%Amount1%] to combat defense modifier.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := [%Level%] * 5
Ability 3 Amount 2 Formula                      := 5
Ability 4 Type                                  := Description Only
Ability 4 Description                           := Only 1 Scattering Armor per vehicle effective. Can be combined with ECM and Stealth Armor.
Ability 4 Scope                                 := Space Object
Ability 4 Range Formula                         := 0
Ability 4 Amount 1 Formula                      := 0
Ability 4 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Organic Bulkhead
Description                                     := Reinforced organic mesh hull section of a ship.
Picture Number                                  := 263
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 5
Tonnage Structure Formula                       := iif([%Level%] < 5, 15 + (([%Level%] - 1) * 10), ([%Level%] - 1) * 15)
Cost Minerals Formula                           := 0
Cost Organics Formula                           := 10 + (([%Level%] - 1) * 4)
Cost Radioactives Formula                       := 1 + trunc(([%Level%] - 1) / 2.5)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Organic
General Group                                   := Armor
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Organic Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Organic Technology") >= iif([%Level%] = 1, [%Level%], ([%Level%] - 1) * 3)
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                                  := Description Only
Ability 1 Description                           := Organic Bulkheads provide [%Amount1%]kT of inner or outer hull structure.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := iif([%Level%] < 5, 15 + (([%Level%] - 1) * 10), ([%Level%] - 1) * 15)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Component - Regeneration
Ability 2 Description                           := Organic Bulkheads regenerate [%Amount1%]kT of damage per second during combat.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0.5 + (0.1 * ([%Level%] - 1))
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Light Organic Armor
Description                                     := Organic mesh armor that can be regenerated when damaged.
Picture Number                                  := 240
Maximum Level                                   := 16
Tonnage Space Taken Formula                     := 5
Tonnage Structure Formula                       := 25 + (([%Level%] - 1) * 5)
Cost Minerals Formula                           := 0
Cost Organics Formula                           := 15 + ([%Level%] - 1)
Cost Radioactives Formula                       := 3 + trunc(([%Level%] - 1) / 5)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Armor
Component Type List                             := Organic
General Group                                   := Armor
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Organic Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Organic Technology") >= [%Level%]
Requirement 2 Description                       := Empire must have racial trait Organic Manipulation.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Organic Manipulation")
Number Of Abilities                             := 3
Ability 1 Type                                  := Component - Is Armor Type
Ability 1 Description                           := Organic Armor protects the vehicle from damage.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := "Organic Armor"
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Component - Regeneration
Ability 2 Description                           := Organic Armor regenerates [%Amount1%]kT of damage per second during combat.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0.5 + (0.1 * ([%Level%] - 1))
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Description Only
Ability 3 Description                           := Organic Armor requires supplies to regenerate. Organic Armor regeneration stacks.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 0
Ability 3 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Heavy Organic Armor
Description                                     := Organic mesh armor that can be regenerated when damaged.
Picture Number                                  := 42
Maximum Level                                   := 16
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 100 + (([%Level%] - 1) * 20)
Cost Minerals Formula                           := 0
Cost Organics Formula                           := 60 + (([%Level%] - 1) * 4)
Cost Radioactives Formula                       := 12 + trunc(([%Level%] - 1) * 0.8)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Armor
Component Type List                             := Organic
General Group                                   := Armor
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Organic Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Organic Technology") >= [%Level%]
Requirement 2 Description                       := Empire must have racial trait Organic Manipulation.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Organic Manipulation")
Number Of Abilities                             := 3
Ability 1 Type                                  := Component - Is Armor Type
Ability 1 Description                           := Organic Armor protects the vehicle from damage.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := "Organic Armor"
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Component - Regeneration
Ability 2 Description                           := Organic Armor regenerates [%Amount1%]kT of damage per second during combat.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 2.0 + (0.4 * ([%Level%] - 1))
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Description Only
Ability 3 Description                           := Organic Armor requires supplies to regenerate. Organic Armor regeneration stacks.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 0
Ability 3 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Crystalline Bulkhead
Description                                     := Reinforced crystalline lattice hull structure.
Picture Number                                  := 264
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 5
Tonnage Structure Formula                       := iif([%Level%] < 5, 15 + (([%Level%] - 1) * 10), ([%Level%] - 1) * 15)
Cost Minerals Formula                           := 5 + (([%Level%] - 1) * 2)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 5 + (([%Level%] - 1) * 2)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Armor
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have racial trait Crystallurgy.
Requirement 1 Formula                           := Empire_Has_Racial_Trait("Crystallurgy")
Requirement 2 Description                       := Empire must have at least tech level 1 in Crystalline Technology.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Crystalline Technology") >= iif([%Level%] = 1, [%Level%], ([%Level%] - 1) * 3)
Number Of Abilities                             := 2
Ability 1 Type                                  := Description Only
Ability 1 Description                           := Crystalline Bulkheads provide [%Amount1%]kT of inner or outer hull structure.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := iif([%Level%] < 5, 15 + (([%Level%] - 1) * 10), ([%Level%] - 1) * 15)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Shield Generation From Damage
Ability 2 Description                           := Crystalline Bulkhead converts a portion of weapons damage into [%Amount1%] shields points.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := [%Level%]
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Light Crystalline Armor
Description                                     := Crystal lattice armor used to protect a ship from physical damage.
Picture Number                                  := 200
Maximum Level                                   := 16
Tonnage Space Taken Formula                     := 5
Tonnage Structure Formula                       := 25 + (([%Level%] - 1) * 5)
Cost Minerals Formula                           := 5 + ([%Level%] - 1)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 5 + ([%Level%] - 1)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Armor
Component Type List                             := Crystalline
General Group                                   := Armor
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Crystalline Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Crystalline Technology") >= [%Level%]
Requirement 2 Description                       := Empire must have racial trait Crystallurgy.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Crystallurgy")
Number Of Abilities                             := 3
Ability 1 Type                                  := Component - Is Armor Type
Ability 1 Description                           := Crystalline Armor protects the ship from damage.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := "Crystalline Armor"
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Shield Generation From Damage
Ability 2 Description                           := Crystalline Armor converts a portion of weapons damage into [%Amount1%] shields points.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 1 + trunc([%Level%] / 4)
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Description Only
Ability 3 Description                           := Crystalline Armor stacks.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 0
Ability 3 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Heavy Crystalline Armor
Description                                     := Crystal lattice armor used to protect a ship from physical damage.
Picture Number                                  := 43
Maximum Level                                   := 16
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 100 + (([%Level%] - 1) * 20)
Cost Minerals Formula                           := 20 + (([%Level%] - 1) * 2)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 20 + (([%Level%] - 1) * 2)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Armor
Component Type List                             := Crystalline
General Group                                   := Armor
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Crystalline Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Crystalline Technology") >= [%Level%]
Requirement 2 Description                       := Empire must have racial trait Crystallurgy.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Crystallurgy")
Number Of Abilities                             := 3
Ability 1 Type                                  := Component - Is Armor Type
Ability 1 Description                           := Crystalline Armor protects the ship from damage.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := "Crystalline Armor"
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Shield Generation From Damage
Ability 2 Description                           := Crystalline Armor converts a portion of weapons damage into [%Amount1%] shields points.
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                                  := Description Only
Ability 3 Description                           := Crystalline Armor stacks.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 0
Ability 3 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Energy Refractor
Description                                     := Crystalline dampening grid that decreases damage from beam weapons.
Picture Number                                  := 176
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 100 + (([%Level%] - 1) * 25)
Cost Minerals Formula                           := 20 + (([%Level%] - 1) * 5)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 40 + (([%Level%] - 1) * 10)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Crystalline
General Group                                   := Armor
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 4 in Crystalline Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Crystalline Technology") >= [%Level%] * 4
Requirement 2 Description                       := Empire must have racial trait Crystallurgy.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Crystallurgy")
Number Of Abilities                             := 2
Ability 1 Type                                  := Weapon Delivery Type Damage Received Modifier Percent
Ability 1 Description                           := Energy Refractor decreases damage from beam weapons by [%Amount1%]%.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := -5 + (([%Level%] - 1) * -5)
Ability 1 Amount 2 Formula                      := "Energy Beam"
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 Energy Refractor per vehicle effective.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Shield Generator
Description                                     := Creates a protective energy field around a vehicle.
Picture Number                                  := 17
Maximum Level                                   := 16
Tonnage Space Taken Formula                     := 30
Tonnage Structure Formula                       := 30 + (([%Level%] - 1) * 2)
Cost Minerals Formula                           := 55 + (([%Level%] - 1) * 3)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 30 + (([%Level%] - 1) * 3)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Shields
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Shields.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Shields") >= [%Level%]
Number Of Abilities                             := 1
Ability 1 Type                                  := Shield Generation
Ability 1 Description                           := Shield Generators provide [%Amount2%] normal shield points.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := "Normal Shields"
Ability 1 Amount 2 Formula                      := 200 + (([%Level%] - 1) * 20)
Weapon Type                                     := None

Name                                            := Phased Shield Generator
Description                                     := Creates a protective energy field around a vehicle that cannot be passed through by Phased Energy weapons.
Picture Number                                  := 18
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 30
Tonnage Structure Formula                       := 40 + (([%Level%] - 1) * 2)
Cost Minerals Formula                           := 75 + (([%Level%] - 1) * 5)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 50 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Shields
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 10 in Shields.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Shields") >= (10 + ([%Level%] - 1))
Number Of Abilities                             := 1
Ability 1 Type                                  := Shield Generation
Ability 1 Description                           := Phased Shield Generators provide [%Amount2%] phased shield points.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := "Phased Shields"
Ability 1 Amount 2 Formula                      := 300 + (([%Level%] - 1) * 20)
Weapon Type                                     := None

Name                                            := Null-Space Shield Generator
Description                                     := Forms a protective energy field across multiple dimensions that is impervious to almost all shield skipping weapons.
Picture Number                                  := 289
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 30
Tonnage Structure Formula                       := 40 + (([%Level%] - 1) * 10)
Cost Minerals Formula                           := 80 + (([%Level%] - 1) * 4)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 100 + (([%Level%] - 1) * 10)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Shields
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 5 in Interdimensional Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Interdimensional Technology") >= 5 + ([%Level%] - 1)
Number Of Abilities                             := 1
Ability 1 Type                                  := Shield Generation
Ability 1 Description                           := Null-Space Shield Generators provide [%Amount2%] null-space shield points.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := "Null-Space Shields"
Ability 1 Amount 2 Formula                      := 250 + (([%Level%] - 1) * 25)
Weapon Type                                     := None

Name                                            := Shield Organelle
Description                                     := Organic gland that produces a protective bubble of plasma around a vehicle.
Picture Number                                  := 248
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 30
Tonnage Structure Formula                       := 30 + (([%Level%] - 1)  * 3)
Cost Minerals Formula                           := 10 + ([%Level%] - 1)
Cost Organics Formula                           := 60 + (([%Level%] - 1) * 6)
Cost Radioactives Formula                       := 10 + ([%Level%] - 1)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Shields
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 10 in Organic Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Organic Technology") >= 10 + ([%Level%] - 1)
Requirement 2 Description                       := Empire must have racial trait Organic Manipulation.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Organic Manipulation")
Number Of Abilities                             := 1
Ability 1 Type                                  := Shield Generation
Ability 1 Description                           := Plasma Shield Generators provide [%Amount2%] plasma shield points.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := "Plasma Shields"
Ability 1 Amount 2 Formula                      := 200 + (([%Level%] - 1) * 20)
Weapon Type                                     := None

Name                                            := Shield Regenerator
Description                                     := Regenerates shields during combat.
Picture Number                                  := 19
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 20 + (([%Level%] - 1) * 4)
Cost Minerals Formula                           := 80 + (([%Level%] - 1) * 8)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 40 + (([%Level%] - 1) * 4)
Supply Amount Used Formula                      := 10
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Shields
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 3 in Shields.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Shields") >= ([%Level%] * 3)
Number Of Abilities                             := 3
Ability 1 Type                                  := Shield Regeneration
Ability 1 Description                           := Shield Regenerators boost shields by [%Amount2%] points per second.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := "Normal Shields"
Ability 1 Amount 2 Formula                      := 15 + (([%Level%] - 1) * 5)
Ability 2 Type                                  := Shield Generation
Ability 2 Description                           := Shield Regenerators can be destroyed by weapons with the Only Shield Generators damage type.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := "Normal Shields"
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Description Only
Ability 3 Description                           := Shield Regenerators stack and require supplies to function.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 0
Ability 3 Amount 2 Formula                      := 0
Weapon Type                                     := None

//-------------------------------------------------------------------------------------
// Sensors
//-------------------------------------------------------------------------------------
Name                                            := Basic Sensors
Description                                     := Basic sensors that can detect ships and other space objects at a distance.
Picture Number                                  := 28
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 10
Tonnage Structure Formula                       := 10
Cost Minerals Formula                           := 40 + (([%Level%] - 1) * 4)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 10 + (([%Level%] - 1) * 2)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Drone, Weapon Platform
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Sensors
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Sensors.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Sensors") >= iif([%Level%] = 1, [%Level%], ([%Level%] - 1) * 4)
Number Of Abilities                             := 2
Ability 1 Type                                  := Sight Level
Ability 1 Description                           := Basic Sensors see at sight level [%Amount1%].
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                                  := Sight Range
Ability 2 Description                           := Basic Sensors sense to a distance of [%Amount1%].
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 1 + [%Level%] + IIF(Empire_Has_Racial_Trait("AI Assist"), 3, 0)
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Combat Sensors
Description                                     := Sensors that increase the chance to hit an enemy target.
Picture Number                                  := 26
Maximum Level                                   := 15
Tonnage Space Taken Formula                     := 10
Tonnage Structure Formula                       := 10
Cost Minerals Formula                           := 30 + (([%Level%] - 1) * 5)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 12 + (([%Level%] - 1) * 2)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Sensors
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Sensors.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Sensors") >= iif([%Level%] <= 11, [%Level%], (2 * [%Level%]) - 11)
Number Of Abilities                             := 2
Ability 1 Type                                  := Combat To Hit Offense
Ability 1 Description                           := Combat Sensors add [%Amount1%] to combat attack modifier.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 5 * [%Level%]
Ability 1 Amount 2 Formula                      := 2
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 Combat Sensor per vehicle effective.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Superluminal Sensors
Description                                     := Specialized combat sensors using interdimensional tunneling to return target information "faster" than light speed.
Picture Number                                  := 269
Maximum Level                                   := 9
Tonnage Space Taken Formula                     := 10
Tonnage Structure Formula                       := 10
Cost Minerals Formula                           := 16 + (([%Level%] - 1) * 3)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 36 + (([%Level%] - 1) * 8)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Sensors
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Interdimensional Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Interdimensional Technology") >= iif([%Level%] <= 3, [%Level%], (([%Level%] * 2) - 3))
Number Of Abilities                             := 2
Ability 1 Type                                  := Combat To Hit Offense
Ability 1 Description                           := Superluminal Sensors add [%Amount1%] to combat attack modifier.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := ([%Level%] * 10)
Ability 1 Amount 2 Formula                      := 2
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 Superluminal Sensor per vehicle effective. Does not stack with Combat Sensors.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Holy War Totem
Description                                     := Emboldens a crew and improves their ability to fight.
Picture Number                                  := 172
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 10
Tonnage Structure Formula                       := 10
Cost Minerals Formula                           := 15 + ([%Level%] - 1)
Cost Organics Formula                           := 40 + (([%Level%] - 1) * 5)
Cost Radioactives Formula                       := 10 + ([%Level%] - 1)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Religious
Custom Group                                    := 0
Number Of Requirements                          := 3
Requirements Evaluation Availability            := 1, 2
Requirements Evaluation Allows Placement        := 3
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Religious Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Religious Technology") >= 1 + (([%Level%] - 1) * 2)
Requirement 2 Description                       := Empire must have racial trait Deeply Religious.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Deeply Religious")
Requirement 3 Description                       := Holy War Totem cannot be used with a Master Computer or Control Computer.
Requirement 3 Formula                           := Get_Design_Specific_Component_Count("Master Computer") + Get_Design_Specific_Component_Count("Control Computer") < 1
Number Of Abilities                             := 2
Ability 1 Type                                  := Crew Experience Modifier Percent
Ability 1 Description                           := Holy War Totem improves crew experience by [%Amount1%]% during combat.
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                           := Only 1 Holy War Totem per vehicle effective.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Vengeance Totem
Description                                     := Focuses the vengeance of a crew to improve weapon damage.
Picture Number                                  := 173
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 20
Cost Minerals Formula                           := 40 + (([%Level%] - 1) * 5)
Cost Organics Formula                           := 60 + (([%Level%] - 1) * 10)
Cost Radioactives Formula                       := 40 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Religious
Custom Group                                    := 0
Number Of Requirements                          := 3
Requirements Evaluation Availability            := 1, 2
Requirements Evaluation Allows Placement        := 3
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 2 in Religious Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Religious Technology") >= ([%Level%] * 2)
Requirement 2 Description                       := Empire must have racial trait Deeply Religious.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Deeply Religious")
Requirement 3 Description                       := Vengeance Totem cannot be used with a Master Computer or Control Computer.
Requirement 3 Formula                           := Get_Design_Specific_Component_Count("Master Computer") + Get_Design_Specific_Component_Count("Control Computer") < 1
Number Of Abilities                             := 2
Ability 1 Type                                  := Weapon Damage Modifier Percent
Ability 1 Description                           := Vengeance Totem increases weapon damage by [%Amount1%]%.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 10 + (([%Level%] - 1) * 5)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 Vengeance Totem per vehicle effective.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Religious Talisman
Description                                     := Centers the spirituality of the vehicle and focuses it towards its goal.
Picture Number                                  := 52
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 30
Tonnage Structure Formula                       := 30
Cost Minerals Formula                           := 100 + (([%Level%] - 1) * 5)
Cost Organics Formula                           := 150 + (([%Level%] - 1) * 10)
Cost Radioactives Formula                       := 60 + (([%Level%] - 1) * 4)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Religious
Custom Group                                    := 0
Number Of Requirements                          := 3
Requirements Evaluation Availability            := 1, 2
Requirements Evaluation Allows Placement        := 3
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 10 in Religious Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Religious Technology") >= 8 + ([%Level%] * 2)
Requirement 2 Description                       := Empire must have racial trait Deeply Religious.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Deeply Religious")
Requirement 3 Description                       := Religious Talisman cannot be used with a Master Computer or Control Computer.
Requirement 3 Formula                           := Get_Design_Specific_Component_Count("Master Computer") + Get_Design_Specific_Component_Count("Control Computer") < 1
Number Of Abilities                             := 2
Ability 1 Type                                  := Combat Morale
Ability 1 Description                           := Religious Talisman adds [%Amount1%] to combat morale. Combat morale is a bonus to both offense and defense modifiers.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 25 + (([%Level%] - 1) * 5)
Ability 1 Amount 2 Formula                      := 3
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 Religious Talisman per vehicle effective.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Psychic Node
Description                                     := Device that allows the psychic communication between ships allowing them to fight at a higher experience level.
Picture Number                                  := 47
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 10
Tonnage Structure Formula                       := 10
Cost Minerals Formula                           := 20 + (([%Level%] - 1) * 2)
Cost Organics Formula                           := 40 + (([%Level%] - 1) * 4)
Cost Radioactives Formula                       := 5
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Sensors
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := 1
Requirements Evaluation Allows Placement        := 2
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 4 in Psychic Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Psychic Technology") >= 2 + ([%Level%] * 2)
Requirement 2 Description                       := Psychic Node cannot be used with a Master Computer or Control Computer.
Requirement 2 Formula                           := Get_Design_Specific_Component_Count("Master Computer") + Get_Design_Specific_Component_Count("Control Computer") < 1
Number Of Abilities                             := 1
Ability 1 Type                                  := Combat Best Experience
Ability 1 Description                           := Psychic Node gives a ship an experience level up to [%Amount1%]% of the most experienced ship in combat.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 50 + (([%Level%] - 1) * 10)
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Neural Combat Net
Description                                     := Neural network that connects ships in combat allowing them to fight at a higher experience level.
Picture Number                                  := 53
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 10
Tonnage Structure Formula                       := 10
Cost Minerals Formula                           := 20 + (([%Level%] - 1) * 5)
Cost Organics Formula                           := 60 + (([%Level%] - 1) * 5)
Cost Radioactives Formula                       := 20 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Sensors
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := 1
Requirements Evaluation Allows Placement        := 2
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Neural Computer Interface.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Neural Computer Interface") >= [%Level%]
Requirement 2 Description                       := Neural Combat Net cannot be used with a Master Computer or Control Computer.
Requirement 2 Formula                           := Get_Design_Specific_Component_Count("Master Computer") + Get_Design_Specific_Component_Count("Control Computer") < 1
Number Of Abilities                             := 1
Ability 1 Type                                  := Combat Best Experience
Ability 1 Description                           := Neural Combat Net gives a ship an experience level up to [%Amount1%]% of the most experienced ship in combat.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 30 + (([%Level%] - 1) * 10)
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := ECM
Description                                     := Electromagnetic Counter Measures. Makes a ship harder to target by enemies.
Picture Number                                  := 27
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 10
Tonnage Structure Formula                       := 10
Cost Minerals Formula                           := 30 + (([%Level%] - 1) * 3)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 10 + ([%Level%] - 1)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Sensors
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Defense Systems.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Defense Systems") >= [%Level%]
Number Of Abilities                             := 2
Ability 1 Type                                  := Combat To Hit Defense
Ability 1 Description                           := ECM adds [%Amount1%] to combat defense modifier.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 10 + (([%Level%] - 1) * 5)
Ability 1 Amount 2 Formula                      := 2
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 ECM per vehicle effective.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Multiplex Tracking
Description                                     := Secondary targeting system that helps improve the performance of direct fire weapons.
Picture Number                                  := 156
Maximum Level                                   := 2
Tonnage Space Taken Formula                     := 10
Tonnage Structure Formula                       := 10
Cost Minerals Formula                           := 25 + (([%Level%] - 1) * 5)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 15 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Multiplex
General Group                                   := Sensors
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 4 in Defense Systems.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Defense Systems") >= [%Level%] * 4
Number Of Abilities                             := 2
Ability 1 Type                                  := Combat To Hit Offense
Ability 1 Description                           := Multiplex Tracking adds [%Amount1%] to combat attack modifier.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := ([%Level%] * 5)
Ability 1 Amount 2 Formula                      := 11
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 Multiplex Tracking per vehicle effective. Stacks with Combat Sensors.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Stealth Totem
Description                                     := Totem that improves a ship's ability to avoid detection.
Picture Number                                  := 174
Maximum Level                                   := 10
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 20
Cost Minerals Formula                           := 27 + (([%Level%] - 1) * 2)
Cost Organics Formula                           := 75 + (([%Level%] - 1) * 5)
Cost Radioactives Formula                       := 45 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Religious
Custom Group                                    := 0
Number Of Requirements                          := 3
Requirements Evaluation Availability            := 1, 2
Requirements Evaluation Allows Placement        := 3
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 6 in Religious Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Religious Technology") >= 6 + ([%Level%] - 1)
Requirement 2 Description                       := Empire must have racial trait Deeply Religious.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Deeply Religious")
Requirement 3 Description                       := Stealth Totem cannot be used with a Master Computer or Control Computer.
Requirement 3 Formula                           := Get_Design_Specific_Component_Count("Master Computer") + Get_Design_Specific_Component_Count("Control Computer") < 1
Number Of Abilities                             := 3
Ability 1 Type                                  := Combat To Hit Defense
Ability 1 Description                           := Stealth Totem adds [%Amount1%] to combat defense modifier.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 5 + [%Level%]
Ability 1 Amount 2 Formula                      := 3
Ability 2 Type                                  := Cloak Level
Ability 2 Description                           := Stealth Totem blocks sensors up to sight level [%Amount2%].
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 2 + [%Level%]
Ability 2 Amount 2 Formula                      := 1 + [%Level%]
Ability 3 Type                                  := Description Only
Ability 3 Description                           := Only 1 Stealth Totem per vehicle effective. Can be combined with ECM. Stealth Totem needs to be activated via the cloak order.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 0
Ability 3 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Long Range Scanners
Description                                     := Capable of scanning ships at many sectors distance to reveal their components and cargo.
Picture Number                                  := 255
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 20
Cost Minerals Formula                           := 80 + (([%Level%] - 1) * 8)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 40 + (([%Level%] - 1) * 4)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Weapon Platform, Satellite, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Sensors
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Scanners.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Scanners") >= iif([%Level%] <= 2, [%Level%], ([%Level%] - 1) * 2)
Number Of Abilities                             := 1
Ability 1 Type                                  := Long Range Scanner
Ability 1 Description                           := Long Range Scanners can conduct scans up to a range of [%Amount1%] sectors.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 2 + ([%Level%] - 1)
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Scanner Jammer
Description                                     := A broad-band long range scanner jamming device.
Picture Number                                  := 30
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 10
Tonnage Structure Formula                       := 10
Cost Minerals Formula                           := 50 + (([%Level%] - 1) * 5)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 25 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Weapon Platform, Satellite, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Sensors
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Scanners.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Scanners") >= iif([%Level%] = 1, [%Level%], ([%Level%] * 2) - 1)
Number Of Abilities                             := 1
Ability 1 Type                                  := Scanning Prevention
Ability 1 Description                           := Scanner Jammer decreases range of Long Range Scanners by [%Amount1%] sectors.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 3 + ([%Level%] - 1)
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := None

//-------------------------------------------------------------------------------------
// Cloaking and Detection
//-------------------------------------------------------------------------------------
Name                                            := Cloaking Device
Description                                     := Field generated around a vehicle that has the effect of rendering it invisible.
Picture Number                                  := 35
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 40 - trunc(([%Level%] - 1) / 5) * 10
Tonnage Structure Formula                       := 40 + trunc(([%Level%] - 1) / 5) * 10
Cost Minerals Formula                           := 100 - (([%Level%] - 1) * 5)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 50 + (([%Level%] - 1) * 10)
Supply Amount Used Formula                      := 100 - (trunc(([%Level%] - 1) / 2) * 10)
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Shields
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Cloaking.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Cloaking") >= [%Level%]
Number Of Abilities                             := 2
Ability 1 Type                                  := Cloak Level
Ability 1 Description                           := Cloaking Device blocks sensors up to sight level [%Amount2%].
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 5 + [%Level%]
Ability 1 Amount 2 Formula                      := 4 + [%Level%]
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Cloaking Device uses [%Amount1%] supplies per turn when activated.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 100 - (trunc(([%Level%] - 1) / 2) * 10)
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Tachyon Sensors
Description                                     := Modulating tachyon sensor grid that can detect cloaked ships in a system.
Picture Number                                  := 36
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 40
Tonnage Structure Formula                       := 40
Cost Minerals Formula                           := 50 + (([%Level%] - 1) * 10)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 75 + (([%Level%] - 1) * 15)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Weapon Platform, Satellite, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Sensors
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 10 in Sensors.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Sensors") >= 10 + (([%Level%] - 1) * 2)
Number Of Abilities                             := 2
Ability 1 Type                                  := Sight Level
Ability 1 Description                           := Tachyon Sensors see at sight level [%Amount1%].
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 6 + (([%Level%] - 1) * 2)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Sight Range
Ability 2 Description                           := Tachyon Sensors see to a distance of [%Amount1%] sectors.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 4 + trunc([%Level%] / 2)
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Psychic Receptors
Description                                     := Psychic sensors that can detect vessels hidden in a system.
Picture Number                                  := 45
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 30
Tonnage Structure Formula                       := 30
Cost Minerals Formula                           := 40 + (([%Level%] - 1) * 4)
Cost Organics Formula                           := 60 + (([%Level%] - 1) * 6)
Cost Radioactives Formula                       := 20 + (([%Level%] - 1) * 2)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Weapon Platform, Satellite, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Sensors
Custom Group                                    := 0
Number Of Requirements                          := 3
Requirements Evaluation Availability            := 1, 2
Requirements Evaluation Allows Placement        := 3
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Psychic Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Psychic Technology") >= iif([%Level%] = 1, 1, ([%Level%] - 1) * 3)
Requirement 2 Description                       := Empire must have racial trait Psychic.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Psychic")
Requirement 3 Description                       := Psychic Receptors cannot be used with a Master Computer or Control Computer.
Requirement 3 Formula                           := Get_Design_Specific_Component_Count("Master Computer") + Get_Design_Specific_Component_Count("Control Computer") < 1
Number Of Abilities                             := 2
Ability 1 Type                                  := Sight Level
Ability 1 Description                           := Psychic Receptors see at sight level [%Amount1%].
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 6 + (([%Level%] - 1) * 2)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Sight Range
Ability 2 Description                           := Psychic Receptors see to a distance of [%Amount1%] sectors.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 4 + trunc([%Level%] / 2)
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Temporal Sensors
Description                                     := Temporal sensors that can detect vessels hidden in a system by looking for distortions in space-time.
Picture Number                                  := 276
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 30
Tonnage Structure Formula                       := 30
Cost Minerals Formula                           := 60 + (([%Level%] - 1) * 4)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 90 + (([%Level%] - 1) * 6)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Weapon Platform, Satellite, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Sensors
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Temporal Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Temporal Technology") >= iif([%Level%] = 1, 1, ([%Level%] - 1) * 3)
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                                  := Sight Level
Ability 1 Description                           := Temporal Sensors see at sight level [%Amount1%].
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 6 + (([%Level%] - 1) * 2)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Sight Range
Ability 2 Description                           := Temporal Sensors see to a distance of [%Amount1%] sectors.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 4 + trunc([%Level%] / 2)
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

//-------------------------------------------------------------------------------------
// Construction
//-------------------------------------------------------------------------------------
Name                                            := Space Yard
Description                                     := Construction component that can build vehicles in space.
Picture Number                                  := 8
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 400
Tonnage Structure Formula                       := 200
Cost Minerals Formula                           := 1000 + (([%Level%] - 1) * 100)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 200 + (([%Level%] - 1) * 20)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Construction
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := 1
Requirements Evaluation Allows Placement        := 2
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Space Yards.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Space Yards") >= [%Level%]
Requirement 2 Description                       := There is a limit of one Space Yard per vehicle.
Requirement 2 Formula                           := Get_Design_Specific_Component_Count("Space Yard") + Get_Design_Specific_Component_Count("Temporal Space Yard") <= 1
Number Of Abilities                             := 7
Ability 1 Type                                  := Space Yard
Ability 1 Description                           := 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                      := 250 + (([%Level%] - 1) * 50)
Ability 2 Type                                  := Space Yard
Ability 2 Description                           := 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                      := 250 + (([%Level%] - 1) * 50)
Ability 3 Type                                  := Space Yard
Ability 3 Description                           := 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                      := 250 + (([%Level%] - 1) * 50)
Ability 4 Type                                  := Tonnage Repair Ship
Ability 4 Description                           := 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                      := 50 + (([%Level%] - 1) * 5)
Ability 4 Amount 2 Formula                      := 0
Ability 5 Type                                  := Tonnage Repair Unit
Ability 5 Description                           := 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                      := 50 + (([%Level%] - 1) * 5)
Ability 5 Amount 2 Formula                      := 0
Ability 6 Type                                  := Tonnage Repair Facility
Ability 6 Description                           := 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                      := 250 + (([%Level%] - 1) * 25)
Ability 6 Amount 2 Formula                      := 0
Ability 7 Type                                  := Storage Cargo Space Amount
Ability 7 Description                           := Space Yard counts towards cargo space requirements.
Ability 7 Scope                                 := Space Object
Ability 7 Range Formula                         := 0
Ability 7 Amount 1 Formula                      := 0
Ability 7 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Temporal Space Yard
Description                                     := Construction component that uses temporal folding to allow faster construction of vehicles in space.
Picture Number                                  := 270
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 400
Tonnage Structure Formula                       := 200
Cost Minerals Formula                           := 600 + (([%Level%] - 1) * 40)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 900 + (([%Level%] - 1) * 60)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Construction
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := 1
Requirements Evaluation Allows Placement        := 2
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 10 in Temporal Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Temporal Technology") >= 10 + ([%Level%] - 1)
Requirement 2 Description                       := There is a limit of one Space Yard per vehicle.
Requirement 2 Formula                           := Get_Design_Specific_Component_Count("Space Yard") + Get_Design_Specific_Component_Count("Temporal Space Yard") <= 1
Number Of Abilities                             := 7
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                      := 500 + (([%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                      := 500 + (([%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                      := 500 + (([%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                      := 100 + (([%Level%] - 1) * 20)
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                      := 100 + (([%Level%] - 1) * 20)
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                      := 500 + (([%Level%] - 1) * 100)
Ability 6 Amount 2 Formula                      := 0
Ability 7 Type                                  := Storage Cargo Space Amount
Ability 7 Description                           := Temporal Space Yard counts towards cargo space requirements.
Ability 7 Scope                                 := Space Object
Ability 7 Range Formula                         := 0
Ability 7 Amount 1 Formula                      := 0
Ability 7 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Repair Bay
Description                                     := Component that can repair vehicles in space.
Picture Number                                  := 44
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 150
Tonnage Structure Formula                       := 100
Cost Minerals Formula                           := 400 + (([%Level%] - 1) * 20)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 100 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Construction
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Repair.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Repair") >= [%Level%]
Number Of Abilities                             := 4
Ability 1 Type                                  := Tonnage Repair Ship
Ability 1 Description                           := Repair Bays repair [%Amount1%]kT of ship tonnage per 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                                  := Tonnage Repair Unit
Ability 2 Description                           := Repair Bays repair [%Amount1%]kT of unit tonnage per 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                                  := Tonnage Repair Facility
Ability 3 Description                           := Repair Bays repair [%Amount1%]kT of facility tonnage per turn.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 200 + (([%Level%] - 1) * 40)
Ability 3 Amount 2 Formula                      := 0
Ability 4 Type                                  := Storage Cargo Space Amount
Ability 4 Description                           := Repair Bays count towards cargo space requirements.
Ability 4 Scope                                 := Space Object
Ability 4 Range Formula                         := 0
Ability 4 Amount 1 Formula                      := 0
Ability 4 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Repair Pod
Description                                     := Automated repair component that can be used to fix vehicles in space.
Picture Number                                  := 272
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 30
Tonnage Structure Formula                       := 30
Cost Minerals Formula                           := 120 + (([%Level%] - 1) * 20)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 60 + (([%Level%] - 1) * 10)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Construction
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := 1, 2
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 3 in Repair
Requirement 1 Formula                           := Get_Empire_Tech_Level("Repair") >= iif([%Level%] = 1, 3, ([%Level%] * 3) + 1)
Requirement 2 Description                       := Empire must have at least tech level 1 in Robotics.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Robotics") >= 1
Number Of Abilities                             := 4
Ability 1 Type                                  := Tonnage Repair Ship
Ability 1 Description                           := Repair Pods repair [%Amount1%]kT of ship tonnage per turn.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 10 + (([%Level%] - 1) * 10)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Tonnage Repair Unit
Ability 2 Description                           := Repair Pods repair [%Amount1%]kT of unit tonnage per turn.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 10 + (([%Level%] - 1) * 10)
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Tonnage Repair Facility
Ability 3 Description                           := Repair Pods repair [%Amount1%]kT of facility tonnage per turn.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 20 + (([%Level%] - 1) * 20)
Ability 3 Amount 2 Formula                      := 0
Ability 4 Type                                  := Storage Cargo Space Amount
Ability 4 Description                           := Repair Pods count towards cargo space requirements.
Ability 4 Scope                                 := Space Object
Ability 4 Range Formula                         := 0
Ability 4 Amount 1 Formula                      := 0
Ability 4 Amount 2 Formula                      := 0
Weapon Type                                     := None

//-------------------------------------------------------------------------------------
// Medical
//-------------------------------------------------------------------------------------
Name                                            := Medical Bay
Description                                     := Medical bay that can cure plagues on planets.
Picture Number                                  := 32
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 20
Cost Minerals Formula                           := 40 + (([%Level%] - 1) * 10)
Cost Organics Formula                           := 40 + (([%Level%] - 1) * 10)
Cost Radioactives Formula                       := 5
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Miscellaneous
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Medical Treatment.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Medical Treatment") >= ([%Level%] * 2) - 1
Number Of Abilities                             := 1
Ability 1 Type                                  := Medical Bay
Ability 1 Description                           := Medical Bay cures level [%Amount1%] plagues.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := [%Level%]
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := None

//-------------------------------------------------------------------------------------
// Cargo and Unit Launching
//-------------------------------------------------------------------------------------
Name                                            := Cargo Bay
Description                                     := Area on a ship where cargo is stored.
Picture Number                                  := 9
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 20
Cost Minerals Formula                           := 25 + (([%Level%] - 1) * 5)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 0
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Cargo
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Cargo.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Cargo") >= iif([%Level%] = 1, 1, ([%Level%] - 1) * 2)
Number Of Abilities                             := 1
Ability 1 Type                                  := Storage Cargo Space Amount
Ability 1 Description                           := Cargo Bays provide [%Amount1%]kT of cargo space.
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
Weapon Type                                     := None

Name                                            := Fighter Launcher
Description                                     := Compartment on a ship that launches and recovers fighters in space.
Picture Number                                  := 22
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 20 + (([%Level%] - 1) * 5)
Cost Minerals Formula                           := 60 + (([%Level%] - 1) * 10)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 12 + (([%Level%] - 1) * 2)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Technological
General Group                                   := Unit Launch
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Fighters.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Fighters") >= iif([%Level%] <= 3, [%Level%], ([%Level%] * 2) - 3)
Number Of Abilities                             := 3
Ability 1 Type                                  := Units - Launch
Ability 1 Description                           := Each Fighter Launcher can launch a fighter every [%Amount2%] milliseconds during combat.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := "Fighter"
Ability 1 Amount 2 Formula                      := 10000 - (([%Level%] - 1) * 2000)
Ability 2 Type                                  := Units - Recover
Ability 2 Description                           := Fighter Launchers can recover fighters from space.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := "Fighter"
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Description Only
Ability 3 Description                           := Fighter Launchers do not have storage and should be used with Cargo Bays to provide storage for Fighters.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 0
Ability 3 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Satellite Launcher
Description                                     := Compartment on a ship that launches and recovers satellites in space.
Picture Number                                  := 38
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 20 + (([%Level%] - 1) * 5)
Cost Minerals Formula                           := 60 + (([%Level%] - 1) * 10)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 12 + (([%Level%] - 1) * 2)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Technological
General Group                                   := Unit Launch
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Satellites.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Satellites") >= [%Level%]
Number Of Abilities                             := 4
Ability 1 Type                                  := Units - Launch
Ability 1 Description                           := Each Satellite Launcher can launch a satellite every [%Amount2%] milliseconds during combat.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := "Satellite"
Ability 1 Amount 2 Formula                      := 30000 - (([%Level%] - 1) * 5000)
Ability 2 Type                                  := Units - Recover
Ability 2 Description                           := Satellite Launchers can recover satellites from space.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := "Satellite"
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Storage Cargo Space Amount
Ability 3 Description                           := Satellite Launchers count towards cargo space requirements.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 0
Ability 3 Amount 2 Formula                      := 0
Ability 4 Type                                  := Description Only
Ability 4 Description                           := Satellite Launchers do not have storage and should be used with Cargo Bays to provide storage for Satellites.
Ability 4 Scope                                 := Space Object
Ability 4 Range Formula                         := 0
Ability 4 Amount 1 Formula                      := 0
Ability 4 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Drone Launcher
Description                                     := Compartment that launches drones into space.
Picture Number                                  := 24
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 20 + (([%Level%] - 1) * 5)
Cost Minerals Formula                           := 60 + (([%Level%] - 1) * 10)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 18 + (([%Level%] - 1) * 3)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Technological
General Group                                   := Unit Launch
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Drones.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Drones") >= [%Level%]
Number Of Abilities                             := 3
Ability 1 Type                                  := Units - Launch
Ability 1 Description                           := Each Drone Launcher launches a drone every [%Amount2%] milliseconds into space during combat.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := "Drone"
Ability 1 Amount 2 Formula                      := 25000 - (([%Level%] - 1) * 5000)
Ability 2 Type                                  := Units - Recover
Ability 2 Description                           := Drone Launchers can recover drones from space.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := "Drone"
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Description Only
Ability 3 Description                           := Drone Launchers do not have storage and should be used with Cargo Bays to provide storage for Drones.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 0
Ability 3 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Mine Layer
Description                                     := Launches mines into space.
Picture Number                                  := 23
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 30
Tonnage Structure Formula                       := 30
Cost Minerals Formula                           := 60 + (([%Level%] - 1) * 10)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 10 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Technological
General Group                                   := Unit Launch
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Mines.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Mines") >= iif([%Level%] = 1, [%Level%], ([%Level%] - 1) * 2)
Number Of Abilities                             := 3
Ability 1 Type                                  := Units - Launch
Ability 1 Description                           := Mine Layers launch a mine every [%Amount2%] milliseconds into space during combat.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := "Mine"
Ability 1 Amount 2 Formula                      := 5000 - (([%Level%] - 1) * 2000)
Ability 2 Type                                  := Storage Cargo Space Amount
Ability 2 Description                           := Mine Layers count towards cargo space requirements.
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                           := Mine Layers do not have storage and should be used with Cargo Bays to provide storage for Mines.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 0
Ability 3 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Mine Sweeper
Description                                     := Wide arc beams for detecting and destroying mines in space.
Picture Number                                  := 31
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 30
Tonnage Structure Formula                       := 30
Cost Minerals Formula                           := 80 + (([%Level%] - 1) * 20)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 30 + (([%Level%] - 1) * 10)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Technological
General Group                                   := Unit Launch
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Mines.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Mines") >= ([%Level%] * 2) - 1
Number Of Abilities                             := 2
Ability 1 Type                                  := Units - Sweeping
Ability 1 Description                           := Mine Sweepers can sweep [%Amount2%] mines per turn.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := "Mine"
Ability 1 Amount 2 Formula                      := IIF(Empire_Has_Racial_Trait("AI Assist"), 9 + (([%Level%] - 1) * 3), 6 + (([%Level%] - 1) * 2))
Ability 2 Type                                  := Storage Cargo Space Amount
Ability 2 Description                           := Mine Sweepers count towards cargo space requirements.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

//-------------------------------------------------------------------------------------
// Remote Mining
//-------------------------------------------------------------------------------------
Name                                            := Robo-Miners
Description                                     := Small autonomous robots that mine asteroids or empty planets but decreases their value permanently.
Picture Number                                  := 39
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 100
Tonnage Structure Formula                       := 100
Cost Minerals Formula                           := 200 + (([%Level%] - 1) * 10)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 25 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 100 - (([%Level%] - 1) * 10)
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Technological
General Group                                   := Remote Mining
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 2 in Minerals Extraction.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Minerals Extraction") >= 2 * [%Level%]
Number Of Abilities                             := 4
Ability 1 Type                                  := Remote Resource Generation - Minerals
Ability 1 Description                           := Robo-Miners can collect [%Amount1%] minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location 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                                  := Description Only
Ability 2 Description                           := Robo-Miners permanently reduce the minerals value of the asteroids or planet they are mining.
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                           := Robo-Miners use [%Amount1%] supplies each turn.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 100 - (([%Level%] - 1) * 10)
Ability 3 Amount 2 Formula                      := 0
Ability 4 Type                                  := Storage Cargo Space Amount
Ability 4 Description                           := Robo-Miners count towards cargo space requirements.
Ability 4 Scope                                 := Space Object
Ability 4 Range Formula                         := 0
Ability 4 Amount 1 Formula                      := 0
Ability 4 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Robo-Farmers
Description                                     := Small autonomous robots that farm asteroids or empty planets but decreases their value permanently.
Picture Number                                  := 40
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 100
Tonnage Structure Formula                       := 100
Cost Minerals Formula                           := 150 + (([%Level%] - 1) * 5)
Cost Organics Formula                           := 25 + (([%Level%] - 1) * 5)
Cost Radioactives Formula                       := 10
Supply Amount Used Formula                      := 100 - (([%Level%] - 1) * 10)
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Technological
General Group                                   := Remote Mining
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 2 in Organics Extraction.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Organics Extraction") >= 2 * [%Level%]
Number Of Abilities                             := 4
Ability 1 Type                                  := Remote Resource Generation - Organics
Ability 1 Description                           := Robo-Farmers can collect [%Amount1%] organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location 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                                  := Description Only
Ability 2 Description                           := Robo-Farmers permanently reduce the organics value of the asteroids or planet they are farming.
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                           := Robo-Farmers use [%Amount1%] supplies each turn.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 100 - (([%Level%] - 1) * 10)
Ability 3 Amount 2 Formula                      := 0
Ability 4 Type                                  := Storage Cargo Space Amount
Ability 4 Description                           := Robo-Farmers count towards cargo space requirements.
Ability 4 Scope                                 := Space Object
Ability 4 Range Formula                         := 0
Ability 4 Amount 1 Formula                      := 0
Ability 4 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Robo-Extractors
Description                                     := Small autonomous robots that extract radioactives from asteroids or empty planets remotely but decreases their value permanently.
Picture Number                                  := 41
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 100
Tonnage Structure Formula                       := 100
Cost Minerals Formula                           := 150 + (([%Level%] - 1) * 5)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 50 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 100 - (([%Level%] - 1) * 10)
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Technological
General Group                                   := Remote Mining
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 2 in Radioactives Extraction.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Radioactives Extraction") >= 2 * [%Level%]
Number Of Abilities                             := 4
Ability 1 Type                                  := Remote Resource Generation - Radioactives
Ability 1 Description                           := Robo-Extractors can collect [%Amount1%] radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location 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                                  := Description Only
Ability 2 Description                           := Robo-Extractors permanently reduce the radioactives value of the asteroids or planet they are extracting from.
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                           := Robo-Extractors use [%Amount1%] supplies each turn.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 100 - (([%Level%] - 1) * 10)
Ability 3 Amount 2 Formula                      := 0
Ability 4 Type                                  := Storage Cargo Space Amount
Ability 4 Description                           := Robo-Extractors count towards cargo space requirements.
Ability 4 Scope                                 := Space Object
Ability 4 Range Formula                         := 0
Ability 4 Amount 1 Formula                      := 0
Ability 4 Amount 2 Formula                      := 0
Weapon Type                                     := None

//-------------------------------------------------------------------------------------
// Boarding
//-------------------------------------------------------------------------------------
Name                                            := Boarding Parties
Description                                     := Combat personnel trained to board enemy ships and capture them.
Picture Number                                  := 111
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 20
Cost Minerals Formula                           := 40 + (([%Level%] - 1) * 4)
Cost Organics Formula                           := 80 + (([%Level%] - 1) * 8)
Cost Radioactives Formula                       := 0
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Ship Capture.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Ship Capture") >= iif([%Level%] = 1, 1, ([%Level%] - 1) * 2)
Number Of Abilities                             := 3
Ability 1 Type                                  := Boarding Attack
Ability 1 Description                           := Boarding Parties provide [%Amount1%] attacking strength that can overcome approximately [%Amount2%] regular crew members.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 50 + (([%Level%] - 1) * 10)
Ability 1 Amount 2 Formula                      := 200 + (([%Level%] - 1) * 40)
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Boarding parties can only capture ships that have no shields remaining.
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                           := Boarding parties can be used for boarding attack and defense.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 0
Ability 3 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Security Station
Description                                     := Defensive installations designed to prevent ship capture by boarding parties.
Picture Number                                  := 112
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 10
Tonnage Structure Formula                       := 10
Cost Minerals Formula                           := 60 + (([%Level%] - 1) * 6)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 30 + (([%Level%] - 1) * 3)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Ship Capture.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Ship Capture") >= (([%Level%] * 2) - 1)
Number Of Abilities                             := 2
Ability 1 Type                                  := Boarding Defense
Ability 1 Description                           := Anti-personnel turrets can overcome [%Amount1%] boarding party attacking strength.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 50 + (([%Level%] - 1) * 10)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Security stations can only be used for boarding defense.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

//-------------------------------------------------------------------------------------
// Small Components
//-------------------------------------------------------------------------------------
Name                                            := Fighter Cockpit
Description                                     := The control center of a fighter.
Picture Number                                  := 54
Maximum Level                                   := 1
Tonnage Space Taken Formula                     := 2
Tonnage Structure Formula                       := 2
Cost Minerals Formula                           := 8
Cost Organics Formula                           := 1
Cost Radioactives Formula                       := 2
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Fighter
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Vehicle Control
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Fighters.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Fighters") >= [%Level%]
Number Of Abilities                             := 1
Ability 1 Type                                  := Control Center
Ability 1 Description                           := Contains a fighter control.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Troop Cockpit
Description                                     := The control center of a troop vehicle.
Picture Number                                  := 56
Maximum Level                                   := 1
Tonnage Space Taken Formula                     := 1
Tonnage Structure Formula                       := 1
Cost Minerals Formula                           := 6
Cost Organics Formula                           := 1
Cost Radioactives Formula                       := 2
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Troop
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Vehicle Control
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Troops.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Troops") >= [%Level%]
Number Of Abilities                             := 1
Ability 1 Type                                  := Control Center
Ability 1 Description                           := Contains a troop control.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Small Ion Engine
Description                                     := Mini Ion Engine for sub-light inter-system travel.
Picture Number                                  := 59
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 4
Tonnage Structure Formula                       := 4 + ([%Level%] - 1)
Cost Minerals Formula                           := 12 - (([%Level%] - 1) * 2)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 4 + (([%Level%] - 1) * 2)
Supply Amount Used Formula                      := 3
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Fighter
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Technological
General Group                                   := Engines
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Ion Engines.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Ion Engines") >= ([%Level%] * 2) - 1
Requirement 2 Description                       := Empire must have at least tech level 1 in Fighters.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Fighters") >= 1
Number Of Abilities                             := 3
Ability 1 Type                                  := Movement Standard
Ability 1 Description                           := Small Ion Engines generate [%Amount1%] movement points.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 12 + ([%Level%] - 1)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Ground Movement Standard
Ability 2 Description                           := Small Ion Engines generate [%Amount1%] ground movement points.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 12 + ([%Level%] - 1)
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Supply Storage
Ability 3 Description                           := Small Ion Engines store [%Amount1%] units of supply.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 40 + (([%Level%] - 1) * 10)
Ability 3 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Small Contra-Terrene Engine
Description                                     := Mini anti-matter engine suitable for sub-light inter-system travel.
Picture Number                                  := 60
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 4
Tonnage Structure Formula                       := 6 + ([%Level%] - 1)
Cost Minerals Formula                           := 16 - (([%Level%] - 1) * 2)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 8 + (([%Level%] - 1) * 2)
Supply Amount Used Formula                      := 3
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Fighter
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Technological
General Group                                   := Engines
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Contra-Terrene Engines.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Contra-Terrene Engines") >= ([%Level%] * 2) - 1
Requirement 2 Description                       := Empire must have at least tech level 1 in Fighters.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Fighters") >= 1
Number Of Abilities                             := 3
Ability 1 Type                                  := Movement Standard
Ability 1 Description                           := Small Contra-Terrene Engines generate [%Amount1%] standard movement points.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 14 + ([%Level%] - 1)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Ground Movement Standard
Ability 2 Description                           := Small Contra-Terrene Engines generate [%Amount1%] ground movement points.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 14 + ([%Level%] - 1)
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Supply Storage
Ability 3 Description                           := Small Contra-Terrene Engines store [%Amount1%] units of supply.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 60 + (([%Level%] - 1) * 10)
Ability 3 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Small Jacketed-Photon Engine
Description                                     := Mini harnessed light drive engine suitable for sub-light inter-system travel.
Picture Number                                  := 61
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 4
Tonnage Structure Formula                       := 8 + ([%Level%] - 1)
Cost Minerals Formula                           := 20 - (([%Level%] - 1) * 2)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 12 + (([%Level%] - 1) * 2)
Supply Amount Used Formula                      := 3
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Fighter
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Technological
General Group                                   := Engines
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Jacketed-Photon Engines.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Jacketed-Photon Engines") >= ([%Level%] * 2) - 1
Requirement 2 Description                       := Empire must have at least tech level 1 in Fighters.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Fighters") >= 1
Number Of Abilities                             := 3
Ability 1 Type                                  := Movement Standard
Ability 1 Description                           := Small Jacketed-Photon Engines generate [%Amount1%] movement points.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 16 + ([%Level%] - 1)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Ground Movement Standard
Ability 2 Description                           := Small Jacketed-Photon Engines generate [%Amount1%] ground movement points.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 16 + ([%Level%] - 1)
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Supply Storage
Ability 3 Description                           := Small Jacketed-Photon Engines store [%Amount1%] units of supply.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 80 + (([%Level%] - 1) * 10)
Ability 3 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Small Quantum Engine
Description                                     := Mini quantum element engine suitable for sub-light inter-system travel.
Picture Number                                  := 62
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 4
Tonnage Structure Formula                       := 10 + ([%Level%] - 1)
Cost Minerals Formula                           := 24 - (([%Level%] - 1) * 2)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 16 + (([%Level%] - 1) * 2)
Supply Amount Used Formula                      := 3
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Fighter
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Technological
General Group                                   := Engines
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Quantum Engines.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Quantum Engines") >= ([%Level%] * 2) - 1
Requirement 2 Description                       := Empire must have at least tech level 1 in Fighters.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Fighters") >= 1
Number Of Abilities                             := 3
Ability 1 Type                                  := Movement Standard
Ability 1 Description                           := Small Quantum Engines generate [%Amount1%] movement points.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 18 + ([%Level%] - 1)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Ground Movement Standard
Ability 2 Description                           := Small Quantum Engines generate [%Amount1%] ground movement points.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 18 + ([%Level%] - 1)
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Supply Storage
Ability 3 Description                           := Small Quantum Engines store [%Amount1%] units of supply.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 100 + (([%Level%] - 1) * 10)
Ability 3 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Afterburners
Description                                     := Provides additional movement for a fighter during combat.
Picture Number                                  := 67
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 3
Tonnage Structure Formula                       := 5
Cost Minerals Formula                           := 8 + (([%Level%] - 1) * 4)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 8 + (([%Level%] - 1) * 4)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Fighter
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Technological
General Group                                   := Engines
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 2 in Fighters.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Fighters") >= [%Level%] * 2
Number Of Abilities                             := 2
Ability 1 Type                                  := Combat Movement
Ability 1 Description                           := Afterburners add [%Amount1%] km/s to a Fighter's movement in combat.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := ([%Level%] * 2)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 Afterburner per fighter effective.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Nuclear Ground Thrusters
Description                                     := Basic engine used by troops for propulsion on planets.
Picture Number                                  := 158
Maximum Level                                   := 2
Tonnage Space Taken Formula                     := 1
Tonnage Structure Formula                       := 2
Cost Minerals Formula                           := 4 - ([%Level%] - 1)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 2 + ([%Level%] - 1)
Supply Amount Used Formula                      := 2
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Troop
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Technological
General Group                                   := Engines
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Ion Engines.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Ion Engines") >= 1
Requirement 2 Description                       := Empire must have at least tech level 1 in Troops.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Troops") >= 1 + ([%Level%] - 1)
Number Of Abilities                             := 2
Ability 1 Type                                  := Ground Movement Standard
Ability 1 Description                           := Nuclear Ground Thrusters generate [%Amount1%] ground movement points.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 9 + ([%Level%] - 1)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Supply Storage
Ability 2 Description                           := Nuclear Ground Thrusters holds up to [%Amount1%] supplies.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 30 + (([%Level%] - 1) * 10)
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Fusion Ground Thrusters
Description                                     := Fusion engine used by troops for propulsion on planets.
Picture Number                                  := 159
Maximum Level                                   := 2
Tonnage Space Taken Formula                     := 1
Tonnage Structure Formula                       := 3
Cost Minerals Formula                           := 6 - ([%Level%] - 1)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 4 + ([%Level%] - 1)
Supply Amount Used Formula                      := 2
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Troop
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Technological
General Group                                   := Engines
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Contra-Terrene Engines.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Contra-Terrene Engines") >= 1
Requirement 2 Description                       := Empire must have at least tech level 3 in Troops.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Troops") >= 3 + ([%Level%] - 1)
Number Of Abilities                             := 2
Ability 1 Type                                  := Ground Movement Standard
Ability 1 Description                           := Fusion Ground Thrusters generate [%Amount1%] ground movement points.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 11 + ([%Level%] - 1)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Supply Storage
Ability 2 Description                           := Fusion Ground Thrusters holds up to [%Amount1%] supplies.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 50 + (([%Level%] - 1) * 10)
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Anti-Grav Ground Thrusters
Description                                     := Anti-gravity engine used by troops for propulsion on planets.
Picture Number                                  := 160
Maximum Level                                   := 2
Tonnage Space Taken Formula                     := 1
Tonnage Structure Formula                       := 4
Cost Minerals Formula                           := 8 - ([%Level%] - 1)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 6 + ([%Level%] - 1)
Supply Amount Used Formula                      := 2
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Troop
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Technological
General Group                                   := Engines
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Jacketed-Photon Engines.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Jacketed-Photon Engines") >= 1
Requirement 2 Description                       := Empire must have at least tech level 6 in Troops.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Troops") >= 6 + ([%Level%] - 1)
Number Of Abilities                             := 2
Ability 1 Type                                  := Ground Movement Standard
Ability 1 Description                           := Anti-Grav Ground Thrusters generate [%Amount1%] ground movement points.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 13 + ([%Level%] - 1)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Supply Storage
Ability 2 Description                           := Anti-Grav Ground Thrusters holds up to [%Amount1%] supplies.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 70 + (([%Level%] - 1) * 10)
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Quantum Ground Thrusters
Description                                     := Quantum engine used by troops for propulsion on planets.
Picture Number                                  := 161
Maximum Level                                   := 2
Tonnage Space Taken Formula                     := 1
Tonnage Structure Formula                       := 5
Cost Minerals Formula                           := 10 - ([%Level%] - 1)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 8 + ([%Level%] - 1)
Supply Amount Used Formula                      := 2
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Troop
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Technological
General Group                                   := Engines
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Quantum Engines.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Quantum Engines") >= 1
Requirement 2 Description                       := Empire must have at least tech level 1 in Troops.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Troops") >= 8 + ([%Level%] - 1)
Number Of Abilities                             := 2
Ability 1 Type                                  := Ground Movement Standard
Ability 1 Description                           := Quantum Ground Thrusters generate [%Amount1%] ground movement points.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 15 + ([%Level%] - 1)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Supply Storage
Ability 2 Description                           := Quantum Ground Thrusters holds up to [%Amount1%] supplies.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 90 + (([%Level%] - 1) * 10)
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Turbocharger
Description                                     := Provides additional movement for a troop vehicle during combat.
Picture Number                                  := 55
Maximum Level                                   := 1
Tonnage Space Taken Formula                     := 2
Tonnage Structure Formula                       := 4
Cost Minerals Formula                           := 5
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 10
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Troop
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Technological
General Group                                   := Engines
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 5 in Troops.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Troops") >= 5
Number Of Abilities                             := 2
Ability 1 Type                                  := Combat Movement
Ability 1 Description                           := Turbochargers add [%Amount1%] km/s to a troop's movement in combat.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := ([%Level%] * 2)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 Turbocharger per troop effective.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Small Supply Storage
Description                                     := Compartment on a unit to store supplies.
Picture Number                                  := 235
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 1
Tonnage Structure Formula                       := 1
Cost Minerals Formula                           := 4 + trunc(([%Level%] - 1) / 2)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 1 + trunc(([%Level%] - 1) / 2)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Fighter, Troop
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Supply & Ordnance
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Resupply.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Resupply") >= (([%Level%] * 2) - 1)
Number Of Abilities                             := 1
Ability 1 Type                                  := Supply Storage
Ability 1 Description                           := Small Supply Storage holds up to [%Amount1%] supplies.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 50 + (([%Level%] - 1) * 10)
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Small Supply Vat
Description                                     := An organic gland on a unit that stores supplies.
Picture Number                                  := 257
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 1
Tonnage Structure Formula                       := 1
Cost Minerals Formula                           := 0
Cost Organics Formula                           := 4 + trunc(([%Level%] - 1) / 2)
Cost Radioactives Formula                       := 1 + trunc(([%Level%] - 1) / 2)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Fighter, Troop
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Organic
General Group                                   := Supply & Ordnance
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Organic Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Organic Technology") >= (([%Level%] - 1) * 4)
Requirement 2 Description                       := Empire must have racial trait Organic Manipulation.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Organic Manipulation")
Number Of Abilities                             := 1
Ability 1 Type                                  := Supply Storage
Ability 1 Description                           := Small Supply Vats hold up to [%Amount1%] supplies.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 50 + (([%Level%] - 1) * 10)
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Small Ordnance Storage
Description                                     := Compartment on a unit to store ordnance.
Picture Number                                  := 236
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 1
Tonnage Structure Formula                       := 1
Cost Minerals Formula                           := 6 + trunc(([%Level%] - 1) / 2)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 1 + trunc(([%Level%] - 1) / 5)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Fighter, Troop
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Supply & Ordnance
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Resupply.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Resupply") >= (([%Level%] * 2) - 1)
Number Of Abilities                             := 1
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Small Ordnance Storage stores [%Amount1%] ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 25 + (([%Level%] - 1) * 5)
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Small Ordnance Vat
Description                                     := An organic gland on a unit that holds ordnance for weapons.
Picture Number                                  := 258
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 1
Tonnage Structure Formula                       := 1
Cost Minerals Formula                           := 1 + trunc(([%Level%] - 1) / 3)
Cost Organics Formula                           := 6 + trunc(([%Level%] - 1) / 1.5)
Cost Radioactives Formula                       := 2 + trunc(([%Level%] - 1) / 3)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Fighter, Troop
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Organic
General Group                                   := Supply & Ordnance
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Organic Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Organic Technology") >= (([%Level%] - 1) * 4)
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                                  := Ordnance Storage
Ability 1 Description                           := Ordnance Vats store [%Amount1%] units of ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 25 + (([%Level%] - 1) * 5)
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Ordnance Generation
Ability 2 Description                           := Ordnance Vats generate [%Amount1%] ordnance each turn.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 5
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Small Armor
Description                                     := Small plates of titanium armor used to protect a vehicle from damage.
Picture Number                                  := 63
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 1
Tonnage Structure Formula                       := 10 + (([%Level%] - 1) * 2)
Cost Minerals Formula                           := 3 + trunc(([%Level%] - 1) / 1.5)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 1 + trunc(([%Level%] - 1) / 3)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Fighter, Troop
Can Be Placed In Ship Sections                  := Armor
Component Type List                             := Technological
General Group                                   := Armor
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Armor.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Armor") >= ([%Level%] - 1) * 3
Number Of Abilities                             := 1
Ability 1 Type                                  := Component - Is Armor Type
Ability 1 Description                           := Armor protects the vehicle from damage.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := "Normal Armor"
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Small Emissive Armor
Description                                     := Small plate of armor that absorbs energy and radiates it back into space.
Picture Number                                  := 64
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 1
Tonnage Structure Formula                       := 8 + (([%Level%] - 1) * 4)
Cost Minerals Formula                           := 4 + ([%Level%] - 1)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 2 + ([%Level%] - 1)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Fighter, Troop
Can Be Placed In Ship Sections                  := Armor
Component Type List                             := Technological
General Group                                   := Armor
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 5 in Armor.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Armor") >= ([%Level%] * 5)
Number Of Abilities                             := 2
Ability 1 Type                                  := Component - Is Armor Type
Ability 1 Description                           := Emissive Armor protects the vehicle from damage.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := "Emissive Armor"
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Component - Damage Resistance
Ability 2 Description                           := Emissive Armor reduces damage by [%Amount1%] points per weapon hit.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 3 + ([%Level%] - 1)
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Small Stealth Armor
Description                                     := Small plate of armor that makes a vehicle more difficult to target.
Picture Number                                  := 249
Maximum Level                                   := 2
Tonnage Space Taken Formula                     := 2
Tonnage Structure Formula                       := 12 + (([%Level%] - 1) * 8)
Cost Minerals Formula                           := 6 + (([%Level%] - 1) * 2)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 4 + (([%Level%] - 1) * 2)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Fighter, Troop
Can Be Placed In Ship Sections                  := Armor
Component Type List                             := Technological
General Group                                   := Armor
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 8 in Armor.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Armor") >= ([%Level%] * 8)
Number Of Abilities                             := 3
Ability 1 Type                                  := Component - Is Armor Type
Ability 1 Description                           := Small Stealth Armor protects the vehicle from damage.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := "Normal Armor"
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Combat To Hit Defense
Ability 2 Description                           := Small Stealth Armor adds [%Amount1%] to combat defense modifier.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := [%Level%] * 5
Ability 2 Amount 2 Formula                      := 4
Ability 3 Type                                  := Description Only
Ability 3 Description                           := Only 1 Small Stealth Armor per vehicle effective. Stacks with Small ECM. Does not provide cloaking for units.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 0
Ability 3 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Small Organic Armor
Description                                     := Organic mesh armor that can be regenerated when damaged.
Picture Number                                  := 42
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 1
Tonnage Structure Formula                       := 10 + (([%Level%] - 1) * 2)
Cost Minerals Formula                           := 0
Cost Organics Formula                           := 3 + trunc(([%Level%] - 1) / 1.5)
Cost Radioactives Formula                       := 1 + trunc(([%Level%] - 1) / 3)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Troop, Fighter
Can Be Placed In Ship Sections                  := Armor
Component Type List                             := Organic
General Group                                   := Armor
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Organic Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Organic Technology") >= 1 + (([%Level%] - 1) * 3)
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                                  := Component - Is Armor Type
Ability 1 Description                           := Small Organic Armor protects the vehicle from damage.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := "Organic Armor"
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Component - Regeneration
Ability 2 Description                           := Small Organic Armor regenerates [%Amount1%]kT of damage per second during combat.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0.25 + (([%Level%] - 1) * 0.05)
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Small Crystalline Armor
Description                                     := Crystal lattice armor used to protect a ship from physical damage.
Picture Number                                  := 43
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 1
Tonnage Structure Formula                       := 10 + (([%Level%] - 1) * 2)
Cost Minerals Formula                           := 1 + trunc(([%Level%] - 1) / 3)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 3 + trunc(([%Level%] - 1) / 1.5)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Troop, Fighter
Can Be Placed In Ship Sections                  := Armor
Component Type List                             := Crystalline
General Group                                   := Armor
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Crystalline Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Crystalline Technology") >= 1 + (([%Level%] - 1) * 3)
Requirement 2 Description                       := Empire must have racial trait Crystallurgy.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Crystallurgy")
Number Of Abilities                             := 2
Ability 1 Type                                  := Component - Is Armor Type
Ability 1 Description                           := Small Crystalline Armor protects the vehicle from damage.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := "Crystalline Armor"
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Shield Generation From Damage
Ability 2 Description                           := Small Crystalline Armor converts a portion of weapons damage into [%Amount1%] shields points for the ship.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 1 + trunc([%Level%] / 3)
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Small Shield Generator
Description                                     := Small generator that creates an energy field preventing damage.
Picture Number                                  := 65
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 3
Tonnage Structure Formula                       := 3 + trunc(([%Level%] - 1) * 0.4)
Cost Minerals Formula                           := 10 + ([%Level%] - 1)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 5 + ([%Level%] - 1)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Fighter, Troop
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Shields
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 3 in Shields.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Shields") >= iif([%Level%] < 5, 3 * [%Level%], (2 * [%Level%]) + 2)
Number Of Abilities                             := 1
Ability 1 Type                                  := Shield Generation
Ability 1 Description                           := Shield Generators provide [%Amount2%] normal shield points.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := "Normal Shields"
Ability 1 Amount 2 Formula                      := 25 + (([%Level%] - 1) * 5)
Weapon Type                                     := None

Name                                            := Small Phased Shield Generator
Description                                     := Creates a protective energy field around a vehicle that cannot be passed through by Phased Energy weapons.
Picture Number                                  := 259
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 3
Tonnage Structure Formula                       := 3 + ([%Level%] - 1)
Cost Minerals Formula                           := 12 + (([%Level%] - 1) * 3)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 8 + (([%Level%] - 1) * 4)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Fighter, Troop
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Shields
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 12 in Shields.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Shields") >= 12 + (([%Level%] - 1) * 4)
Number Of Abilities                             := 1
Ability 1 Type                                  := Shield Generation
Ability 1 Description                           := Small Phased Shield Generators provide [%Amount2%] phased shield points.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := "Phased Shields"
Ability 1 Amount 2 Formula                      := 30 + (([%Level%] - 1) * 10)
Weapon Type                                     := None

Name                                            := Small Null-Space Shield Generator
Description                                     := Forms a protective energy field across multiple dimensions that is impervious to almost all shield skipping weapons.
Picture Number                                  := 290
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 3
Tonnage Structure Formula                       := 3 + ([%Level%] - 1)
Cost Minerals Formula                           := 12 + trunc(([%Level%] - 1) * 2)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 16 + trunc(([%Level%] - 1) * 4)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Fighter, Troop
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Interdimensional
General Group                                   := Shields
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 5 in Interdimensional Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Interdimensional Technology") >= 5 + (([%Level%] - 1) * 5)
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                                  := Shield Generation
Ability 1 Description                           := Small Null-Space Shield Generators provide [%Amount2%] null-space shield points.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := "Null-Space Shields"
Ability 1 Amount 2 Formula                      := 30 + (([%Level%] - 1) * 10)
Weapon Type                                     := None

Name                                            := Small Shield Organelle
Description                                     := Small generator that creates an energy field preventing damage.
Picture Number                                  := 260
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 3
Tonnage Structure Formula                       := 3 + ([%Level%] - 1)
Cost Minerals Formula                           := iif([%Level%] = 3, 3, 2)
Cost Organics Formula                           := 12 + (([%Level%] - 1) * 3)
Cost Radioactives Formula                       := iif([%Level%] = 3, 3, 2)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Fighter, Troop
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Shields
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 10 in Organic Technology.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Organic Technology") >= 5 + ([%Level%] * 5)
Requirement 2 Description                       := Empire must have racial trait Organic Manipulation.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Organic Manipulation")
Number Of Abilities                             := 1
Ability 1 Type                                  := Shield Generation
Ability 1 Description                           := Small Plasma Shield Generators provide [%Amount2%] plasma shield points.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := "Plasma Shields"
Ability 1 Amount 2 Formula                      := 20 + (([%Level%] - 1) * 10)
Weapon Type                                     := None

Name                                            := Small Combat Sensors
Description                                     := Sensors that increase the chance to hit an enemy target.
Picture Number                                  := 68
Maximum Level                                   := 8
Tonnage Space Taken Formula                     := 1
Tonnage Structure Formula                       := 1
Cost Minerals Formula                           := 5 + ([%Level%] - 1)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 2 + trunc(([%Level%] - 1) * 0.6)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Fighter, Troop
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Sensors
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Sensors.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Sensors") >= iif([%Level%] < 7, 1 + (([%Level%] - 1) * 2), 5 + (([%Level%] - 1) * 2))
Number Of Abilities                             := 2
Ability 1 Type                                  := Combat To Hit Offense
Ability 1 Description                           := Small Combat Sensors add [%Amount1%] to combat attack modifier.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 5 + (([%Level%] - 1) * 10)
Ability 1 Amount 2 Formula                      := 2
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 Small Combat Sensor per vehicle effective.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Small ECM
Description                                     := Electromagnetic Counter Measures. Makes a vehicle harder to hit by enemies.
Picture Number                                  := 69
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 1
Tonnage Structure Formula                       := 1
Cost Minerals Formula                           := 5 + ([%Level%] - 1)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 2 + trunc(([%Level%] - 1) * 0.4)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Fighter, Troop
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Sensors
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Defense Systems.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Defense Systems") >= (([%Level%] * 2) - 1)
Number Of Abilities                             := 2
Ability 1 Type                                  := Combat To Hit Defense
Ability 1 Description                           := Small ECM adds [%Amount1%] to combat defense modifier.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 10 + (([%Level%] - 1) * 10)
Ability 1 Amount 2 Formula                      := 2
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Only 1 Small ECM per vehicle effective.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

//-------------------------------------------------------------------------------------
// Crystalline Weapons
//-------------------------------------------------------------------------------------
Name                                            := Shard Cannon
Description                                     := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor.
Picture Number                                  := 122
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 30
Tonnage Structure Formula                       := 30 + (trunc(([%Level%] - 1) / 1.6) * 5)
Cost Minerals Formula                           := 10 + (([%Level%] - 1) * 2)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 30 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 6
Ordnance Amount Used Formula                    := 2
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Crystalline Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Crystalline Weapons") >= iif([%Level%] <= 6, [%Level%], ([%Level%] * 2) - 6)
Requirement 2 Description                       := Empire must have racial trait Crystallurgy.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Crystallurgy")
Number Of Abilities                             := 1
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Shard Cannons store [%Amount1%] units of ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 100
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Projectile
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Skips Armor"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (16 + (([%Level%] - 1) * 6)) - iif([%Range%] > Min(140, (([%Level%] - 1) * 6) + 80), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (24 + (([%Level%] - 1) * 6)) - iif([%Range%] > Min(140, (([%Level%] - 1) * 6) + 80), 10000, 0)
Weapon Space To Hit Modifier Formula            := [%Range%] * -0.5
Weapon Reload Rate MS Formula                   := 2000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Bolt 5
Weapon Ground Display Effect Name               := Bolt 5
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Shard Cannon
Weapon Bolt Speed                               := 0.10

Name                                            := Crystalline Torpedo
Description                                     := Hardened crystal projectile that will seek and explode against an enemy target.
Picture Number                                  := 132
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 50
Tonnage Structure Formula                       := 50 + (([%Level%] - 1) * 5)
Cost Minerals Formula                           := 20 + (([%Level%] - 1) * 2)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 60 + (([%Level%] - 1) * 6)
Supply Amount Used Formula                      := 20
Ordnance Amount Used Formula                    := 5
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Seeker Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Crystalline Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Crystalline Weapons") >= iif([%Level%] <= 3, [%Level%], ([%Level%] * 2) - 3)
Requirement 2 Description                       := Empire must have racial trait Crystallurgy.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Crystallurgy")
Number Of Abilities                             := 2
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Crystalline Torpedoes hold [%Amount1%] units of ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 100
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Crystalline Torpedoes have a [%Amount1%]% defense bonus, travel at 60 km/s, and have [%Amount2%] points of damage resistance.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 40 + ((Get_Empire_Tech_Level("Defense Systems") - 1) * 4)
Ability 2 Amount 2 Formula                      := 30 + trunc(Get_Empire_Tech_Level("Crystalline Technology") / 2)
Weapon Type                                     := Seeking
Weapon Delivery Type                            := Missile
Weapon Target Type List                         := Ship, Base, Planet, Satellite, Drone
Weapon Damage Type Formula                      := "Skips Armor"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (30 + (([%Level%] - 1) * 12)) - iif([%Range%] > Min(300, (([%Level%] - 1) * 15) + 150), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (40 + (([%Level%] - 1) * 12)) - iif([%Range%] > Min(300, (([%Level%] - 1) * 15) + 150), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0
Weapon Reload Rate MS Formula                   := 4000
Weapon Display Type                             := Torpedo
Weapon Space Display Effect Name                := Torp 11
Weapon Ground Display Effect Name               := Torp 11
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Crystalline Torpedo
Weapon Seeker Speed Formula                     := 0.06
Weapon Seeker Tonnage Structure Formula         := 30 + Get_Empire_Tech_Level("Crystalline Technology")
Weapon Seeker Defense Modifier Formula          := 40 + ((Get_Empire_Tech_Level("Defense Systems") - 1) * 4)

Name                                            := Crystalline Siphon
Description                                     := Harmonic energy crystals that deplete shields from the target vehicle and transfers them to the firing ship.
Picture Number                                  := 184
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 50
Tonnage Structure Formula                       := 50 + (trunc(([%Level%] - 1) / 2) * 5)
Cost Minerals Formula                           := 30 + ([%Level%] - 1)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 60 + (([%Level%] - 1) * 2)
Supply Amount Used Formula                      := 10
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 5 in Crystalline Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Crystalline Weapons") >= 5 + ([%Level%] - 1)
Requirement 2 Description                       := Empire must have racial trait Crystallurgy.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Crystallurgy")
Number Of Abilities                             := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base
Weapon Damage Type Formula                      := "Energy Transfer"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (180 + (([%Level%] - 1) * 30)) - ([%Range%] * 2) - iif([%Range%] > Min(100, (([%Level%] - 1) * 5) + 50), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (220 + (([%Level%] - 1) * 30)) - ([%Range%] * 2) - iif([%Range%] > Min(100, (([%Level%] - 1) * 5) + 50), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 2000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Beam 25
Weapon Ground Display Effect Name               := Beam 25
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Crystalline Siphon
Weapon Beam Burn Color                          := 0, 0, 0
Weapon Beam Duration                            := 1500
Weapon Beam Speed                               := 0.05

Name                                            := Energy Dampener
Description                                     := Energy dampening weapon that will cause all weapons on the target ship to be disrupted.
Picture Number                                  := 133
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 50
Tonnage Structure Formula                       := 50 + iif([%Level%] = 3, 25, ([%Level%] - 1) * 10)
Cost Minerals Formula                           := 40 + (([%Level%] - 1) * 10)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 80 + (([%Level%] - 1) * 20)
Supply Amount Used Formula                      := 10
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 6 in Crystalline Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Crystalline Weapons") >= (6 * [%Level%])
Requirement 2 Description                       := Empire must have racial trait Crystallurgy.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Crystallurgy")
Number Of Abilities                             := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base
Weapon Damage Type Formula                      := "Disrupt Weapon Reload Time"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (600 + (([%Level%] - 1) * 150)) - iif([%Range%] > Min(90, (([%Level%] - 1) * 15) + 60), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (900 + (([%Level%] - 1) * 150)) - iif([%Range%] > Min(90, (([%Level%] - 1) * 15) + 60), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 3000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Beam 15
Weapon Ground Display Effect Name               := Beam 15
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Energy Dampener
Weapon Beam Burn Color                          := 208, 66, 216
Weapon Beam Duration                            := 1500
Weapon Beam Speed                               := 0.05

Name                                            := High-Energy Magnifier
Description                                     := A series of focusing crystals that magnify a simple energy beam a thousand-fold.
Picture Number                                  := 123
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 60
Tonnage Structure Formula                       := 90 + (trunc(([%Level%] - 1) / 1.6) * 5)
Cost Minerals Formula                           := 40 + (([%Level%] - 1) * 4)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 80 + (([%Level%] - 1) * 8)
Supply Amount Used Formula                      := 25
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 10 in Crystalline Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Crystalline Weapons") >= 10 + ([%Level%] - 1)
Requirement 2 Description                       := Empire must have racial trait Crystallurgy.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Crystallurgy")
Number Of Abilities                             := 1
Ability 1 Type                                  := Description Only
Ability 1 Description                           := High-Energy Magnifier accuracy decreases at half the normal rate.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base, Planet, Drone, Satellite
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (180 + (([%Level%] - 1) * 20)) - ([%Range%] * 0.5) - iif([%Range%] > Min(130, (([%Level%] - 1) * 5) + 80), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (220 + (([%Level%] - 1) * 20)) - ([%Range%] * 0.5) - iif([%Range%] > Min(130, (([%Level%] - 1) * 5) + 80), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.25)
Weapon Reload Rate MS Formula                   := 3000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Beam 5
Weapon Ground Display Effect Name               := Beam 5
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := High-Energy Magnifier
Weapon Beam Burn Color                          := 252, 10, 249
Weapon Beam Duration                            := 2000
Weapon Beam Speed                               := 0.05

//-------------------------------------------------------------------------------------
// Interdimensional Weapons
//-------------------------------------------------------------------------------------
Name                                            := Phase Disruptor
Description                                     := Energy beam that disrupts the fabric of space around the target.
Picture Number                                  := 210
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 30
Tonnage Structure Formula                       := 30 + (trunc(([%Level%] - 1) / 3) * 5)
Cost Minerals Formula                           := 20 + (([%Level%] - 1) * 4)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 40 + (([%Level%] - 1) * 8)
Supply Amount Used Formula                      := 5
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Interdimensional Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Interdimensional Weapons") >= [%Level%]
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                                  := Description Only
Ability 1 Description                           := Phase Disruptor accuracy decreases at half the normal rate.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (48 + (([%Level%] - 1) * 6)) - ([%Range%] * 0.2) - iif([%Range%] > Min(110, (([%Level%] - 1) * 5) + 60), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (64 + (([%Level%] - 1) * 6)) - ([%Range%] * 0.2) - iif([%Range%] > Min(110, (([%Level%] - 1) * 5) + 60), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.25)
Weapon Reload Rate MS Formula                   := 2000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Beam 6
Weapon Ground Display Effect Name               := Beam 6
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Phase Disruptor
Weapon Beam Burn Color                          := 252, 234, 0
Weapon Beam Duration                            := 1500
Weapon Beam Speed                               := 0.05

Name                                            := Quantum Darts
Description                                     := Small fast moving quantum tunneling projectiles that destroy small targets through kinetic impact.
Picture Number                                  := 216
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 20 + (trunc(([%Level%] - 1) / 2) * 5)
Cost Minerals Formula                           := 16 + (([%Level%] - 1) * 2)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 32 + (([%Level%] - 1) * 4)
Supply Amount Used Formula                      := 2
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Point-Defense Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 3
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 3 in Interdimensional Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Interdimensional Weapons") >= 3 + (([%Level%] - 1) * 2)
Requirement 2 Description                       := Empire must have at least tech level 3 in Point-Defense Weapons.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Point-Defense Weapons") >= 3
Requirement 3 Description                       := Empire must have racial trait Interdimensional Knowledge.
Requirement 3 Formula                           := Empire_Has_Racial_Trait("Interdimensional Knowledge")
Number Of Abilities                             := 1
Ability 1 Type                                  := Point-Defense
Ability 1 Description                           := Quantum Dart accuracy decreases at half the normal rate.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Point-Defense
Weapon Delivery Type                            := Point-Defense
Weapon Target Type List                         := Seeker, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (14 + (([%Level%] - 1) * 4)) - iif([%Range%] > Min(100, (([%Level%] - 1) * 10) + 60), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (18 + (([%Level%] - 1) * 4)) - iif([%Range%] > Min(100, (([%Level%] - 1) * 10) + 60), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.25)
Weapon Ground At Range Distance Increment       := 10.0
Weapon Ground Min Damage At Range               := 0.0
Weapon Ground Max Damage At Range               := 0.0
Weapon Ground To Hit Modifier At Range          := 0.0
Weapon Ground Min Damage Modifier Formula       := (14 + (([%Level%] - 1) * 4)) - iif([%Range%] > Min(100, (([%Level%] - 1) * 10) + 60), 10000, 0)
Weapon Ground Max Damage Modifier Formula       := (18 + (([%Level%] - 1) * 4)) - iif([%Range%] > Min(100, (([%Level%] - 1) * 10) + 60), 10000, 0)
Weapon Ground To Hit Modifier Formula           := 0 - ([%Range%] * 0.25)
Weapon Reload Rate MS Formula                   := 500.0
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Torp 14
Weapon Ground Display Effect Name               := Torp 14
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Quantum Darts
Weapon Bolt Speed                               := 0.50

Name                                            := Null-Space Projector
Description                                     := Projector that launches a cohesive ball of null-space at a target.
Picture Number                                  := 203
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 50
Tonnage Structure Formula                       := 75 + (([%Level%] - 1) * 5)
Cost Minerals Formula                           := 80 + (([%Level%] - 1) * 4)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 160 + (([%Level%] - 1) * 8)
Supply Amount Used Formula                      := 20
Ordnance Amount Used Formula                    := 5
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 4 in Interdimensional Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Interdimensional Weapons") >= 4 + (([%Level%] - 1) * 2)
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                                  := Ordnance Storage
Ability 1 Description                           := Null-Space Projectors store [%Amount1%] units of ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 100
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Null-Space Projectors have a [%Amount1%]% defense bonus, travel at 50 km/s, and have [%Amount2%] points of damage resistance.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 40 + ((Get_Empire_Tech_Level("Defense Systems") - 1) * 4)
Ability 2 Amount 2 Formula                      := 30 + trunc(Get_Empire_Tech_Level("Armor") / 2)
Weapon Type                                     := Seeking
Weapon Delivery Type                            := Missile
Weapon Target Type List                         := Ship, Base, Planet, Satellite, Drone
Weapon Damage Type Formula                      := "Skips Almost All Shields And Armor"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (40 + (([%Level%] - 1) * 15)) - iif([%Range%] > Min(200, (([%Level%] - 1) * 10) + 150), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (60 + (([%Level%] - 1) * 15)) - iif([%Range%] > Min(200, (([%Level%] - 1) * 10) + 150), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0
Weapon Reload Rate MS Formula                   := 6000
Weapon Display Type                             := Torpedo
Weapon Space Display Effect Name                := Torp 2
Weapon Ground Display Effect Name               := Torp 2
Weapon Explosion Effect Name                    := Weapon Explosion 2
Weapon Sound Effect Name                        := Null-Space Projector
Weapon Seeker Speed Formula                     := 0.05
Weapon Seeker Tonnage Structure Formula         := 30 + trunc(Get_Empire_Tech_Level("Armor") / 2)
Weapon Seeker Defense Modifier Formula          := 40 + ((Get_Empire_Tech_Level("Defense Systems") - 1) * 4)

Name                                            := Null-Space Cannons
Description                                     := Cannon that fires cohesive bursts of destructive null-space.
Picture Number                                  := 208
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 30
Tonnage Structure Formula                       := 40 + (([%Level%] - 1) * 10)
Cost Minerals Formula                           := 60 + (([%Level%] - 1) * 10)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 90 + (([%Level%] - 1) * 15)
Supply Amount Used Formula                      := 9
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 11 in Interdimensional Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Interdimensional Weapons") >= 11 + (([%Level%] - 1) * 2)
Requirement 2 Description                       := Empire must have racial trait Interdimensional Knowledge.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Interdimensional Knowledge")
Number Of Abilities                             := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Bolt
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Skips Almost All Shields And Armor"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (24 + (([%Level%] - 1) * 10)) - iif([%Range%] > Min(120, (([%Level%] - 1) * 10) + 100), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (36 + (([%Level%] - 1) * 10)) - iif([%Range%] > Min(120, (([%Level%] - 1) * 10) + 100), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 3000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Bolt 1
Weapon Ground Display Effect Name               := Bolt 1
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Null-Space Cannon
Weapon Bolt Speed                               := 0.10

Name                                            := Quantum Tunneler
Description                                     := Weapon that generates an interdimensional portal to another nearby region of space.
Picture Number                                  := 108
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 30
Tonnage Structure Formula                       := 40 + (([%Level%] - 1) * 10)
Cost Minerals Formula                           := 40 + (([%Level%] - 1) * 4)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 72 + (([%Level%] - 1) * 12)
Supply Amount Used Formula                      := 15
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 5 in Interdimensional Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Interdimensional Weapons") >= 5 * [%Level%]
Requirement 2 Description                       := Empire must have racial trait Interdimensional Knowledge.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Interdimensional Knowledge")
Number Of Abilities                             := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Random Target Movement"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (90 + (([%Level%] - 1) * 15)) - iif([%Range%] > Min(120, (([%Level%] - 1) * 10) + 100), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (120 + (([%Level%] - 1) * 15)) - iif([%Range%] > Min(120, (([%Level%] - 1) * 10) + 100), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 5000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Beam 23
Weapon Ground Display Effect Name               := Beam 23
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Quantum Tunneler
Weapon Beam Burn Color                          := 153, 253, 221
Weapon Beam Duration                            := 1500
Weapon Beam Speed                               := 0.1

Name                                            := Null-Space Warhead
Description                                     := Warhead consisting of a cohesive ball of destructive null-space (only does normal damage).
Picture Number                                  := 274
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 50
Tonnage Structure Formula                       := 50
Cost Minerals Formula                           := 60 + (([%Level%] - 1) * 10)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 180 + (([%Level%] - 1) * 30)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Warhead
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 4 in Interdimensional Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Interdimensional Weapons") >= 4 * [%Level%]
Requirement 2 Description                       := Empire must have racial trait Interdimensional Knowledge.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Interdimensional Knowledge")
Number Of Abilities                             := 0
Weapon Type                                     := Warhead
Weapon Delivery Type                            := Warhead
Weapon Target Type List                         := Ship, Base, Planet
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0
Weapon Space Max Damage At Range                := 0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := iif([%Range%] > 10, 0, 1000 + (([%Level%] - 1) * 1000))
Weapon Space Max Damage Modifier Formula        := iif([%Range%] > 10, 0, 1500 + (([%Level%] - 1) * 1000))
Weapon Space To Hit Modifier Formula            := 0
Weapon Reload Rate MS Formula                   := 0
Weapon Display Type                             := None
Weapon Space Display Effect Name                := None
Weapon Ground Display Effect Name               := None
Weapon Explosion Effect Name                    := Weapon Explosion 2
Weapon Sound Effect Name                        := None
Weapon Beam Burn Color                          := 110, 177, 240
Weapon Beam Duration                            := 1000

Name                                            := Mine Null-Space Warhead
Description                                     := Warhead consisting of a cohesive ball of destructive null-space.
Picture Number                                  := 273
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 5
Tonnage Structure Formula                       := 5
Cost Minerals Formula                           := 12 + (([%Level%] - 1) * 4)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 36 + (([%Level%] - 1) * 12)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Mine
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Warhead
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 3
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 4 in Interdimensional Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Interdimensional Weapons") >= 4 * [%Level%]
Requirement 2 Description                       := Empire must have racial trait Interdimensional Knowledge.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Interdimensional Knowledge")
Requirement 3 Description                       := Empire must have at least tech level 1 in Mines.
Requirement 3 Formula                           := Get_Empire_Tech_Level("Mines") >= 1
Number Of Abilities                             := 0
Weapon Type                                     := Warhead
Weapon Delivery Type                            := Warhead
Weapon Target Type List                         := Ship, Base, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Skips Almost All Shields And Armor"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := iif([%Range%] > 10, 0, 15 + (([%Level%] - 1) * 10))
Weapon Space Max Damage Modifier Formula        := iif([%Range%] > 10, 0, 25 + (([%Level%] - 1) * 10))
Weapon Space To Hit Modifier Formula            := 0
Weapon Reload Rate MS Formula                   := 0
Weapon Display Type                             := None
Weapon Space Display Effect Name                := None
Weapon Ground Display Effect Name               := None
Weapon Explosion Effect Name                    := Weapon Explosion 2
Weapon Sound Effect Name                        := None
Weapon Beam Burn Color                          := 110, 177, 240
Weapon Beam Duration                            := 1000

//-------------------------------------------------------------------------------------
// Organic Weapons
//-------------------------------------------------------------------------------------
Name                                            := Electric Discharge
Description                                     := Discharge of electrical energy focused at a target.
Picture Number                                  := 117
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 20 + (trunc(([%Level%] - 1) / 2.5) * 5)
Cost Minerals Formula                           := 0
Cost Organics Formula                           := 20 + (([%Level%] - 1) * 2)
Cost Radioactives Formula                       := 4 + trunc(([%Level%] - 1) * 0.6)
Supply Amount Used Formula                      := 4
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Organic Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Organic Weapons") >= [%Level%]
Requirement 2 Description                       := Empire must have racial trait Organic Manipulation.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Organic Manipulation")
Number Of Abilities                             := 1
Ability 1 Type                                  := Description Only
Ability 1 Description                           := Electric Discharge accuracy decreases at half the normal rate.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Double Damage To Shields"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (18 + (([%Level%] - 1) * 3)) - ([%Range%] * 0.15) - iif([%Range%] > Min(90, (([%Level%] - 1) * 3) + 60), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (24 + (([%Level%] - 1) * 3)) - ([%Range%] * 0.15) - iif([%Range%] > Min(90, (([%Level%] - 1) * 3) + 60), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.25)
Weapon Reload Rate MS Formula                   := 2000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Beam 9
Weapon Ground Display Effect Name               := Beam 9
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Electric Discharge
Weapon Beam Burn Color                          := 202, 250, 176
Weapon Beam Duration                            := 1000
Weapon Beam Speed                               := 0.05

Name                                            := Lightning Ray
Description                                     := Intense discharge of electricity focused at a target.
Picture Number                                  := 118
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 30 + (trunc(([%Level%] - 1) / 2) * 5)
Cost Minerals Formula                           := 0
Cost Organics Formula                           := 40 + (([%Level%] - 1) * 4)
Cost Radioactives Formula                       := 10 + (([%Level%] - 1) * 2)
Supply Amount Used Formula                      := 4
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 12 in Organic Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Organic Weapons") >= 10 + ([%Level%] * 2)
Requirement 2 Description                       := Empire must have racial trait Organic Manipulation.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Organic Manipulation")
Number Of Abilities                             := 1
Ability 1 Type                                  := Description Only
Ability 1 Description                           := Lightning Ray accuracy decreases at half the normal rate.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Double Damage To Shields"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (48 + (([%Level%] - 1) * 4)) - ([%Range%] * 0.1) - iif([%Range%] > Min(110, (([%Level%] - 1) * 4) + 90), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (56 + (([%Level%] - 1) * 4)) - ([%Range%] * 0.1) - iif([%Range%] > Min(110, (([%Level%] - 1) * 4) + 90), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.25)
Weapon Reload Rate MS Formula                   := 2000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Beam 8
Weapon Ground Display Effect Name               := Beam 8
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Lightning Ray
Weapon Beam Burn Color                          := 110, 177, 240
Weapon Beam Duration                            := 1000
Weapon Beam Speed                               := 0.05

Name                                            := Seeking Parasite
Description                                     := Vicious space-born parasite that will seek and explode against an enemy target.
Picture Number                                  := 119
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 50
Tonnage Structure Formula                       := 50 + trunc(([%Level%] - 1) * 5)
Cost Minerals Formula                           := 10
Cost Organics Formula                           := 60 + (([%Level%] - 1) * 10)
Cost Radioactives Formula                       := 10 + (([%Level%] - 1) * 2)
Supply Amount Used Formula                      := 20
Ordnance Amount Used Formula                    := 5
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Seeker Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Organic Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Organic Weapons") >= iif([%Level%] = 1, [%Level%], ([%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                             := 2
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Seeking Parasites hold up to [%Amount1%] ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 100
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Seeking Parasites have a [%Amount1%] defense bonus, travel at 50 km/s, and have [%Amount2%] points of damage resistance.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 40 + ((Get_Empire_Tech_Level("Defense Systems") - 1) * 4)
Ability 2 Amount 2 Formula                      := 25 + trunc(Get_Empire_Tech_Level("Organic Technology") / 2)
Weapon Type                                     := Seeking
Weapon Delivery Type                            := Missile
Weapon Target Type List                         := Ship, Base, Drone, Satellite, Planet
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (80 + (([%Level%] - 1) * 30)) - iif([%Range%] > Min(250, (([%Level%] - 1) * 10) + 150), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (120 + (([%Level%] - 1) * 30)) - iif([%Range%] > Min(250, (([%Level%] - 1) * 10) + 150), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0
Weapon Reload Rate MS Formula                   := 4000
Weapon Display Type                             := Directed Torpedo
Weapon Space Display Effect Name                := Missile 5
Weapon Ground Display Effect Name               := Missile 5
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Seeking Parasite
Weapon Seeker Speed Formula                     := 0.05
Weapon Seeker Turn Rate                         := 0.01
Weapon Seeker Tonnage Structure Formula         := 25 + trunc(Get_Empire_Tech_Level("Organic Technology") / 2)
Weapon Seeker Defense Modifier Formula          := 40 + ((Get_Empire_Tech_Level("Defense Systems") - 1) * 4)

Name                                            := Plasma Charge
Description                                     := Ball of condensed high-energy plasma hurled into space.
Picture Number                                  := 115
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 30
Tonnage Structure Formula                       := 30 + (trunc(([%Level%] - 1) / 3) * 5)
Cost Minerals Formula                           := 0
Cost Organics Formula                           := 30 + (([%Level%] - 1) * 4)
Cost Radioactives Formula                       := 5 + trunc(([%Level%] - 1) * 0.5)
Supply Amount Used Formula                      := 6
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 5 in Organic Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Organic Weapons") >= 5 + (([%Level%]) - 1)
Requirement 2 Description                       := Empire must have racial trait Organic Manipulation.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Organic Manipulation")
Number Of Abilities                             := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Bolt
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (36 + (([%Level%] - 1) * 4)) - ([%Range%] * 0.2) - iif([%Range%] > Min(80, (([%Level%] - 1) * 2) + 60), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (44 + (([%Level%] - 1) * 4)) - ([%Range%] * 0.2) - iif([%Range%] > Min(80, (([%Level%] - 1) * 2) + 60), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 2000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Bolt 8
Weapon Ground Display Effect Name               := Bolt 8
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Plasma Charge
Weapon Bolt Speed                               := 0.10

Name                                            := Hyper-Plasma Bolt
Description                                     := Ball of condensed high-energy plasma hurled into space.
Picture Number                                  := 116
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 30
Tonnage Structure Formula                       := 45 + (trunc(([%Level%] - 1) / 1.5) * 5)
Cost Minerals Formula                           := 0
Cost Organics Formula                           := 70 + (([%Level%] - 1) * 4)
Cost Radioactives Formula                       := 10 + (([%Level%] - 1) * 2)
Supply Amount Used Formula                      := 6
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 15 in Organic Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Organic Weapons") >= (14 + [%Level%])
Requirement 2 Description                       := Empire must have racial trait Organic Manipulation.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Organic Manipulation")
Number Of Abilities                             := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Bolt
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (84 + (([%Level%] - 1) * 6)) - ([%Range%] * 0.2) - iif([%Range%] > Min(100, (([%Level%] - 1) * 4) + 80), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (96 + (([%Level%] - 1) * 6)) - ([%Range%] * 0.2) - iif([%Range%] > Min(100, (([%Level%] - 1) * 4) + 80), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 2000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Bolt 9
Weapon Ground Display Effect Name               := Bolt 9
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Hyper-Plasma Bolt
Weapon Bolt Speed                               := 0.10

Name                                            := Acid Globule
Description                                     := Cohesive ball of super corrosive acid.
Picture Number                                  := 120
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 30
Tonnage Structure Formula                       := 30 + (trunc(([%Level%] - 1) / 3) * 5)
Cost Minerals Formula                           := 0
Cost Organics Formula                           := 40 + (([%Level%] - 1) * 4)
Cost Radioactives Formula                       := 5 + trunc(([%Level%] - 1) * 0.5)
Supply Amount Used Formula                      := 12
Ordnance Amount Used Formula                    := 2
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Organic Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Organic Weapons") >= [%Level%]
Requirement 2 Description                       := Empire must have racial trait Organic Manipulation.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Organic Manipulation")
Number Of Abilities                             := 1
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Acid Globules hold [%Amount1%] units of ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 100
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Projectile
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Burn Armor"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (30 + (([%Level%] - 1) * 5)) - iif([%Range%] > Min(90, (([%Level%] - 1) * 3) + 60), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (40 + (([%Level%] - 1) * 5)) - iif([%Range%] > Min(90, (([%Level%] - 1) * 3) + 60), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 4000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Bolt 15
Weapon Ground Display Effect Name               := Bolt 15
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Acid Globule
Weapon Bolt Speed                               := 0.10

Name                                            := Enveloping Acid Globule
Description                                     := Cohesive ball of enveloping organic acid.
Picture Number                                  := 121
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 40
Tonnage Structure Formula                       := 60 + (trunc(([%Level%] - 1) / 2.5) * 5)
Cost Minerals Formula                           := 0
Cost Organics Formula                           := 90 + (([%Level%] - 1) * 3)
Cost Radioactives Formula                       := 15 + trunc(([%Level%] - 1) * 1)
Supply Amount Used Formula                      := 15
Ordnance Amount Used Formula                    := 2
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 10 in Organic Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Organic Weapons") >= (9 + [%Level%])
Requirement 2 Description                       := Empire must have racial trait Organic Manipulation.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Organic Manipulation")
Number Of Abilities                             := 1
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Enveloping Acid Globules hold [%Amount1%] units of ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 100
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Projectile
Weapon Target Type List                         := Ship, Base, Planet, Satellite, Drone
Weapon Damage Type Formula                      := "Burn Armor"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (140 + (([%Level%] - 1) * 10)) - iif([%Range%] > Min(120, (([%Level%] - 1) * 4) + 100), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (160 + (([%Level%] - 1) * 10)) - iif([%Range%] > Min(120, (([%Level%] - 1) * 4) + 100), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 4000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Bolt 15
Weapon Ground Display Effect Name               := Bolt 15
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Enveloping Acid Globule
Weapon Bolt Speed                               := 0.10

Name                                            := Power Lamprey
Description                                     := A space-born parasite that depletes supplies from the target ship.
Picture Number                                  := 221
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 50
Tonnage Structure Formula                       := 50 + (([%Level%] - 1) * 5)
Cost Minerals Formula                           := 10
Cost Organics Formula                           := 60 + (([%Level%] - 1) * 12)
Cost Radioactives Formula                       := 10 + (([%Level%] - 1) * 2)
Supply Amount Used Formula                      := 20
Ordnance Amount Used Formula                    := 5
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Seeker Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 10 in Organic Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Organic Weapons") >= 10 + (([%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                             := 2
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Power Lampreys hold [%Amount1%] units of ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 100
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Power Lampreys have a [%Amount1%] defense bonus, travel at 50 km/s, and have [%Amount2%] points of damage resistance.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 40 + ((Get_Empire_Tech_Level("Defense Systems") - 1) * 4)
Ability 2 Amount 2 Formula                      := 25 + trunc(Get_Empire_Tech_Level("Organic Technology") / 2)
Weapon Type                                     := Seeking
Weapon Delivery Type                            := Missile
Weapon Target Type List                         := Ship, Base, Drone
Weapon Damage Type Formula                      := "Deplete Supplies"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (1000 + (([%Level%] - 1) * 500)) - iif([%Range%] > Min(250, (([%Level%] - 1) * 10) + 200), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (1500 + (([%Level%] - 1) * 500)) - iif([%Range%] > Min(250, (([%Level%] - 1) * 10) + 200), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0
Weapon Reload Rate MS Formula                   := 4000
Weapon Display Type                             := Directed Torpedo
Weapon Space Display Effect Name                := Missile 6
Weapon Ground Display Effect Name               := Missile 6
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Power Lamprey
Weapon Seeker Speed Formula                     := 0.05
Weapon Seeker Turn Rate                         := 0.01
Weapon Seeker Tonnage Structure Formula         := 25 + trunc(Get_Empire_Tech_Level("Organic Technology") / 2)
Weapon Seeker Defense Modifier Formula          := 40 + ((Get_Empire_Tech_Level("Defense Systems") - 1) * 4)

Name                                            := Hyperdense Globule
Description                                     := Super dense ball of organic matter that burdens enemy ships.
Picture Number                                  := 185
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 40
Tonnage Structure Formula                       := 60 + trunc(([%Level%] - 1) * 5)
Cost Minerals Formula                           := 0
Cost Organics Formula                           := 80 + (([%Level%] - 1) * 10)
Cost Radioactives Formula                       := 16 + (([%Level%] - 1) * 2)
Supply Amount Used Formula                      := 20
Ordnance Amount Used Formula                    := 2
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 11 in Organic Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Organic Weapons") >= 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                             := 2
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Hyperdense Globules hold [%Amount1%] units of ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 100
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Hyperdense Globule damage is a % reduction of the target's speed.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Projectile
Weapon Target Type List                         := Ship, Fighter, Drone
Weapon Damage Type Formula                      := "Slow Down"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (15 + (([%Level%] - 1) * 5)) - iif([%Range%] > Min(140, (([%Level%] - 1) * 10) + 100), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (25 + (([%Level%] - 1) * 5)) - iif([%Range%] > Min(140, (([%Level%] - 1) * 10) + 100), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 5000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Bolt 27
Weapon Ground Display Effect Name               := Bolt 27
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Hyperdense Globule
Weapon Bolt Speed                               := 0.10

//-------------------------------------------------------------------------------------
// Psychic Weapons
//-------------------------------------------------------------------------------------
Name                                            := Telekinetic Projector
Description                                     := Projects a battering ram of telekinetic force against its target.
Picture Number                                  := 126
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 40
Tonnage Structure Formula                       := 40 + (trunc(([%Level%] - 1) / 2.5) * 5)
Cost Minerals Formula                           := 40 + (([%Level%] - 1) * 4)
Cost Organics Formula                           := 20 + (([%Level%] - 1) * 2)
Cost Radioactives Formula                       := 5 + trunc(([%Level%] - 1) * 0.5)
Supply Amount Used Formula                      := 8
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Weapon Platform
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 3
Requirements Evaluation Availability            := 1, 2
Requirements Evaluation Allows Placement        := 3
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Psychic Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Psychic Weapons") >= [%Level%]
Requirement 2 Description                       := Empire must have racial trait Psychic.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Psychic")
Requirement 3 Description                       := Telekinetic Projectors cannot be used with computer controlled vehicles.
Requirement 3 Formula                           := (Get_Design_Specific_Component_Count("Master Computer") + Get_Design_Specific_Component_Count("Control Computer")) < 1
Number Of Abilities                             := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Bolt
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (40 + (([%Level%] - 1) * 10)) - ([%Range%] * 0.2) - iif([%Range%] > Min(100, (([%Level%] - 1) * 5) + 50), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (60 + (([%Level%] - 1) * 10)) - ([%Range%] * 0.2) - iif([%Range%] > Min(100, (([%Level%] - 1) * 5) + 50), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 2000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Bolt 6
Weapon Ground Display Effect Name               := Bolt 6
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Telekinetic Projector
Weapon Bolt Speed                               := 0.10

Name                                            := Stupifier
Description                                     := Psychic attack that temporarily decreases the intelligence of the target crew.
Picture Number                                  := 170
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 50
Tonnage Structure Formula                       := 50 + iif([%Level%] = 5, 25, ([%Level%] - 1) * 5)
Cost Minerals Formula                           := 60 + (([%Level%] - 1) * 10)
Cost Organics Formula                           := 30 + (([%Level%] - 1) * 5)
Cost Radioactives Formula                       := 10 + (([%Level%] - 1) * 2)
Supply Amount Used Formula                      := 25
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Weapon Platform
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 3
Requirements Evaluation Availability            := 1, 2
Requirements Evaluation Allows Placement        := 3
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 2 in Psychic Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Psychic Weapons") >= 2 * [%Level%]
Requirement 2 Description                       := Empire must have racial trait Psychic.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Psychic")
Requirement 3 Description                       := Stupifiers cannot be used with computer controlled vehicles.
Requirement 3 Formula                           := (Get_Design_Specific_Component_Count("Master Computer") + Get_Design_Specific_Component_Count("Control Computer")) < 1
Number Of Abilities                             := 1
Ability 1 Type                                  := Description Only
Ability 1 Description                           := Stupifier damage is in milliseconds of experience loss.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base
Weapon Damage Type Formula                      := "Timed Remove Experience"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (2000 + (([%Level%] - 1) * 500)) - iif([%Range%] > Min(100, (([%Level%] - 1) * 10) + 60), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (3000 + (([%Level%] - 1) * 500)) - iif([%Range%] > Min(100, (([%Level%] - 1) * 10) + 60), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 5000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Beam 22
Weapon Ground Display Effect Name               := Beam 22
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Stupifier
Weapon Beam Burn Color                          := 228, 255, 1
Weapon Beam Duration                            := 1250
Weapon Beam Speed                               := 0.05

Name                                            := Psychic Whiplash
Description                                     := Psychic attack that disrupts control of the target starship causing it to act erratically firing on all nearby vehicles.
Picture Number                                  := 186
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 50
Tonnage Structure Formula                       := 50 + iif([%Level%] = 3, 25, ([%Level%] - 1) * 10)
Cost Minerals Formula                           := 60 + (([%Level%] - 1) * 20)
Cost Organics Formula                           := 30 + (([%Level%] - 1) * 10)
Cost Radioactives Formula                       := 10 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 50
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Weapon Platform
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 3
Requirements Evaluation Availability            := 1, 2
Requirements Evaluation Allows Placement        := 3
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 4 in Psychic Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Psychic Weapons") >= 4 * [%Level%]
Requirement 2 Description                       := Empire must have racial trait Psychic.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Psychic")
Requirement 3 Description                       := Psychic Whiplash cannot be used with computer controlled vehicles.
Requirement 3 Formula                           := (Get_Design_Specific_Component_Count("Master Computer") + Get_Design_Specific_Component_Count("Control Computer")) < 1
Number Of Abilities                             := 1
Ability 1 Type                                  := Description Only
Ability 1 Description                           := Psychic Whiplash damage is in seconds of lost vehicle control.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base
Weapon Damage Type Formula                      := "Timed Control Loss"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (3 + (([%Level%] - 1) * 3)) - iif([%Range%] > Min(70, (([%Level%] - 1) * 20) + 50), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (5 + (([%Level%] - 1) * 3)) - iif([%Range%] > Min(70, (([%Level%] - 1) * 20) + 50), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 10000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Beam 26
Weapon Ground Display Effect Name               := Beam 26
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Psychic Whiplash
Weapon Beam Burn Color                          := 0, 0, 0
Weapon Beam Duration                            := 2500
Weapon Beam Speed                               := 0.05

Name                                            := Mental Flailer
Description                                     := Psychic attack of the crew momentarily prevents them from firing weapons. Will not work against Master Computers.
Picture Number                                  := 127
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 50
Tonnage Structure Formula                       := 50 + iif([%Level%] = 3, 25, ([%Level%] - 1) * 10)
Cost Minerals Formula                           := 60 + (([%Level%] - 1) * 20)
Cost Organics Formula                           := 30 + (([%Level%] - 1) * 10)
Cost Radioactives Formula                       := 10 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 30
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Weapon Platform
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 3
Requirements Evaluation Availability            := 1, 2
Requirements Evaluation Allows Placement        := 3
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 5 in Psychic Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Psychic Weapons") >= ([%Level%] * 5)
Requirement 2 Description                       := Empire must have racial trait Psychic.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Psychic")
Requirement 3 Description                       := Mental Flailer cannot be used with computer controlled vehicles.
Requirement 3 Formula                           := (Get_Design_Specific_Component_Count("Master Computer") + Get_Design_Specific_Component_Count("Control Computer")) < 1
Number Of Abilities                             := 1
Ability 1 Type                                  := Description Only
Ability 1 Description                           := Mental Flailer damage is in milliseconds of added reload time.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base
Weapon Damage Type Formula                      := "Increase Weapon Reload Time"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (400 + (([%Level%] - 1) * 250)) - iif([%Range%] > Min(70, (([%Level%] - 1) * 20) + 50), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (600 + (([%Level%] - 1) * 250)) - iif([%Range%] > Min(70, (([%Level%] - 1) * 20) + 50), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 6000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Beam 7
Weapon Ground Display Effect Name               := Beam 7
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Mental Flailer
Weapon Beam Burn Color                          := 253, 75, 162
Weapon Beam Duration                            := 1500
Weapon Beam Speed                               := 0.05

Name                                            := Allegiance Subverter
Description                                     := Psychic attack to mentally conquer the crew of the target vehicle for the duration of combat. If the crew doesn't convert, it is unaffected. Works against Master Computers.
Picture Number                                  := 128
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 50
Tonnage Structure Formula                       := 50 + iif([%Level%] = 5, 25, ([%Level%] - 1) * 5)
Cost Minerals Formula                           := 80 + (([%Level%] - 1) * 10)
Cost Organics Formula                           := 40 + (([%Level%] - 1) * 5)
Cost Radioactives Formula                       := 10 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 50
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Weapon Platform
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 3
Requirements Evaluation Availability            := 1, 2
Requirements Evaluation Allows Placement        := 3
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 5 in Psychic Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Psychic Weapons") >= 3 + (2 * [%Level%])
Requirement 2 Description                       := Empire must have racial trait Psychic.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Psychic")
Requirement 3 Description                       := Allegiance Subverters cannot be used with computer controlled vehicles.
Requirement 3 Formula                           := (Get_Design_Specific_Component_Count("Master Computer") + Get_Design_Specific_Component_Count("Control Computer")) < 1
Number Of Abilities                             := 1
Ability 1 Type                                  := Description Only
Ability 1 Description                           := Allegiance Subverter damage is in milliseconds of vehicle control.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base
Weapon Damage Type Formula                      := "Crew Conversion"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (1) - iif([%Range%] > Min(90, (([%Level%] - 1) * 10) + 50), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (1) - iif([%Range%] > Min(90, (([%Level%] - 1) * 10) + 50), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 90000 - (([%Level%] - 1) * 15000)
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Beam 1
Weapon Ground Display Effect Name               := Beam 1
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Allegiance Subverter
Weapon Beam Burn Color                          := 0, 142, 107
Weapon Beam Duration                            := 2500
Weapon Beam Speed                               := 0.05

Name                                            := Mental Singularity Generator
Description                                     := Telekinetic collapsing of a solid core into a singularity and firing it at a target.
Picture Number                                  := 136
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 60
Tonnage Structure Formula                       := 90 + iif([%Level%] = 6, 30, ([%Level%] - 1) * 5)
Cost Minerals Formula                           := 100 + (([%Level%] - 1) * 10)
Cost Organics Formula                           := 50 + (([%Level%] - 1) * 10)
Cost Radioactives Formula                       := 15 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 30
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Weapon Platform
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 3
Requirements Evaluation Availability            := 1, 2
Requirements Evaluation Allows Placement        := 3
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 10 in Psychic Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Psychic Weapons") >= 10 + ([%Level%] - 1)
Requirement 2 Description                       := Empire must have racial trait Psychic.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Psychic")
Requirement 3 Description                       := Mental Singularity Generators cannot be used with computer controlled vehicles.
Requirement 3 Formula                           := (Get_Design_Specific_Component_Count("Master Computer") + Get_Design_Specific_Component_Count("Control Computer")) < 1
Number Of Abilities                             := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Bolt
Weapon Target Type List                         := Ship, Base, Planet, Drone
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (225 + (([%Level%] - 1) * 50)) - iif([%Range%] > Min(150, (([%Level%] - 1) * 10) + 100), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (275 + (([%Level%] - 1) * 50)) - iif([%Range%] > Min(150, (([%Level%] - 1) * 10) + 100), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 5000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Bolt 22
Weapon Ground Display Effect Name               := Bolt 22
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Mental Singularity Generator
Weapon Bolt Speed                               := 0.10

//-------------------------------------------------------------------------------------
// Temporal Weapons
//-------------------------------------------------------------------------------------
Name                                            := Time Distortion Burst
Description                                     := A projected burst of distorted time. A vehicle hit will take 4x damage to shields plus normal damage.
Picture Number                                  := 124
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 20 + (trunc(([%Level%] - 1) / 2.5) * 5)
Cost Minerals Formula                           := 20 + (([%Level%] - 1) * 2)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 40 + (([%Level%] - 1) * 4)
Supply Amount Used Formula                      := 6
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Temporal Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Temporal Weapons") >= [%Level%]
Requirement 2 Description                       := Empire must have racial trait Temporal Knowledge.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Temporal Knowledge")
Number Of Abilities                             := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Bolt
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Quad Damage To Shields"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (16 + (([%Level%] - 1) * 3)) - iif([%Range%] > Min(110, (([%Level%] - 1) * 6) + 60), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (24 + (([%Level%] - 1) * 3)) - iif([%Range%] > Min(110, (([%Level%] - 1) * 6) + 60), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 2000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Bolt 24
Weapon Ground Display Effect Name               := Bolt 24
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Time Distortion Burst
Weapon Bolt Speed                               := 0.10

Name                                            := Alloy Burner Missile
Description                                     := High velocity missile that degrades the armor of the target ship by subjecting it to temporal acceleration.
Picture Number                                  := 187
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 50
Tonnage Structure Formula                       := 50 + (trunc(([%Level%] - 1) / 2) * 5)
Cost Minerals Formula                           := 40 + (([%Level%] - 1) * 4)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 60 + (([%Level%] - 1) * 6)
Supply Amount Used Formula                      := 20
Ordnance Amount Used Formula                    := 5
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Seeker Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Temporal Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Temporal Weapons") >= iif([%Level%] = 1, [%Level%], ([%Level%] * 2) - 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                                  := Ordnance Storage
Ability 1 Description                           := Alloy Burner Missiles hold up to [%Amount1%] ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 100
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Alloy Burner Missiles have a [%Amount1%] defense bonus, travel at 90 km/s, and have [%Amount2%] points of damage resistance.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 50 + ((Get_Empire_Tech_Level("Defense Systems") - 1) * 5)
Ability 2 Amount 2 Formula                      := 10 + trunc(Get_Empire_Tech_Level("Armor") / 2)
Weapon Type                                     := Seeking
Weapon Delivery Type                            := Missile
Weapon Target Type List                         := Ship, Base, Planet, Satellite, Drone
Weapon Damage Type Formula                      := "Burn Armor"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (60 + (([%Level%] - 1) * 20)) - iif([%Range%] > Min(200, (([%Level%] - 1) * 5) + 150), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (80 + (([%Level%] - 1) * 20)) - iif([%Range%] > Min(200, (([%Level%] - 1) * 5) + 150), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0
Weapon Reload Rate MS Formula                   := 5000
Weapon Display Type                             := Directed Torpedo
Weapon Space Display Effect Name                := Missile 4
Weapon Ground Display Effect Name               := Missile 4
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Alloy Burner Missile
Weapon Seeker Speed Formula                     := 0.09
Weapon Seeker Turn Rate                         := 0.01
Weapon Seeker Tonnage Structure Formula         := 10 + trunc(Get_Empire_Tech_Level("Armor") / 2)
Weapon Seeker Defense Modifier Formula          := 50 + ((Get_Empire_Tech_Level("Defense Systems") - 1) * 5)

Name                                            := Shield Accelerator
Description                                     := Temporal accelerator that causes a target's shields to burn out.
Picture Number                                  := 134
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 20 + (trunc(([%Level%] - 1) / 2) * 5)
Cost Minerals Formula                           := 20 + (([%Level%] - 1) * 2)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 40 + (([%Level%] - 1) * 4)
Supply Amount Used Formula                      := 4
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 3 in Temporal Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Temporal Weapons") >= 3 * [%Level%]
Requirement 2 Description                       := Empire must have racial trait Temporal Knowledge.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Temporal Knowledge")
Number Of Abilities                             := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Shields Only"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (90 + (([%Level%] - 1) * 30)) - ([%Range%] * 0.5) - iif([%Range%] > Min(110, (([%Level%] - 1) * 6) + 80), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (120 + (([%Level%] - 1) * 30)) - ([%Range%] * 0.5) - iif([%Range%] > Min(110, (([%Level%] - 1) * 6) + 80), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 2000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Beam 19
Weapon Ground Display Effect Name               := Beam 19
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Shield Accelerator
Weapon Beam Burn Color                          := 244, 124, 58
Weapon Beam Duration                            := 1000
Weapon Beam Speed                               := 0.05

Name                                            := Temporal Tachyon Cannon
Description                                     := Polarized tachyon particles fired towards a target by a temporal cannon.
Picture Number                                  := 135
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 50
Tonnage Structure Formula                       := 50 + trunc(([%Level%] - 1) * 2.5)
Cost Minerals Formula                           := 40 + (([%Level%] - 1) * 4)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 60 + (([%Level%] - 1) * 6)
Supply Amount Used Formula                      := 20
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 5 in Temporal Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Temporal Weapons") >= 5 + ([%Level%] - 1)
Requirement 2 Description                       := Empire must have racial trait Temporal Knowledge.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Temporal Knowledge")
Number Of Abilities                             := 1
Ability 1 Type                                  := Description Only
Ability 1 Description                           := Temporal Tachyon Cannon accuracy decreases at half the normal rate.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base, Satellite, Drone, Planet
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (190 + (([%Level%] - 1) * 15)) - iif([%Range%] > Min(140, (([%Level%] - 1) * 5) + 90), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (210 + (([%Level%] - 1) * 15)) - iif([%Range%] > Min(140, (([%Level%] - 1) * 5) + 90), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.25)
Weapon Reload Rate MS Formula                   := 4000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Beam 11
Weapon Ground Display Effect Name               := Beam 11
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Temporal Tachyon Cannon
Weapon Beam Burn Color                          := 239, 125, 0
Weapon Beam Duration                            := 2000
Weapon Beam Speed                               := 0.1

Name                                            := Weapon Phase Accelerator
Description                                     := Time distortion beam that increases the reload time for weapons on the target ship.
Picture Number                                  := 171
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 40
Tonnage Structure Formula                       := 40 + (([%Level%] - 1) * 10)
Cost Minerals Formula                           := 30 + (([%Level%] - 1) * 10)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 45 + (([%Level%] - 1) * 15)
Supply Amount Used Formula                      := 20
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 5 in Temporal Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Temporal Weapons") >= (5 * [%Level%])
Requirement 2 Description                       := Empire must have racial trait Temporal Knowledge.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Temporal Knowledge")
Number Of Abilities                             := 1
Ability 1 Type                                  := Description Only
Ability 1 Description                           := Weapon Phase Accelerator damage is in milliseconds of increased weapon reload time.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base, Planet, Satellite, Drone
Weapon Damage Type Formula                      := "Increase Weapon Reload Time"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (300 + (([%Level%] - 1) * 150)) - iif([%Range%] > Min(90, (([%Level%] - 1) * 20) + 50), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (600 + (([%Level%] - 1) * 150)) - iif([%Range%] > Min(90, (([%Level%] - 1) * 20) + 50), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 3000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Beam 23
Weapon Ground Display Effect Name               := Beam 23
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Weapon Phase Accelerator
Weapon Beam Burn Color                          := 0, 0, 0
Weapon Beam Duration                            := 1000
Weapon Beam Speed                               := 0.05

Name                                            := Temporal Shifter
Description                                     := Attempts to shift a target to the beginning of time.
Picture Number                                  := 125
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 50
Tonnage Structure Formula                       := 75 + (trunc(([%Level%] - 1) / 2) * 5)
Cost Minerals Formula                           := 40 + (([%Level%] - 1) * 2)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 80 + (([%Level%] - 1) * 4)
Supply Amount Used Formula                      := 30
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 10 in Temporal Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Temporal Weapons") >= 10 + ([%Level%] - 1)
Requirement 2 Description                       := Empire must have racial trait Temporal Knowledge.
Requirement 2 Formula                           := Empire_Has_Racial_Trait("Temporal Knowledge")
Number Of Abilities                             := 1
Ability 1 Type                                  := Description Only
Ability 1 Description                           := Temporal Shifter accuracy decreases at half the normal rate.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Bolt
Weapon Target Type List                         := Ship, Base, Planet, Satellite, Drone
Weapon Damage Type Formula                      := "Skips Shields And Armor"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (54 + (([%Level%] - 1) * 6)) - iif([%Range%] > Min(150, (([%Level%] - 1) * 5) + 100), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (66 + (([%Level%] - 1) * 6)) - iif([%Range%] > Min(150, (([%Level%] - 1) * 5) + 100), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.25)
Weapon Reload Rate MS Formula                   := 5000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Bolt 20
Weapon Ground Display Effect Name               := Bolt 20
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Temporal Shifter
Weapon Bolt Speed                               := 0.10

//-------------------------------------------------------------------------------------
// Ship and Base Weapons
//-------------------------------------------------------------------------------------
Name                                            := Depleted Uranium Cannon
Description                                     := Cannon that fires large depleted uranium projectiles.
Picture Number                                  := 114
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 30
Tonnage Structure Formula                       := 30 + (([%Level%] - 1) * 3)
Cost Minerals Formula                           := 20 + (([%Level%] - 1) * 2)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 10 + ([%Level%] - 1)
Supply Amount Used Formula                      := 6
Ordnance Amount Used Formula                    := 2
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Projectile Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Projectile Weapons") >= [%Level%]
Number Of Abilities                             := 1
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Depleted Uranium Cannons store [%Amount1%] ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 100
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Projectile
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (27 + (([%Level%] - 1) * 6)) - iif([%Range%] > Min(120, (([%Level%] - 1) * 4) + 80), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (33 + (([%Level%] - 1) * 6)) - iif([%Range%] > Min(120, (([%Level%] - 1) * 4) + 80), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 2000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Bolt 2
Weapon Ground Display Effect Name               := Bolt 2
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Depleted Uranium Cannon
Weapon Bolt Speed                               := 0.10

Name                                            := X-Ray Laser
Description                                     := Directed energy weapon firing a beam of X-ray radiation.
Picture Number                                  := 205
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 30
Tonnage Structure Formula                       := 30 + trunc(([%Level%] - 1) * 1.5)
Cost Minerals Formula                           := 20 + (([%Level%] - 1) * 2)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 5 + ([%Level%] - 1)
Supply Amount Used Formula                      := 6
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Focused-Energy Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Focused-Energy Weapons") >= [%Level%]
Number Of Abilities                             := 1
Ability 1 Type                                  := Description Only
Ability 1 Description                           := X-Ray Laser accuracy decreases at half the normal rate.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (35 + (([%Level%] - 1) * 5)) - ([%Range%] * 0.3) - iif([%Range%] > Min(110, (([%Level%] - 1) * 5) + 60), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (45 + (([%Level%] - 1) * 5)) - ([%Range%] * 0.3) - iif([%Range%] > Min(110, (([%Level%] - 1) * 5) + 60), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.25)
Weapon Reload Rate MS Formula                   := 2000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Beam 18
Weapon Ground Display Effect Name               := Beam 18
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := X-Ray Laser
Weapon Beam Burn Color                          := 154, 100, 119
Weapon Beam Duration                            := 1000
Weapon Beam Speed                               := 0.05

Name                                            := Capital Ship Missile
Description                                     := Standard missile armed with a nuclear warhead.
Picture Number                                  := 87
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 50
Tonnage Structure Formula                       := 50 + trunc(([%Level%] - 1) * 2.5)
Cost Minerals Formula                           := 80 + (([%Level%] - 1) * 2)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 20 + (([%Level%] - 1) * 3)
Supply Amount Used Formula                      := 15
Ordnance Amount Used Formula                    := 5
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Seeker Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Missile Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Missile Weapons") >= [%Level%]
Number Of Abilities                             := 2
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Capital Ship Missiles store up to [%Amount1%] ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 100
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Capital Ship Missiles have a [%Amount1%]% defense bonus, travel at 50 km/s, and have [%Amount2%] points of damage resistance.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 40 + ((Get_Empire_Tech_Level("Defense Systems") - 1) * 4)
Ability 2 Amount 2 Formula                      := 10 + trunc(Get_Empire_Tech_Level("Armor") / 2)
Weapon Type                                     := Seeking
Weapon Delivery Type                            := Missile
Weapon Target Type List                         := Ship, Base, Planet, Satellite, Drone
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (80 + (([%Level%] - 1) * 20)) - iif([%Range%] > Min(200, (([%Level%] - 1) * 5) + 150), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (120 + (([%Level%] - 1) * 20)) - iif([%Range%] > Min(200, (([%Level%] - 1) * 5) + 150), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0
Weapon Reload Rate MS Formula                   := 5000
Weapon Display Type                             := Directed Torpedo
Weapon Space Display Effect Name                := Missile 9
Weapon Ground Display Effect Name               := Missile 9
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Capital Ship Missile
Weapon Seeker Speed Formula                     := 0.05
Weapon Seeker Turn Rate                         := 0.01
Weapon Seeker Tonnage Structure Formula         := 10 + trunc(Get_Empire_Tech_Level("Armor") / 2)
Weapon Seeker Defense Modifier Formula          := 40 + ((Get_Empire_Tech_Level("Defense Systems") - 1) * 4)

Name                                            := Anti-Proton Beam
Description                                     := Focused energy weapon that fires a beam composed of anti-protons.
Picture Number                                  := 86
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 30
Tonnage Structure Formula                       := 30 + trunc((([%Level%] - 1) / 3) * 5)
Cost Minerals Formula                           := 40 + (([%Level%] - 1) * 4)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 20 + (([%Level%] - 1) * 2)
Supply Amount Used Formula                      := 6
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Energy Stream Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Energy Stream Weapons") >= [%Level%]
Number Of Abilities                             := 1
Ability 1 Type                                  := Description Only
Ability 1 Description                           := Anti-Proton Beam accuracy decreases at half the normal rate.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (56 + (([%Level%] - 1) * 4)) - ([%Range%] * 0.2) - iif([%Range%] > Min(110, (([%Level%] - 1) * 5) + 60), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (64 + (([%Level%] - 1) * 4)) - ([%Range%] * 0.2) - iif([%Range%] > Min(110, (([%Level%] - 1) * 5) + 60), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.25)
Weapon Reload Rate MS Formula                   := 2000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Beam 10
Weapon Ground Display Effect Name               := Beam 10
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Anti-Proton Beam
Weapon Beam Burn Color                          := 72, 235, 0
Weapon Beam Duration                            := 1000
Weapon Beam Speed                               := 0.05

Name                                            := Meson Blaster
Description                                     := Cannon that fires cohesive bursts of tunneling mesons.
Picture Number                                  := 88
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 20 + (trunc(([%Level%] - 1) / 5) * 5)
Cost Minerals Formula                           := 20 + (([%Level%] - 1) * 2)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 20 + (([%Level%] - 1) * 3)
Supply Amount Used Formula                      := 4
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Energy Pulse Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Energy Pulse Weapons") >= [%Level%]
Number Of Abilities                             := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Bolt
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (46 + (([%Level%] - 1) * 6)) - ([%Range%] * 0.2) - iif([%Range%] > Min(100, (([%Level%] - 1) * 5) + 50), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (54 + (([%Level%] - 1) * 6)) - ([%Range%] * 0.2) - iif([%Range%] > Min(100, (([%Level%] - 1) * 5) + 50), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 2000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Bolt 1
Weapon Ground Display Effect Name               := Bolt 1
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Meson Blaster
Weapon Bolt Speed                               := 0.10

Name                                            := Point-Defense Cannons
Description                                     := Small mobile cannons used to target and destroy incoming fighters and seekers at close range.
Picture Number                                  := 91
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 20 + (([%Level%] - 1) * 2)
Cost Minerals Formula                           := 15 + ([%Level%] - 1)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 5 + ([%Level%] - 1)
Supply Amount Used Formula                      := 1
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Point-Defense Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Point-Defense Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Point-Defense Weapons") >= [%Level%]
Number Of Abilities                             := 1
Ability 1 Type                                  := Point-Defense
Ability 1 Description                           := 
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Point-Defense
Weapon Delivery Type                            := Point-Defense
Weapon Target Type List                         := Seeker, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (6 + (([%Level%] - 1) * 2)) - iif([%Range%] > Min(70, (([%Level%] - 1) * 4) + 50), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (10 + (([%Level%] - 1) * 2)) - iif([%Range%] > Min(70, (([%Level%] - 1) * 4) + 50), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Ground At Range Distance Increment       := 10.0
Weapon Ground Min Damage At Range               := 0.0
Weapon Ground Max Damage At Range               := 0.0
Weapon Ground To Hit Modifier At Range          := 0.0
Weapon Ground Min Damage Modifier Formula       := (6 + (([%Level%] - 1) * 2)) - iif([%Range%] > Min(70, (([%Level%] - 1) * 4) + 50), 10000, 0)
Weapon Ground Max Damage Modifier Formula       := (10 + (([%Level%] - 1) * 2)) - iif([%Range%] > Min(70, (([%Level%] - 1) * 4) + 50), 10000, 0)
Weapon Ground To Hit Modifier Formula           := 0 - [%Range%] * 0.5
Weapon Reload Rate MS Formula                   := 500
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Bolt 3
Weapon Ground Display Effect Name               := Bolt 3
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Point-Defense Cannons
Weapon Bolt Speed                               := 0.10

Name                                            := Anti-Fighter Rocket
Description                                     := Small rapid missile that targets fighters exclusively.
Picture Number                                  := 147
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 20 + (trunc(([%Level%] - 1) / 2) * 5)
Cost Minerals Formula                           := 20 + ([%Level%] - 1)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 6 + ([%Level%] - 1)
Supply Amount Used Formula                      := 2
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Point-Defense Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 2 in Point-Defense Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Point-Defense Weapons") >= 2 * [%Level%]
Number Of Abilities                             := 1
Ability 1 Type                                  := Point-Defense
Ability 1 Description                           := Anti-Fighter Rockets do not track targets.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Point-Defense
Weapon Delivery Type                            := Energy Bolt
Weapon Target Type List                         := Fighter
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (24 + (([%Level%] - 1) * 6)) - iif([%Range%] > Min(150, (([%Level%] - 1) * 15) + 90), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (36 + (([%Level%] - 1) * 6)) - iif([%Range%] > Min(150, (([%Level%] - 1) * 15) + 90), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.25)
Weapon Ground At Range Distance Increment       := 10.0
Weapon Ground Min Damage At Range               := 0.0
Weapon Ground Max Damage At Range               := 0.0
Weapon Ground To Hit Modifier At Range          := 0.0
Weapon Ground Min Damage Modifier Formula       := (24 + (([%Level%] - 1) * 6)) - iif([%Range%] > Min(150, (([%Level%] - 1) * 15) + 90), 10000, 0)
Weapon Ground Max Damage Modifier Formula       := (36 + (([%Level%] - 1) * 6)) - iif([%Range%] > Min(150, (([%Level%] - 1) * 15) + 90), 10000, 0)
Weapon Ground To Hit Modifier Formula           := 0 - ([%Range%] * 0.25)
Weapon Reload Rate MS Formula                   := 2000.0
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Missile 17
Weapon Ground Display Effect Name               := Missile 17
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Anti-Fighter Rocket
Weapon Bolt Speed                               := 0.15

Name                                            := Point-Defense Beam
Description                                     := Turreted Anti-Proton Beams used to target and destroy incoming fighters and seekers at medium range.
Picture Number                                  := 244
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 25 + iif([%Level%] = 5, 5, 0)
Cost Minerals Formula                           := 20 + (([%Level%] - 1) * 4)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 10 + (([%Level%] - 1) * 2)
Supply Amount Used Formula                      := 2
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Point-Defense Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 6 in Point-Defense Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Point-Defense Weapons") >= 6 + ([%Level%] - 1)
Requirement 2 Description                       := Empire must have at least tech level 1 in Energy Stream Weapons.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Energy Stream Weapons") >= 1
Number Of Abilities                             := 1
Ability 1 Type                                  := Point-Defense
Ability 1 Description                           := Point-Defense Beam accuracy decreases at half the normal rate.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Point-Defense
Weapon Delivery Type                            := Point-Defense
Weapon Target Type List                         := Seeker, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (10 + (([%Level%] - 1) * 2)) - ([%Range%] * 0.05) - iif([%Range%] > Min(80, (([%Level%] - 1) * 4) + 60), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (12 + (([%Level%] - 1) * 2)) - ([%Range%] * 0.05) - iif([%Range%] > Min(80, (([%Level%] - 1) * 4) + 60), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.25)
Weapon Ground At Range Distance Increment       := 10.0
Weapon Ground Min Damage At Range               := 0.0
Weapon Ground Max Damage At Range               := 0.0
Weapon Ground To Hit Modifier At Range          := 0.0
Weapon Ground Min Damage Modifier Formula       := (10 + (([%Level%] - 1) * 2)) - ([%Range%] * 0.05) - iif([%Range%] > Min(80, (([%Level%] - 1) * 4) + 60), 10000, 0)
Weapon Ground Max Damage Modifier Formula       := (12 + (([%Level%] - 1) * 2)) - ([%Range%] * 0.05) - iif([%Range%] > Min(80, (([%Level%] - 1) * 4) + 60), 10000, 0)
Weapon Ground To Hit Modifier Formula           := 0 - ([%Range%] * 0.25)
Weapon Reload Rate MS Formula                   := 500
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Beam 10
Weapon Ground Display Effect Name               := Beam 10
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Small Anti-Proton Beam
Weapon Beam Burn Color                          := 72, 235, 0
Weapon Beam Duration                            := 250
Weapon Beam Speed                               := 0.2

Name                                            := Point-Defense Blaster
Description                                     := Turreted Meson Blasters used to target and destroy incoming fighters and seekers at close range.
Picture Number                                  := 245
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 10
Tonnage Structure Formula                       := 15 + iif([%Level%] = 5, 5, 0)
Cost Minerals Formula                           := 10 + ([%Level%] - 1)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 10 + (([%Level%] - 1) * 2)
Supply Amount Used Formula                      := 2
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Point-Defense Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 6 in Point-Defense Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Point-Defense Weapons") >= 6 + ([%Level%] - 1)
Requirement 2 Description                       := Empire must have at least tech level 1 in Energy Pulse Weapons.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Energy Pulse Weapons") >= 1
Number Of Abilities                             := 1
Ability 1 Type                                  := Point-Defense
Ability 1 Description                           := 
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Point-Defense
Weapon Delivery Type                            := Point-Defense
Weapon Target Type List                         := Seeker, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (6 + (([%Level%] - 1) * 1)) - iif([%Range%] > Min(60, (([%Level%] - 1) * 4) + 40), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (8 + (([%Level%] - 1) * 1)) - iif([%Range%] > Min(60, (([%Level%] - 1) * 4) + 40), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Ground At Range Distance Increment       := 10.0
Weapon Ground Min Damage At Range               := 0.0
Weapon Ground Max Damage At Range               := 0.0
Weapon Ground To Hit Modifier At Range          := 0.0
Weapon Ground Min Damage Modifier Formula       := (6 + (([%Level%] - 1) * 1)) - iif([%Range%] > Min(60, (([%Level%] - 1) * 4) + 40), 10000, 0)
Weapon Ground Max Damage Modifier Formula       := (8 + (([%Level%] - 1) * 1)) - iif([%Range%] > Min(60, (([%Level%] - 1) * 4) + 40), 10000, 0)
Weapon Ground To Hit Modifier Formula           := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 500.0
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Bolt 1
Weapon Ground Display Effect Name               := Bolt 1
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Small Meson Blaster
Weapon Bolt Speed                               := 0.10

Name                                            := Flak Cannon
Description                                     := Cannon turrets that fire a cloud of metallic debris to mangle fighters and seekers.
Picture Number                                  := 166
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 25 + iif([%Level%] = 3, 5, 0)
Cost Minerals Formula                           := 20 + (([%Level%] - 1) * 5)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 0
Supply Amount Used Formula                      := 2
Ordnance Amount Used Formula                    := 1
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Point-Defense Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 3 in Point-Defense Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Point-Defense Weapons") >= ([%Level%] * 4) - 1
Number Of Abilities                             := 2
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Provides storage for [%Amount1%] units of ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 50
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Point-Defense
Ability 2 Description                           := Flak Cannon has a 20% bonus to hit.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := Point-Defense
Weapon Delivery Type                            := Point-Defense
Weapon Target Type List                         := Seeker, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (15 + (([%Level%] - 1) * 5)) - iif([%Range%] > Min(120, (([%Level%] - 1) * 10) + 100), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (25 + (([%Level%] - 1) * 5)) - iif([%Range%] > Min(120, (([%Level%] - 1) * 10) + 100), 10000, 0)
Weapon Space To Hit Modifier Formula            := 20 - ([%Range%] * 0.5)
Weapon Ground At Range Distance Increment       := 10.0
Weapon Ground Min Damage At Range               := 0.0
Weapon Ground Max Damage At Range               := 0.0
Weapon Ground To Hit Modifier At Range          := 0.0
Weapon Ground Min Damage Modifier Formula       := (15 + (([%Level%] - 1) * 5)) - iif([%Range%] > Min(120, (([%Level%] - 1) * 10) + 100), 10000, 0)
Weapon Ground Max Damage Modifier Formula       := (25 + (([%Level%] - 1) * 5)) - iif([%Range%] > Min(120, (([%Level%] - 1) * 10) + 100), 10000, 0)
Weapon Ground To Hit Modifier Formula           := 20 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 1000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Bolt 25
Weapon Ground Display Effect Name               := Bolt 25
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Point-Defense Cannons
Weapon Bolt Speed                               := 0.10

Name                                            := Bomblet Missile
Description                                     := Tiny missiles that saturate an area to destroy fighters and seekers.
Picture Number                                  := 167
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 25 + iif([%Level%] = 3, 5, 0)
Cost Minerals Formula                           := 30 + (([%Level%] - 1) * 5)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 6 + (([%Level%] - 1) * 2)
Supply Amount Used Formula                      := 2
Ordnance Amount Used Formula                    := 2
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Point-Defense Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 7 in Point-Defense Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Point-Defense Weapons") >= 7 + (([%Level%] - 1) * 2)
Number Of Abilities                             := 2
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Provides storage for [%Amount1%] units of ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 50
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Bomblet Missiles have a [%Amount1%]% defense modifier, travel at 80 km/s, and have [%Amount2%] points of damage resistance.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 60 + ((Get_Empire_Tech_Level("Defense Systems") - 1) * 4)
Ability 2 Amount 2 Formula                      := 5 + trunc(Get_Empire_Tech_Level("Armor") / 4)
Weapon Type                                     := Seeking
Weapon Delivery Type                            := Missile
Weapon Target Type List                         := Seeker, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (15 + (([%Level%] - 1) * 5)) - iif([%Range%] > Min(150, (([%Level%] - 1) * 25) + 100), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (25 + (([%Level%] - 1) * 5)) - iif([%Range%] > Min(150, (([%Level%] - 1) * 25) + 100), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0
Weapon Ground At Range Distance Increment       := 10.0
Weapon Ground Min Damage At Range               := 0.0
Weapon Ground Max Damage At Range               := 0.0
Weapon Ground To Hit Modifier At Range          := 0.0
Weapon Ground Min Damage Modifier Formula       := (15 + (([%Level%] - 1) * 5)) - iif([%Range%] > Min(150, (([%Level%] - 1) * 25) + 100), 10000, 0)
Weapon Ground Max Damage Modifier Formula       := (25 + (([%Level%] - 1) * 5)) - iif([%Range%] > Min(150, (([%Level%] - 1) * 25) + 100), 10000, 0)
Weapon Ground To Hit Modifier Formula           := 0
Weapon Reload Rate MS Formula                   := 1000
Weapon Display Type                             := Directed Torpedo
Weapon Space Display Effect Name                := Missile 7
Weapon Ground Display Effect Name               := Missile 7
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Bomblet Missile
Weapon Seeker Speed Formula                     := 0.08
Weapon Seeker Turn Rate                         := 0.02
Weapon Seeker Tonnage Structure Formula         := 5 + trunc(Get_Empire_Tech_Level("Armor") / 4)
Weapon Seeker Defense Modifier Formula          := 60 + ((Get_Empire_Tech_Level("Defense Systems") - 1) * 4)

Name                                            := Plasma Missile
Description                                     := Plasma powered seeking missile with an anti-matter warhead.
Picture Number                                  := 90
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 50
Tonnage Structure Formula                       := 50 + (trunc(([%Level%] - 1) / 2) * 5)
Cost Minerals Formula                           := 60 + (([%Level%] - 1) * 4)
Cost Organics Formula                           := 10 + ([%Level%] - 1)
Cost Radioactives Formula                       := 45 + (([%Level%] - 1) * 3)
Supply Amount Used Formula                      := 30
Ordnance Amount Used Formula                    := 5
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Seeker Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Plasma Missile Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Plasma Missile Weapons") >= [%Level%]
Number Of Abilities                             := 2
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Plasma Missiles store up to [%Amount1%] ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 100
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Plasma Missiles have a [%Amount1%] defense bonus, travel at 40 km/s, and have [%Amount2%] points of damage resistance.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 30 + ((Get_Empire_Tech_Level("Defense Systems") - 1) * 3)
Ability 2 Amount 2 Formula                      := 20 + Get_Empire_Tech_Level("Armor")
Weapon Type                                     := Seeking
Weapon Delivery Type                            := Missile
Weapon Target Type List                         := Ship, Base, Planet, Satellite, Drone
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (270 + (([%Level%] - 1) * 15)) - ([%Range%] * 0.5) - iif([%Range%] > Min(300, (([%Level%] - 1) * 10) + 200), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (330 + (([%Level%] - 1) * 15)) - ([%Range%] * 0.5) - iif([%Range%] > Min(300, (([%Level%] - 1) * 10) + 200), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0
Weapon Reload Rate MS Formula                   := 5000
Weapon Display Type                             := Directed Torpedo
Weapon Space Display Effect Name                := Missile 12
Weapon Ground Display Effect Name               := Missile 12
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Plasma Missile
Weapon Seeker Speed Formula                     := 0.04
Weapon Seeker Turn Rate                         := 0.01
Weapon Seeker Tonnage Structure Formula         := 20 + Get_Empire_Tech_Level("Armor")
Weapon Seeker Defense Modifier Formula          := 30 + ((Get_Empire_Tech_Level("Defense Systems") - 1) * 3)

Name                                            := Anti-Matter Torpedo
Description                                     := Torpedo with an anti-matter warhead.
Picture Number                                  := 89
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 40
Tonnage Structure Formula                       := 40 + (([%Level%] - 1) * 2)
Cost Minerals Formula                           := 40 + (([%Level%] - 1) * 2)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 30 + (([%Level%] - 1) * 3)
Supply Amount Used Formula                      := 15
Ordnance Amount Used Formula                    := 5
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Seeker Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Torpedo Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Torpedo Weapons") >= [%Level%]
Number Of Abilities                             := 2
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Anti-Matter Torpedoes store up to [%Amount1%] ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 100
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Anti-Matter Torpedoes have a [%Amount1%]% defense bonus, travel at 60 km/s, and have [%Amount2%] points of damage resistance.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 50 + ((Get_Empire_Tech_Level("Defense Systems") - 1) * 4)
Ability 2 Amount 2 Formula                      := 10 + trunc(Get_Empire_Tech_Level("Armor") / 2)
Weapon Type                                     := Seeking
Weapon Delivery Type                            := Missile
Weapon Target Type List                         := Ship, Base, Planet, Satellite, Drone
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (80 + (([%Level%] - 1) * 10)) - iif([%Range%] > Min(200, (([%Level%] - 1) * 5) + 150), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (100 + (([%Level%] - 1) * 10)) - iif([%Range%] > Min(200, (([%Level%] - 1) * 5) + 150), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0
Weapon Reload Rate MS Formula                   := 4000
Weapon Display Type                             := Torpedo
Weapon Space Display Effect Name                := Torp 13
Weapon Ground Display Effect Name               := Torp 13
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Anti-Matter Torpedo
Weapon Seeker Speed Formula                     := 0.06
Weapon Seeker Turn Rate                         := 0.01
Weapon Seeker Tonnage Structure Formula         := 10 + trunc(Get_Empire_Tech_Level("Armor") / 2)
Weapon Seeker Defense Modifier Formula          := 50 + ((Get_Empire_Tech_Level("Defense Systems") - 1) * 4)

Name                                            := Quantum Torpedo
Description                                     := Torpedo equipped with a quantum singularity warhead.
Picture Number                                  := 165
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 40
Tonnage Structure Formula                       := 60 + iif([%Level%] < 3, 0, ([%Level%] - 2) * 5)
Cost Minerals Formula                           := 60 + (([%Level%] - 1) * 4)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 80 + (([%Level%] - 1) * 4)
Supply Amount Used Formula                      := 15
Ordnance Amount Used Formula                    := 5
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Seeker Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 11 in Torpedo Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Torpedo Weapons") >= 10 + [%Level%]
Number Of Abilities                             := 2
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Quantum Torpedoes store [%Amount1%] units of ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 100
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Quantum Torpedoes have a [%Amount1%]% defense bonus, travel at 80 km/s, and have [%Amount2%] points of damage resistance.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 50 + ((Get_Empire_Tech_Level("Defense Systems") - 1) * 4)
Ability 2 Amount 2 Formula                      := 20 + trunc(Get_Empire_Tech_Level("Armor") / 2)
Weapon Type                                     := Seeking
Weapon Delivery Type                            := Missile
Weapon Target Type List                         := Ship, Base, Planet, Satellite, Drone
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (180 + (([%Level%] - 1) * 10)) - iif([%Range%] > Min(250, (([%Level%] - 1) * 10) + 200), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (200 + (([%Level%] - 1) * 10)) - iif([%Range%] > Min(250, (([%Level%] - 1) * 10) + 200), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0
Weapon Reload Rate MS Formula                   := 4000
Weapon Display Type                             := Directed Torpedo
Weapon Space Display Effect Name                := Torp 1
Weapon Ground Display Effect Name               := Torp 1
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Quantum Torpedo
Weapon Seeker Speed Formula                     := 0.08
Weapon Seeker Turn Rate                         := 0.01
Weapon Seeker Tonnage Structure Formula         := 20 + trunc(Get_Empire_Tech_Level("Armor") / 2)
Weapon Seeker Defense Modifier Formula          := 50 + ((Get_Empire_Tech_Level("Defense Systems") - 1) * 4)

Name                                            := Gamma Pulse Torpedo
Description                                     := Torpedo armed with a warhead that emits a burst of intense gamma radiation that passes through all shields.
Picture Number                                  := 164
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 30
Tonnage Structure Formula                       := 40 + iif([%Level%] < 3, 0, ([%Level%] - 2) * 5)
Cost Minerals Formula                           := 60 + (([%Level%] - 1) * 6)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 90 + (([%Level%] - 1) * 6)
Supply Amount Used Formula                      := 20
Ordnance Amount Used Formula                    := 5
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Seeker Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 15 in Torpedo Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Torpedo Weapons") >= 15 + ([%Level%] - 1)
Number Of Abilities                             := 2
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Gamma Pulse Torpedoes store up to [%Amount1%] ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 100
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Gamma Pulse Torpedoes have a [%Amount1%]% defense bonus, travel at 100 km/s, and have [%Amount2%] points of damage resistance.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 60 + ((Get_Empire_Tech_Level("Defense Systems") - 1) * 4)
Ability 2 Amount 2 Formula                      := 10 + trunc(Get_Empire_Tech_Level("Armor") / 2)
Weapon Type                                     := Seeking
Weapon Delivery Type                            := Missile
Weapon Target Type List                         := Ship, Base, Planet, Satellite, Drone
Weapon Damage Type Formula                      := "Skips All Shields"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (80 + (([%Level%] - 1) * 10)) - ([%Range%] * 0.2) - iif([%Range%] > Min(200, (([%Level%] - 1) * 10) + 150), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (120 + (([%Level%] - 1) * 10)) - ([%Range%] * 0.2) - iif([%Range%] > Min(200, (([%Level%] - 1) * 10) + 150), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0
Weapon Reload Rate MS Formula                   := 4000
Weapon Display Type                             := Torpedo
Weapon Space Display Effect Name                := Torp 9
Weapon Ground Display Effect Name               := Torp 9
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Gamma Pulse Torpedo
Weapon Seeker Speed Formula                     := 0.1
Weapon Seeker Tonnage Structure Formula         := 10 + trunc(Get_Empire_Tech_Level("Armor") / 2)
Weapon Seeker Defense Modifier Formula          := 60 + ((Get_Empire_Tech_Level("Defense Systems") - 1) * 4)

Name                                            := Phased-Polaron Beam
Description                                     := Multiphasic energy beam that can penetrate normal shields.
Picture Number                                  := 93
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 30
Tonnage Structure Formula                       := 30 + (trunc(([%Level%] - 1) / 3) * 5)
Cost Minerals Formula                           := 50 + (([%Level%] - 1) * 2)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 30 + (([%Level%] - 1) * 2)
Supply Amount Used Formula                      := 9
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Phased-Energy Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Phased-Energy Weapons") >= [%Level%]
Number Of Abilities                             := 1
Ability 1 Type                                  := Description Only
Ability 1 Description                           := Phased-Polaron Beam accuracy decreases at half the normal rate.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Skips Normal Shields"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (55 + (([%Level%] - 1) * 5)) - ([%Range%] * 0.5) - iif([%Range%] > Min(110, (([%Level%] - 1) * 5) + 60), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (65 + (([%Level%] - 1) * 5)) - ([%Range%] * 0.5) - iif([%Range%] > Min(110, (([%Level%] - 1) * 5) + 60), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.25)
Weapon Reload Rate MS Formula                   := 3000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Beam 6
Weapon Ground Display Effect Name               := Beam 6
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Phased-Polaron Beam
Weapon Beam Burn Color                          := 242, 221, 0
Weapon Beam Duration                            := 1000
Weapon Beam Speed                               := 0.05

Name                                            := Graviton Hellbore
Description                                     := Intense gravitational sphere fired at enemy ships causing them to implode.
Picture Number                                  := 107
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 60
Tonnage Structure Formula                       := 75 + (([%Level%] - 1) * 5)
Cost Minerals Formula                           := 75 + (([%Level%] - 1) * 5)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 100 + (([%Level%] - 1) * 10)
Supply Amount Used Formula                      := 20
Ordnance Amount Used Formula                    := 5
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Gravitational Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Gravitational Weapons") >= [%Level%]
Number Of Abilities                             := 2
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Graviton Hellbores store up to [%Amount1%] ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 100
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Graviton Hellbores have a [%Amount1%]% defense bonus, travel at 50 km/s, and have [%Amount2%] points of damage resistance.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 30 + ((Get_Empire_Tech_Level("Defense Systems") - 1) * 3)
Ability 2 Amount 2 Formula                      := 30 + trunc(Get_Empire_Tech_Level("Armor") / 2)
Weapon Type                                     := Seeking
Weapon Delivery Type                            := Missile
Weapon Target Type List                         := Ship, Base, Planet, Satellite, Drone
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (380 + (([%Level%] - 1) * 20)) - ([%Range%] * 0.5) - iif([%Range%] > Min(200, (([%Level%] - 1) * 10) + 150), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (420 + (([%Level%] - 1) * 20)) - ([%Range%] * 0.5) - iif([%Range%] > Min(200, (([%Level%] - 1) * 10) + 150), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0
Weapon Reload Rate MS Formula                   := 4000
Weapon Display Type                             := Torpedo
Weapon Space Display Effect Name                := Torp 7
Weapon Ground Display Effect Name               := Torp 7
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Graviton Hellbore
Weapon Seeker Speed Formula                     := 0.05
Weapon Seeker Tonnage Structure Formula         := 30 + trunc(Get_Empire_Tech_Level("Armor") / 2)
Weapon Seeker Defense Modifier Formula          := 30 + ((Get_Empire_Tech_Level("Defense Systems") - 1) * 3)

Name                                            := Ripper Beam
Description                                     := Short range high intensity fusion beam.
Picture Number                                  := 94
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 20 + (trunc(([%Level%] - 1) / 5) * 5)
Cost Minerals Formula                           := 20 + trunc(([%Level%] - 1) * 0.5)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 15 + ([%Level%] - 1)
Supply Amount Used Formula                      := 6
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in High-Energy Discharge Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("High-Energy Discharge Weapons") >= [%Level%]
Number Of Abilities                             := 1
Ability 1 Type                                  := Description Only
Ability 1 Description                           := Ripper Beam accuracy decreases at twice the normal rate.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base, Planet, Satellite, Drone
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (70 + (([%Level%] - 1) * 5)) - ([%Range%] * 1) - iif([%Range%] > Min(70, (([%Level%] - 1) * 2) + 50), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (90 + (([%Level%] - 1) * 5)) - ([%Range%] * 1) - iif([%Range%] > Min(70, (([%Level%] - 1) * 2) + 50), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%])
Weapon Reload Rate MS Formula                   := 2000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Beam 13
Weapon Ground Display Effect Name               := Beam 13
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Ripper Beam
Weapon Beam Burn Color                          := 232, 8, 8
Weapon Beam Duration                            := 1500
Weapon Beam Speed                               := 0.05

Name                                            := Incinerator Beam
Description                                     := Medium range high intensity fusion beam.
Picture Number                                  := 95
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 50
Tonnage Structure Formula                       := 50 + (([%Level%] - 1) * 5)
Cost Minerals Formula                           := 100 + (([%Level%] - 1) * 5)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 50 + (([%Level%] - 1) * 10)
Supply Amount Used Formula                      := 20
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 5 in High-Energy Discharge Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("High-Energy Discharge Weapons") >= 5 + ([%Level%] - 1)
Number Of Abilities                             := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base, Planet, Satellite, Drone
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (240 + (([%Level%] - 1) * 15)) - ([%Range%] * 0.5) - iif([%Range%] > Min(120, (([%Level%] - 1) * 4) + 100), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (260 + (([%Level%] - 1) * 15)) - ([%Range%] * 0.5) - iif([%Range%] > Min(120, (([%Level%] - 1) * 4) + 100), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 4000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Beam 14
Weapon Ground Display Effect Name               := Beam 14
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Incinerator Beam
Weapon Beam Burn Color                          := 253, 190, 0
Weapon Beam Duration                            := 2000
Weapon Beam Speed                               := 0.05

Name                                            := Wave-Motion Gun
Description                                     := Long range high intensity fusion beam.
Picture Number                                  := 96
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 70
Tonnage Structure Formula                       := 75 + (([%Level%] - 1) * 10)
Cost Minerals Formula                           := 150 + (([%Level%] - 1) * 10)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 150 + (([%Level%] - 1) * 15)
Supply Amount Used Formula                      := 40
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 10 in High-Energy Discharge Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("High-Energy Discharge Weapons") >= 10 + ([%Level%] - 1)
Number Of Abilities                             := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base, Planet, Drone
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (575 + (([%Level%] - 1) * 25)) - ([%Range%] * 1) - iif([%Range%] > Min(150, (([%Level%] - 1) * 6) + 120), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (625 + (([%Level%] - 1) * 25)) - ([%Range%] * 1) - iif([%Range%] > Min(150, (([%Level%] - 1) * 6) + 120), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 5000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Big Beam 14
Weapon Ground Display Effect Name               := Big Beam 14
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Wave-Motion Gun
Weapon Beam Burn Color                          := 253, 190, 0
Weapon Beam Duration                            := 2500
Weapon Beam Speed                               := 0.05

Name                                            := Shield Depleter
Description                                     := Energy beam that saps shields but does no other damage.
Picture Number                                  := 109
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 20 + (trunc(([%Level%] - 1) / 5) * 5)
Cost Minerals Formula                           := 20 + (([%Level%] - 1) * 2)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 30 + (([%Level%] - 1) * 2)
Supply Amount Used Formula                      := 4
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Shield Damaging Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Shield Damaging Weapons") >= [%Level%]
Number Of Abilities                             := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Shields Only"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (40 + (([%Level%] - 1) * 10)) - iif([%Range%] > Min(100, (([%Level%] - 1) * 5) + 50), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (60 + (([%Level%] - 1) * 10)) - iif([%Range%] > Min(100, (([%Level%] - 1) * 5) + 50), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 2000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Beam 2
Weapon Ground Display Effect Name               := Beam 2
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Shield Depleter
Weapon Beam Burn Color                          := 237, 241, 180
Weapon Beam Duration                            := 1500
Weapon Beam Speed                               := 0.05

Name                                            := Massive Shield Depleter
Description                                     := Massive energy beam that saps all of a target's shields but does no other damage.
Picture Number                                  := 137
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 50
Tonnage Structure Formula                       := 50 + (([%Level%] - 1) * 10)
Cost Minerals Formula                           := 60 + (([%Level%] - 1) * 10)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 90 + (([%Level%] - 1) * 15)
Supply Amount Used Formula                      := 25
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Massive Shield Depleting Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Massive Shield Depleting Weapons") >= [%Level%]
Number Of Abilities                             := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base, Planet
Weapon Damage Type Formula                      := "Shields Only"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (950 + (([%Level%] - 1) * 250)) - iif([%Range%] > Min(120, (([%Level%] - 1) * 10) + 100), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (1050 + (([%Level%] - 1) * 250)) - iif([%Range%] > Min(120, (([%Level%] - 1) * 10) + 100), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 10000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Big Beam 2
Weapon Ground Display Effect Name               := Big Beam 2
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Massive Shield Depleter
Weapon Beam Burn Color                          := 237, 241, 180
Weapon Beam Duration                            := 2000
Weapon Beam Speed                               := 0.05

Name                                            := Shield Disrupter
Description                                     := Tunneling neutrino beam that burns out shield generators.
Picture Number                                  := 110
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 30
Tonnage Structure Formula                       := 35 + (trunc(([%Level%] - 1) / 2) * 5)
Cost Minerals Formula                           := 20 + (([%Level%] - 1) * 2)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 25 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 20
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 10 in Shield Damaging Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Shield Damaging Weapons") >= (10 + ([%Level%] - 1))
Number Of Abilities                             := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base, Planet, Satellite, Drone
Weapon Damage Type Formula                      := "Only Shield Generators"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (24 + (([%Level%] - 1) * 3)) - iif([%Range%] > Min(70, (([%Level%] - 1) * 5) + 50), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (36 + (([%Level%] - 1) * 3)) - iif([%Range%] > Min(70, (([%Level%] - 1) * 5) + 50), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 6000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Beam 4
Weapon Ground Display Effect Name               := Beam 4
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Shield Disrupter
Weapon Beam Burn Color                          := 185, 230, 255
Weapon Beam Duration                            := 1000
Weapon Beam Speed                               := 0.05

Name                                            := Shield Imploder
Description                                     := Cohesive energy ball that reverses the target's shields.
Picture Number                                  := 182
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 30
Tonnage Structure Formula                       := 35 + (([%Level%] - 1) * 5)
Cost Minerals Formula                           := 30 + (([%Level%] - 1) * 5)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 40 + (([%Level%] - 1) * 10)
Supply Amount Used Formula                      := 15
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Shield Implosion.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Shield Implosion") >= [%Level%]
Number Of Abilities                             := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Bolt
Weapon Target Type List                         := Ship, Base, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Shield Implosion"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (10 + (([%Level%] - 1) * 10)) - ([%Range%] * 0.3) - iif([%Range%] > Min(60, (([%Level%] - 1) * 10) + 40), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (30 + (([%Level%] - 1) * 10)) - ([%Range%] * 0.3) - iif([%Range%] > Min(60, (([%Level%] - 1) * 10) + 40), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 5000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Bolt 26
Weapon Ground Display Effect Name               := Bolt 26
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Shield Imploder
Weapon Beam Burn Color                          := 72, 235, 0
Weapon Beam Duration                            := 1000
Weapon Beam Speed                               := 0.05

Name                                            := Weapon Disrupter
Description                                     := Overloading energy discharge that causes a target's weapons to fail temporarily.
Picture Number                                  := 183
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 40
Tonnage Structure Formula                       := 40 + (trunc(([%Level%] - 1) / 2) * 5)
Cost Minerals Formula                           := 40 + (([%Level%] - 1) * 8)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 25 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 10
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Weapon Overloading Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Weapon Overloading Weapons") >= [%Level%]
Number Of Abilities                             := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Disrupt Weapon Reload Time"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (300 + (([%Level%] - 1) * 60)) - ([%Range%] * 2) - iif([%Range%] > Min(60, (([%Level%] - 1) * 4) + 40), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (400 + (([%Level%] - 1) * 80)) - ([%Range%] * 2) - iif([%Range%] > Min(60, (([%Level%] - 1) * 4) + 40), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 3000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Beam 24
Weapon Ground Display Effect Name               := Beam 24
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Weapon Disrupter
Weapon Beam Burn Color                          := 0, 0, 0
Weapon Beam Duration                            := 500
Weapon Beam Speed                               := 0.05

Name                                            := Tachyon Projection Cannon
Description                                     := Pulsed tachyon charges used to penetrate armor and destroy weapons.
Picture Number                                  := 97
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 40
Tonnage Structure Formula                       := 50 + (([%Level%] - 1) * 5)
Cost Minerals Formula                           := 35 + (([%Level%] - 1) * 3)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 50 + (([%Level%] - 1) * 8)
Supply Amount Used Formula                      := 20
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 6 in Weapon Overloading Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Weapon Overloading Weapons") >= (6 + ([%Level%] - 1))
Number Of Abilities                             := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Bolt
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Only Weapons"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (45 + (([%Level%] - 1) * 5)) - ([%Range%] * 0.5) - iif([%Range%] > Min(70, (([%Level%] - 1) * 5) + 50), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (55 + (([%Level%] - 1) * 5)) - ([%Range%] * 0.5) - iif([%Range%] > Min(70, (([%Level%] - 1) * 5) + 50), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 5000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Bolt 4
Weapon Ground Display Effect Name               := Bolt 4
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Tachyon Projection Cannon
Weapon Bolt Speed                               := 0.10

Name                                            := Ionic Disperser
Description                                     := Anti-ionic beam that disrupts engine operation.
Picture Number                                  := 98
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 30
Tonnage Structure Formula                       := 30 + (trunc(([%Level%] - 1) / 3) * 5)
Cost Minerals Formula                           := 40 + (([%Level%] - 1) * 5)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 10 + (([%Level%] - 1) * 2)
Supply Amount Used Formula                      := 9
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Engine Overloading Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Engine Overloading Weapons") >= [%Level%]
Number Of Abilities                             := 1
Ability 1 Type                                  := Description Only
Ability 1 Description                           := Ionic Disperser accuracy decreases at half the normal rate.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Fighter, Drone
Weapon Damage Type Formula                      := "Only Engines"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (16 + (([%Level%] - 1) * 2)) - ([%Range%] * 0.2) - iif([%Range%] > Min(90, (([%Level%] - 1) * 3) + 60), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (24 + (([%Level%] - 1) * 2)) - ([%Range%] * 0.2) - iif([%Range%] > Min(90, (([%Level%] - 1) * 3) + 60), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.25)
Weapon Reload Rate MS Formula                   := 3000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Beam 3
Weapon Ground Display Effect Name               := Beam 3
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Ionic Disperser
Weapon Beam Burn Color                          := 97, 243, 59
Weapon Beam Duration                            := 1500
Weapon Beam Speed                               := 0.05

Name                                            := Massive Ionic Disperser
Description                                     := Anti-ionic beam that disrupts all engine operation and burns them out.
Picture Number                                  := 138
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 50
Tonnage Structure Formula                       := 50 + iif([%Level%] = 3, 25, (([%Level%] - 1) * 10))
Cost Minerals Formula                           := 60 + (([%Level%] - 1) * 10)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := iif([%Level%] = 3, 40, 5 + ([%Level%] * 10))
Supply Amount Used Formula                      := 100
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Massive Engine Destroying Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Massive Engine Destroying Weapons") >= [%Level%]
Number Of Abilities                             := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Drone
Weapon Damage Type Formula                      := "Only Engines"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (60 + ([%Level%] * 40)) - ([%Range%] * 0.5) - iif([%Range%] > Min(120, (([%Level%] - 1) * 10) + 100), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (100 + ([%Level%] * 40)) - ([%Range%] * 0.5) - iif([%Range%] > Min(120, (([%Level%] - 1) * 10) + 100), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.25)
Weapon Reload Rate MS Formula                   := 10000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Big Beam 3
Weapon Ground Display Effect Name               := Big Beam 3
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Massive Ionic Disperser
Weapon Beam Burn Color                          := 97, 243, 59
Weapon Beam Duration                            := 2000
Weapon Beam Speed                               := 0.05

Name                                            := Ionic Pulse Missile
Description                                     := Seeking missile that targets a ship's engines and disables them.
Picture Number                                  := 99
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 40
Tonnage Structure Formula                       := 50 + (([%Level%] - 1) * 5)
Cost Minerals Formula                           := 60 + (([%Level%] - 1) * 6)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 20 + (([%Level%] - 1) * 2)
Supply Amount Used Formula                      := 15
Ordnance Amount Used Formula                    := 5
Can Be Placed On Vehicle Types                  := Ship, Base, Weapon Platform, Satellite, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Seeker Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 6 in Engine Overloading Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Engine Overloading Weapons") >= 6 + ([%Level%] - 1)
Number Of Abilities                             := 2
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Ionic Pulse Missiles store up to [%Amount1%] ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 100
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Ionic Pulse Missiles have a [%Amount1%]% defense bonus, travel at 100 km/s, and have [%Amount2%] points of damage resistance.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 60 + ((Get_Empire_Tech_Level("Defense Systems") - 1) * 4)
Ability 2 Amount 2 Formula                      := 15 + trunc(Get_Empire_Tech_Level("Armor") / 4)
Weapon Type                                     := Seeking
Weapon Delivery Type                            := Missile
Weapon Target Type List                         := Ship, Drone
Weapon Damage Type Formula                      := "Only Engines"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (70 + (([%Level%] - 1) * 5)) - iif([%Range%] > Min(150, (([%Level%] - 1) * 10) + 100), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (80 + (([%Level%] - 1) * 5)) - iif([%Range%] > Min(150, (([%Level%] - 1) * 10) + 100), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0
Weapon Reload Rate MS Formula                   := 6000
Weapon Display Type                             := Directed Torpedo
Weapon Space Display Effect Name                := Missile 3
Weapon Ground Display Effect Name               := Missile 3
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Ionic Pulse Missile
Weapon Seeker Speed Formula                     := 0.1
Weapon Seeker Turn Rate                         := 0.01
Weapon Seeker Tonnage Structure Formula         := 15 + trunc(Get_Empire_Tech_Level("Armor") / 4)
Weapon Seeker Defense Modifier Formula          := 60 + ((Get_Empire_Tech_Level("Defense Systems") - 1) * 4)

Name                                            := Power Leech Beam
Description                                     := Energy beam that depletes a target's stored supplies.
Picture Number                                  := 168
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 30
Tonnage Structure Formula                       := 30 + (trunc(([%Level%] - 1) / 1.5) * 5)
Cost Minerals Formula                           := 45 + (([%Level%] - 1) * 3)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 30 + (([%Level%] - 1) * 3)
Supply Amount Used Formula                      := 15
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Power Leech.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Power Leech") >= [%Level%]
Number Of Abilities                             := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Deplete Supplies"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (350 + ([%Level%] * 100)) - ([%Range%] * 2.5) - iif([%Range%] > Min(100, (([%Level%] - 1) * 10) + 50), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (450 + ([%Level%] * 100)) - ([%Range%] * 2.5) - iif([%Range%] > Min(100, (([%Level%] - 1) * 10) + 50), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 5000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Beam 21
Weapon Ground Display Effect Name               := Beam 21
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Power Leech Beam
Weapon Beam Burn Color                          := 239, 93, 227
Weapon Beam Duration                            := 2000
Weapon Beam Speed                               := 0.05

Name                                            := Repulser Beam
Description                                     := Gravitational beam that pushes enemy ships away from your ship.
Picture Number                                  := 105
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 20 + (trunc(([%Level%] - 1) / 2) * 5)
Cost Minerals Formula                           := 40 + (([%Level%] - 1) * 2)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 25 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 6
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Tractor\Repulser Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Tractor\Repulser Weapons") >= iif([%Level%] = 1, 1, ([%Level%] - 1) * 2)
Number Of Abilities                             := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Pushes Target"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (8 + (([%Level%] - 1) * 2)) - ([%Range%] * 0.1) - iif([%Range%] > Min(100, (([%Level%] - 1) * 10) + 50), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (12 + (([%Level%] - 1) * 2)) - ([%Range%] * 0.1) - iif([%Range%] > Min(100, (([%Level%] - 1) * 10) + 50), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 4000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Beam 12
Weapon Ground Display Effect Name               := Beam 12
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Repulser Beam
Weapon Beam Burn Color                          := 0, 0, 0
Weapon Beam Duration                            := 2000
Weapon Beam Speed                               := 0.1

Name                                            := Tractor Beam
Description                                     := Gravitational beam that pulls enemy ships towards your ship.
Picture Number                                  := 106
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 20 + (trunc(([%Level%] - 1) / 2) * 5)
Cost Minerals Formula                           := 40 + (([%Level%] - 1) * 2)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 25 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 12
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Tractor\Repulser Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Tractor\Repulser Weapons") >= iif([%Level%] = 1, 1, ([%Level%] * 2) - 1)
Number Of Abilities                             := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Pulls Target"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (0 + iif([%Range%] > 0, 0 + ([%Range%] * 0.10), 0) - iif([%Range%] > Min(120, (([%Level%] - 1) * 10) + 70), 10000, 0))
Weapon Space Max Damage Modifier Formula        := (0 + iif([%Range%] > 0, 3 + ([%Range%] * 0.10), 0) - iif([%Range%] > Min(120, (([%Level%] - 1) * 10) + 70), 10000, 0))
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 3000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Beam 12
Weapon Ground Display Effect Name               := Beam 12
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Tractor Beam
Weapon Beam Burn Color                          := 0, 0, 0
Weapon Beam Duration                            := 1500
Weapon Beam Speed                               := 0.1

Name                                            := Wormhole Beam
Description                                     := Beam that creates a temporary wormhole at the location of the enemy ship.
Picture Number                                  := 108
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 30
Tonnage Structure Formula                       := 45 + (trunc(([%Level%] - 1) / 1.5) * 5)
Cost Minerals Formula                           := 30 + (([%Level%] - 1) * 2)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 60 + (([%Level%] - 1) * 6)
Supply Amount Used Formula                      := 15
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Warp Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Warp Weapons") >= [%Level%]
Number Of Abilities                             := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Random Target Movement"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (40 + (([%Level%] - 1) * 10)) - iif([%Range%] > Min(100, (([%Level%] - 1) * 10) + 50), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (60 + (([%Level%] - 1) * 10)) - iif([%Range%] > Min(100, (([%Level%] - 1) * 10) + 50), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 5000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Beam 18
Weapon Ground Display Effect Name               := Beam 18
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Wormhole Beam
Weapon Beam Burn Color                          := 0, 0, 0
Weapon Beam Duration                            := 1000
Weapon Beam Speed                               := 0.1

Name                                            := Subspace Rupture Beam
Description                                     := Intense energy beam that causes space to rupture and explode outward.
Picture Number                                  := 162
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 40
Tonnage Structure Formula                       := 60 + iif([%Level%] = 1, 0, ([%Level%] - 2) * 5)
Cost Minerals Formula                           := 60 + (([%Level%] - 1) * 3)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 125 + (([%Level%] - 1) * 15)
Supply Amount Used Formula                      := 12
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 6 in Warp Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Warp Weapons") >= 6 + ([%Level%] - 1)
Number Of Abilities                             := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (140 + (([%Level%] - 1) * 20)) - ([%Range%] * 1) - iif([%Range%] > Min(100, (([%Level%] - 1) * 10) + 50), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (160 + (([%Level%] - 1) * 20)) - ([%Range%] * 1) - iif([%Range%] > Min(100, (([%Level%] - 1) * 10) + 50), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 3000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Beam 16
Weapon Ground Display Effect Name               := Beam 16
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Subspace Rupture Beam
Weapon Beam Burn Color                          := 22, 242, 0
Weapon Beam Duration                            := 1000
Weapon Beam Speed                               := 0.05

Name                                            := Computer Virus
Description                                     := Computer virus that is beamed to an enemy ship and then destroys any Master Computers.
Picture Number                                  := 130
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 30
Tonnage Structure Formula                       := 30 + (([%Level%] - 1) * 10)
Cost Minerals Formula                           := 60 + (([%Level%] - 1) * 10)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 15 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 10
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Computer Combat.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Computer Combat") >= [%Level%]
Number Of Abilities                             := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base, Satellite, Drone
Weapon Damage Type Formula                      := "Only Master Computers"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (30 + (([%Level%] - 1) * 20)) - iif([%Range%] > Min(100, (([%Level%] - 1) * 20) + 60), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (50 + (([%Level%] - 1) * 20)) - iif([%Range%] > Min(100, (([%Level%] - 1) * 20) + 60), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 5000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Beam 20
Weapon Ground Display Effect Name               := Beam 20
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Computer Virus
Weapon Beam Burn Color                          := 192, 255, 189
Weapon Beam Duration                            := 2000
Weapon Beam Speed                               := 0.05

Name                                            := Plague Bomb
Description                                     := Bomb used to infect planets with a deadly plague.
Picture Number                                  := 92
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 20 + (([%Level%] - 1) * 5)
Cost Minerals Formula                           := 20 + (([%Level%] - 1) * 5)
Cost Organics Formula                           := 40 + (([%Level%] - 1) * 10)
Cost Radioactives Formula                       := 10
Supply Amount Used Formula                      := 10
Ordnance Amount Used Formula                    := 5
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Seeker Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 2 in Biological Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Biological Weapons") >= 2 * [%Level%]
Number Of Abilities                             := 3
Ability 1 Type                                  := Description Only
Ability 1 Description                           := Plague Bombs create a Level [%Amount1%] plague.
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                                  := Ordnance Storage
Ability 2 Description                           := Plague Bombs store up to [%Amount1%] ordnance.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 100
Ability 2 Amount 2 Formula                      := 0
Ability 3 Type                                  := Description Only
Ability 3 Description                           := Plague Bombs have a [%Amount1%]% defense bonus, travel at 50 km/s, and have [%Amount2%] points of damage resistance.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 20 + ((Get_Empire_Tech_Level("Defense Systems") - 1) * 4)
Ability 3 Amount 2 Formula                      := 15 + trunc(Get_Empire_Tech_Level("Armor") / 4)
Weapon Type                                     := Seeking
Weapon Delivery Type                            := Missile
Weapon Target Type List                         := Planet
Weapon Damage Type Formula                      := iif([%Level%] > 4, "Plague Level 5", iif([%Level%] > 3, "Plague Level 4", iif([%Level%] > 2, "Plague Level 3", iif([%Level%] > 1, "Plague Level 2", "Plague Level 1"))))
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := iif([%Range%] < (100 + ([%Level%] * 10)), 5, 0)
Weapon Space Max Damage Modifier Formula        := iif([%Range%] < (100 + ([%Level%] * 10)), 5, 0)
Weapon Space To Hit Modifier Formula            := 0
Weapon Reload Rate MS Formula                   := 2000
Weapon Display Type                             := Torpedo
Weapon Space Display Effect Name                := Torp 5
Weapon Ground Display Effect Name               := Torp 5
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Plague Bomb
Weapon Seeker Speed Formula                     := 0.05
Weapon Seeker Tonnage Structure Formula         := 15 + trunc(Get_Empire_Tech_Level("Armor") / 4)
Weapon Seeker Defense Modifier Formula          := 20 + ((Get_Empire_Tech_Level("Defense Systems") - 1) * 4)

Name                                            := Toxic Injector
Description                                     := Seeking torpedo that delivers a biological weapon into a starship and kills its crew.
Picture Number                                  := 163
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 50
Tonnage Structure Formula                       := 50 + (([%Level%] - 1) * 5)
Cost Minerals Formula                           := 20 + (([%Level%] - 1) * 2)
Cost Organics Formula                           := 75 + (([%Level%] - 1) * 5)
Cost Radioactives Formula                       := 10 + (([%Level%] - 1) * 2)
Supply Amount Used Formula                      := 20
Ordnance Amount Used Formula                    := 5
Can Be Placed On Vehicle Types                  := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Seeker Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Biological Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Biological Weapons") >= ([%Level%] * 2) - 1
Number Of Abilities                             := 2
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Toxic Injectors store up to [%Amount1%] ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 100
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Toxic Injectors have a [%Amount1%]% defense bonus, travel at 50 km/s, and have [%Amount2%] points of damage resistance.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 40 + ((Get_Empire_Tech_Level("Defense Systems") - 1) * 4)
Ability 2 Amount 2 Formula                      := 15 + trunc(Get_Empire_Tech_Level("Armor") / 4)
Weapon Type                                     := Seeking
Weapon Delivery Type                            := Missile
Weapon Target Type List                         := Ship, Base
Weapon Damage Type Formula                      := "Kills Crew"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (50 + (([%Level%] - 1) * 10)) - ([%Range%] * 0.4) - iif([%Range%] > Min(100, (([%Level%] - 1) * 10) + 50), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (70 + (([%Level%] - 1) * 10)) - ([%Range%] * 0.4) - iif([%Range%] > Min(100, (([%Level%] - 1) * 10) + 50), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0
Weapon Reload Rate MS Formula                   := 6000
Weapon Display Type                             := Torpedo
Weapon Space Display Effect Name                := Torp 4
Weapon Ground Display Effect Name               := Torp 4
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Toxic Injector
Weapon Seeker Speed Formula                     := 0.05
Weapon Seeker Tonnage Structure Formula         := 15 + trunc(Get_Empire_Tech_Level("Armor") / 4)
Weapon Seeker Defense Modifier Formula          := 40 + ((Get_Empire_Tech_Level("Defense Systems") - 1) * 4)

Name                                            := Planetary Napalm
Description                                     := Burning plasma bomb that is dropped from orbit against planets.
Picture Number                                  := 100
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 20 + (trunc(([%Level%] - 1) / 5) * 5)
Cost Minerals Formula                           := 20 + ([%Level%] - 1)
Cost Organics Formula                           := 40 + (([%Level%] - 1) * 2)
Cost Radioactives Formula                       := 5 + trunc(([%Level%] - 1) * 0.5)
Supply Amount Used Formula                      := 10
Ordnance Amount Used Formula                    := 5
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Bombardment Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Bombardment Weapons") >= [%Level%]
Number Of Abilities                             := 1
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Planetary Napalm bombs store up to [%Amount1%] ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 100
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Missile
Weapon Target Type List                         := Planet
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (450 + (([%Level%] - 1) * 50)) - iif([%Range%] > Min(120, (([%Level%] - 1) * 6) + 60), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (550 + (([%Level%] - 1) * 50)) - iif([%Range%] > Min(120, (([%Level%] - 1) * 6) + 60), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 5000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Bolt 18
Weapon Ground Display Effect Name               := Bolt 18
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Planetary Napalm
Weapon Bolt Speed                               := 0.05

Name                                            := Neutron Bomb
Description                                     := Bomb that releases high intensity neutron radiation killing a planet's population.
Picture Number                                  := 101
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 30 + (trunc(([%Level%] - 1) / 2) * 5)
Cost Minerals Formula                           := 20
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 50 + (([%Level%] - 1) * 10)
Supply Amount Used Formula                      := 10
Ordnance Amount Used Formula                    := 5
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 6 in Bombardment Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Bombardment Weapons") >= 6 + ([%Level%] - 1)
Number Of Abilities                             := 1
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Neutron Bombs store up to [%Amount1%] ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 100
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Missile
Weapon Target Type List                         := Planet
Weapon Damage Type Formula                      := "Only Planet Population"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (20 + (([%Level%] - 1) * 5)) - iif([%Range%] > Min(100, (([%Level%] - 1) * 10) + 50), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (30 + (([%Level%] - 1) * 5)) - iif([%Range%] > Min(100, (([%Level%] - 1) * 10) + 50), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 3000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Bolt 10
Weapon Ground Display Effect Name               := Bolt 10
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Neutron Bomb
Weapon Bolt Speed                               := 0.05

Name                                            := Radiation Bomb
Description                                     := Bomb that releases high intensity radiation deteriorating a planet's conditions.
Picture Number                                  := 102
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 30 + (trunc(([%Level%] - 1) / 2) * 5)
Cost Minerals Formula                           := 20
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 50 + (([%Level%] - 1) * 10)
Supply Amount Used Formula                      := 10
Ordnance Amount Used Formula                    := 5
Can Be Placed On Vehicle Types                  := Ship, Base
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Bombardment Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Bombardment Weapons") >= [%Level%]
Number Of Abilities                             := 1
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Radiation Bombs store [%Amount1%] units of ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 100
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Missile
Weapon Target Type List                         := Planet
Weapon Damage Type Formula                      := "Only Planet Conditions"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (8 + (([%Level%] - 1) * 2)) - iif([%Range%] > Min(90, (([%Level%] - 1) * 6) + 60), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (12 + (([%Level%] - 1) * 2)) - iif([%Range%] > Min(90, (([%Level%] - 1) * 6) + 60), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 3000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Bolt 10
Weapon Ground Display Effect Name               := Bolt 10
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Radiation Bomb
Weapon Bolt Speed                               := 0.05

Name                                            := Smart Bomb (SP)
Description                                     := AI controlled cruise missile that seeks and destroys Spaceports on a planet.
Picture Number                                  := 217
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 30 + iif([%Level%] = 3, 10, ([%Level%] - 1) * 5)
Cost Minerals Formula                           := 40 + (([%Level%] - 1) * 10)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 10 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 10
Ordnance Amount Used Formula                    := 5
Can Be Placed On Vehicle Types                  := Ship, Base, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 7 in Bombardment Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Bombardment Weapons") >= 5 + ([%Level%] * 2)
Number Of Abilities                             := 1
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Smart Bombs (SP) store up to [%Amount1%] ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 100
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Missile
Weapon Target Type List                         := Planet
Weapon Damage Type Formula                      := "Only Spaceports"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (200 + (([%Level%] - 1) * 125)) - iif([%Range%] > Min(200, (([%Level%] - 1) * 50) + 100), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (300 + (([%Level%] - 1) * 125)) - iif([%Range%] > Min(200, (([%Level%] - 1) * 50) + 100), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 5000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Missile 13
Weapon Ground Display Effect Name               := Missile 13
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Smart Bomb
Weapon Bolt Speed                               := 0.05

Name                                            := Smart Bomb (SY)
Description                                     := AI controlled cruise missile that seeks and destroys Space Yards on a planet.
Picture Number                                  := 219
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 30 + iif([%Level%] = 3, 10, ([%Level%] - 1) * 5)
Cost Minerals Formula                           := 40 + (([%Level%] - 1) * 10)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 10 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 10
Ordnance Amount Used Formula                    := 5
Can Be Placed On Vehicle Types                  := Ship, Base, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 7 in Bombardment Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Bombardment Weapons") >= 5 + ([%Level%] * 2)
Number Of Abilities                             := 1
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Smart Bombs (SY) store up to [%Amount1%] ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 100
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Missile
Weapon Target Type List                         := Planet
Weapon Damage Type Formula                      := "Only Space Yards"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (200 + (([%Level%] - 1) * 125)) - iif([%Range%] > Min(200, (([%Level%] - 1) * 50) + 100), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (300 + (([%Level%] - 1) * 125)) - iif([%Range%] > Min(200, (([%Level%] - 1) * 50) + 100), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 5000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Missile 14
Weapon Ground Display Effect Name               := Missile 14
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Smart Bomb
Weapon Bolt Speed                               := 0.05

Name                                            := Smart Bomb (RD)
Description                                     := AI controlled cruise missile that seeks and destroys Resupply Depots on a planet.
Picture Number                                  := 218
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 30 + iif([%Level%] = 3, 10, ([%Level%] - 1) * 5)
Cost Minerals Formula                           := 40 + (([%Level%] - 1) * 10)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 10 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 10
Ordnance Amount Used Formula                    := 5
Can Be Placed On Vehicle Types                  := Ship, Base, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 7 in Bombardment Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Bombardment Weapons") >= 5 + ([%Level%] * 2)
Number Of Abilities                             := 1
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Smart Bombs (RD) store up to [%Amount1%] ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 100
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Missile
Weapon Target Type List                         := Planet
Weapon Damage Type Formula                      := "Only Resupply Depots"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (200 + (([%Level%] - 1) * 125)) - iif([%Range%] > Min(200, (([%Level%] - 1) * 50) + 100), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (300 + (([%Level%] - 1) * 125)) - iif([%Range%] > Min(200, (([%Level%] - 1) * 50) + 100), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 5000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Missile 16
Weapon Ground Display Effect Name               := Missile 16
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Smart Bomb
Weapon Bolt Speed                               := 0.05

Name                                            := Smart Bomb (Cargo)
Description                                     := AI controlled cruise missile that seeks and destroys planetary units in cargo.
Picture Number                                  := 220
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 20
Tonnage Structure Formula                       := 30 + iif([%Level%] = 3, 10, ([%Level%] - 1) * 5)
Cost Minerals Formula                           := 40 + (([%Level%] - 1) * 10)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 10 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 10
Ordnance Amount Used Formula                    := 5
Can Be Placed On Vehicle Types                  := Ship, Base, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 7 in Bombardment Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Bombardment Weapons") >= 5 + ([%Level%] * 2)
Number Of Abilities                             := 1
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Smart Bombs (Cargo) store up to [%Amount1%] ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 100
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Missile
Weapon Target Type List                         := Planet
Weapon Damage Type Formula                      := "Only Units in Cargo"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (200 + (([%Level%] - 1) * 125)) - iif([%Range%] > Min(200, (([%Level%] - 1) * 50) + 100), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (300 + (([%Level%] - 1) * 125)) - iif([%Range%] > Min(200, (([%Level%] - 1) * 50) + 100), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 5000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Missile 15
Weapon Ground Display Effect Name               := Missile 15
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Smart Bomb
Weapon Bolt Speed                               := 0.05

//-------------------------------------------------------------------------------------
// Unit Weapons
//-------------------------------------------------------------------------------------
Name                                            := Small Shard Cannon
Description                                     := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor.
Picture Number                                  := 148
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 3
Tonnage Structure Formula                       := 3
Cost Minerals Formula                           := 2 + trunc(([%Level%] - 1) * 0.8)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 6 + (([%Level%] - 1) * 2)
Supply Amount Used Formula                      := 1
Ordnance Amount Used Formula                    := 1
Can Be Placed On Vehicle Types                  := Fighter, Troop
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 3
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Crystalline Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Crystalline Weapons") >= ([%Level%] * 2) - 1
Requirement 2 Description                       := Empire must have at least tech level 1 in Smaller Weapons.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Smaller Weapons") >= [%Level%]
Requirement 3 Description                       := Empire must have racial trait Crystallurgy.
Requirement 3 Formula                           := Empire_Has_Racial_Trait("Crystallurgy")
Number Of Abilities                             := 1
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Small Shard Cannons hold up to [%Amount1%] ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 30
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Projectile
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone, Troop, Weapon Platform, Mine, Building
Weapon Damage Type Formula                      := "Skips Armor"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (5 + (([%Level%] - 1) * 1)) - iif([%Range%] > Min(60, (([%Level%] - 1) * 6) + 40), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (7 + (([%Level%] - 1) * 1)) - iif([%Range%] > Min(60, (([%Level%] - 1) * 6) + 40), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Ground At Range Distance Increment       := 10.0
Weapon Ground Min Damage At Range               := 0.0
Weapon Ground Max Damage At Range               := 0.0
Weapon Ground To Hit Modifier At Range          := 0.0
Weapon Ground Min Damage Modifier Formula       := (5 + (([%Level%] - 1) * 1)) - iif([%Range%] > Min(60, (([%Level%] - 1) * 6) + 40), 10000, 0)
Weapon Ground Max Damage Modifier Formula       := (7 + (([%Level%] - 1) * 1)) - iif([%Range%] > Min(60, (([%Level%] - 1) * 6) + 40), 10000, 0)
Weapon Ground To Hit Modifier Formula           := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 2000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Small Bolt 5
Weapon Ground Display Effect Name               := Small Bolt 5
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Small Shard Cannon
Weapon Bolt Speed                               := 0.10

Name                                            := Small Crystalline Torpedo
Description                                     := Small hardened crystal projectile that will seek and explode against an enemy target.
Picture Number                                  := 254
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 8
Tonnage Structure Formula                       := 8
Cost Minerals Formula                           := 10 + (([%Level%] - 1) * 2)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 30 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 4
Ordnance Amount Used Formula                    := 2
Can Be Placed On Vehicle Types                  := Troop, Fighter
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Pseudo-Seeker Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 3
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Crystalline Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Crystalline Weapons") >= iif([%Level%] = 1, [%Level%], (([%Level%] - 1) * 3))
Requirement 2 Description                       := Empire must have at least tech level 1 in Smaller Weapons.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Smaller Weapons") >= [%Level%]
Requirement 3 Description                       := Empire must have racial trait Crystallurgy.
Requirement 3 Formula                           := Empire_Has_Racial_Trait("Crystallurgy")
Number Of Abilities                             := 2
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Small Crystalline Torpedoes hold up to [%Amount1%] ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 20
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := AI Tag 01
Ability 2 Description                           := Small missiles or torpedoes cannot be used with mounts.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Missile
Weapon Target Type List                         := Ship, Base, Planet, Satellite, Drone, Fighter, Troop, Weapon Platform, Building
Weapon Damage Type Formula                      := "Skips Armor"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (18 + (([%Level%] - 1) * 4)) - iif([%Range%] > Min(150, (([%Level%] - 1) * 10) + 100), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (22 + (([%Level%] - 1) * 4)) - iif([%Range%] > Min(150, (([%Level%] - 1) * 10) + 100), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Ground At Range Distance Increment       := 10.0
Weapon Ground Min Damage At Range               := 0.0
Weapon Ground Max Damage At Range               := 0.0
Weapon Ground To Hit Modifier At Range          := 0.0
Weapon Ground Min Damage Modifier Formula       := (18 + (([%Level%] - 1) * 4)) - iif([%Range%] > Min(150, (([%Level%] - 1) * 10) + 100), 10000, 0)
Weapon Ground Max Damage Modifier Formula       := (22 + (([%Level%] - 1) * 4)) - iif([%Range%] > Min(150, (([%Level%] - 1) * 10) + 100), 10000, 0)
Weapon Ground To Hit Modifier Formula           := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 8000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Torp 11
Weapon Ground Display Effect Name               := Torp 11
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Small Crystalline Torpedo
Weapon Bolt Speed                               := 0.05

Name                                            := Small Phase Disruptor
Description                                     := Small energy beam that disrupts the fabric of space around the target.
Picture Number                                  := 211
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 3
Tonnage Structure Formula                       := 3
Cost Minerals Formula                           := 4 + trunc(([%Level%] - 1) * 0.8)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 8 + trunc(([%Level%] - 1) * 1.6)
Supply Amount Used Formula                      := 1
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Fighter, Troop
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 3
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Interdimensional Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Interdimensional Weapons") >= (2 * [%Level%]) - 1
Requirement 2 Description                       := Empire must have at least tech level 1 in Smaller Weapons.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Smaller Weapons") >= [%Level%]
Requirement 3 Description                       := Empire must have racial trait Interdimensional Knowledge.
Requirement 3 Formula                           := Empire_Has_Racial_Trait("Interdimensional Knowledge")
Number Of Abilities                             := 1
Ability 1 Type                                  := Description Only
Ability 1 Description                           := Phase Disruptor accuracy decreases at one quarter the normal rate.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base, Planet, Satellite, Drone, Fighter, Troop, Weapon Platform, Building
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (9 + (([%Level%] - 1) * 2)) - ([%Range%] * 0.05) - iif([%Range%] > Min(60, (([%Level%] - 1) * 4) + 40), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (11 + (([%Level%] - 1) * 2)) - ([%Range%] * 0.05) - iif([%Range%] > Min(60, (([%Level%] - 1) * 4) + 40), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.125)
Weapon Ground At Range Distance Increment       := 10.0
Weapon Ground Min Damage At Range               := 0.0
Weapon Ground Max Damage At Range               := 0.0
Weapon Ground To Hit Modifier At Range          := 0 - ([%Range%] * 0.1)
Weapon Ground Min Damage Modifier Formula       := (9 + (([%Level%] - 1) * 2)) - ([%Range%] * 0.05) - iif([%Range%] > Min(60, (([%Level%] - 1) * 4) + 40), 10000, 0)
Weapon Ground Max Damage Modifier Formula       := (11 + (([%Level%] - 1) * 2)) - ([%Range%] * 0.05) - iif([%Range%] > Min(60, (([%Level%] - 1) * 4) + 40), 10000, 0)
Weapon Ground To Hit Modifier Formula           := 0 - ([%Range%] * 0.125)
Weapon Reload Rate MS Formula                   := 2000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Small Beam 6
Weapon Ground Display Effect Name               := Small Beam 6
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Small Phase Disruptor
Weapon Beam Burn Color                          := 252, 234, 0
Weapon Beam Duration                            := 1000
Weapon Beam Speed                               := 0.05

Name                                            := Small Null-Space Projector
Description                                     := Small projector that launches a cohesive ball of null-space at a target.
Picture Number                                  := 204
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 8
Tonnage Structure Formula                       := 8
Cost Minerals Formula                           := 40 + (([%Level%] - 1) * 5)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 80 + (([%Level%] - 1) * 10)
Supply Amount Used Formula                      := 4
Ordnance Amount Used Formula                    := 2
Can Be Placed On Vehicle Types                  := Fighter, Troop
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Pseudo-Seeker Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 3
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 4 in Interdimensional Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Interdimensional Weapons") >= 4 * [%Level%]
Requirement 2 Description                       := Empire must have at least tech level 1 in Smaller Weapons.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Smaller Weapons") >= [%Level%]
Requirement 3 Description                       := Empire must have racial trait Interdimensional Knowledge.
Requirement 3 Formula                           := Empire_Has_Racial_Trait("Interdimensional Knowledge")
Number Of Abilities                             := 2
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Small Null-Space Projectors hold up to [%Amount1%] ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 20
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := AI Tag 01
Ability 2 Description                           := Small Null-Space Projectors cannot be used with mounts.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Missile
Weapon Target Type List                         := Ship, Base, Planet, Satellite, Drone, Fighter, Troop, Weapon Platform, Building
Weapon Damage Type Formula                      := "Skips Almost All Shields And Armor"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (20 + (([%Level%] - 1) * 10)) - iif([%Range%] > Min(100, (([%Level%] - 1) * 10) + 80), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (20 + (([%Level%] - 1) * 10)) - iif([%Range%] > Min(100, (([%Level%] - 1) * 10) + 80), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Ground At Range Distance Increment       := 10.0
Weapon Ground Min Damage At Range               := 0.0
Weapon Ground Max Damage At Range               := 0.0
Weapon Ground To Hit Modifier At Range          := 0.0
Weapon Ground Min Damage Modifier Formula       := (20 + (([%Level%] - 1) * 10)) - iif([%Range%] > Min(100, (([%Level%] - 1) * 10) + 80), 10000, 0)
Weapon Ground Max Damage Modifier Formula       := (20 + (([%Level%] - 1) * 10)) - iif([%Range%] > Min(100, (([%Level%] - 1) * 10) + 80), 10000, 0)
Weapon Ground To Hit Modifier Formula           := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 12000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Small Torp 2
Weapon Ground Display Effect Name               := Small Torp 2
Weapon Explosion Effect Name                    := Weapon Explosion 2
Weapon Sound Effect Name                        := Small Null-Space Projector
Weapon Bolt Speed                               := 0.05

Name                                            := Small Electric Discharge
Description                                     := Intense discharge of electricity focused at a target.
Picture Number                                  := 149
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 2
Tonnage Structure Formula                       := 2
Cost Minerals Formula                           := 0
Cost Organics Formula                           := 4 + trunc(([%Level%] - 1) * 0.8)
Cost Radioactives Formula                       := 1
Supply Amount Used Formula                      := 1 + trunc(([%Level%] - 1) * 0.2)
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Fighter, Troop
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 3
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Organic Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Organic Weapons") >= (2 * [%Level%]) - 1
Requirement 2 Description                       := Empire must have at least tech level 1 in Smaller Weapons.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Smaller Weapons") >= [%Level%]
Requirement 3 Description                       := Empire must have racial trait Organic Manipulation.
Requirement 3 Formula                           := Empire_Has_Racial_Trait("Organic Manipulation")
Number Of Abilities                             := 1
Ability 1 Type                                  := Description Only
Ability 1 Description                           := Small Electric Discharge accuracy decreases at half the normal rate.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone, Troop, Weapon Platform, Mine, Building
Weapon Damage Type Formula                      := "Double Damage To Shields"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (5 + (([%Level%] - 1) * 1)) - ([%Range%] * 0.05) - iif([%Range%] > Min(50, (([%Level%] - 1) * 4) + 30), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (7 + (([%Level%] - 1) * 1)) - ([%Range%] * 0.05) - iif([%Range%] > Min(50, (([%Level%] - 1) * 4) + 30), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.25)
Weapon Ground At Range Distance Increment       := 10.0
Weapon Ground Min Damage At Range               := 0.0
Weapon Ground Max Damage At Range               := 0.0
Weapon Ground To Hit Modifier At Range          := 0.0
Weapon Ground Min Damage Modifier Formula       := (5 + (([%Level%] - 1) * 1)) - ([%Range%] * 0.05) - iif([%Range%] > Min(50, (([%Level%] - 1) * 4) + 30), 10000, 0)
Weapon Ground Max Damage Modifier Formula       := (7 + (([%Level%] - 1) * 1)) - ([%Range%] * 0.05) - iif([%Range%] > Min(50, (([%Level%] - 1) * 4) + 30), 10000, 0)
Weapon Ground To Hit Modifier Formula           := 0 - ([%Range%] * 0.25)
Weapon Reload Rate MS Formula                   := 2000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Small Beam 9
Weapon Ground Display Effect Name               := Small Beam 9
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Small Electric Discharge
Weapon Beam Burn Color                          := 202, 250, 176
Weapon Beam Duration                            := 1000
Weapon Beam Speed                               := 0.05

Name                                            := Small Acid Globule
Description                                     := Cohesive ball of super corrosive acid.
Picture Number                                  := 150
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 4
Tonnage Structure Formula                       := 4
Cost Minerals Formula                           := 0
Cost Organics Formula                           := 8 + trunc(([%Level%] - 1) * 1.6)
Cost Radioactives Formula                       := 1 + trunc(([%Level%] - 1) * 0.2)
Supply Amount Used Formula                      := 2
Ordnance Amount Used Formula                    := 1
Can Be Placed On Vehicle Types                  := Fighter, Troop
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 3
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Organic Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Organic Weapons") >= 2 * [%Level%] - 1
Requirement 2 Description                       := Empire must have at least tech level 1 in Smaller Weapons.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Smaller Weapons") >= [%Level%]
Requirement 3 Description                       := Empire must have racial trait Organic Manipulation.
Requirement 3 Formula                           := Empire_Has_Racial_Trait("Organic Manipulation")
Number Of Abilities                             := 1
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Small Acid Globules hold up to [%Amount1%] ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 20
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Projectile
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone, Troop, Weapon Platform, Mine, Building
Weapon Damage Type Formula                      := "Burn Armor"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (18 + (([%Level%] - 1) * 5)) - iif([%Range%] > Min(60, (([%Level%] - 1) * 4) + 40), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (22 + (([%Level%] - 1) * 5)) - iif([%Range%] > Min(60, (([%Level%] - 1) * 4) + 40), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Ground At Range Distance Increment       := 10.0
Weapon Ground Min Damage At Range               := 0.0
Weapon Ground Max Damage At Range               := 0.0
Weapon Ground To Hit Modifier At Range          := 0.0
Weapon Ground Min Damage Modifier Formula       := (18 + (([%Level%] - 1) * 5)) - iif([%Range%] > Min(60, (([%Level%] - 1) * 4) + 40), 10000, 0)
Weapon Ground Max Damage Modifier Formula       := (22 + (([%Level%] - 1) * 5)) - iif([%Range%] > Min(60, (([%Level%] - 1) * 4) + 40), 10000, 0)
Weapon Ground To Hit Modifier Formula           := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 4000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Small Bolt 15
Weapon Ground Display Effect Name               := Small Bolt 15
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Small Acid Globule
Weapon Bolt Speed                               := 0.10

Name                                            := Small Seeking Parasite
Description                                     := Small vicious space-born parasite that will seek and explode against an enemy target.
Picture Number                                  := 252
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 8
Tonnage Structure Formula                       := 8
Cost Minerals Formula                           := 5
Cost Organics Formula                           := 30 + (([%Level%] - 1) * 10)
Cost Radioactives Formula                       := 5 + (([%Level%] - 1) * 2)
Supply Amount Used Formula                      := 4
Ordnance Amount Used Formula                    := 2
Can Be Placed On Vehicle Types                  := Troop, Fighter
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Seeker Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 3
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Organic Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Organic Weapons") >= iif([%Level%] = 1, [%Level%], 4 * ([%Level%] - 1))
Requirement 2 Description                       := Empire must have at least tech level 1 in Smaller Weapons.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Smaller Weapons") >= [%Level%]
Requirement 3 Description                       := Empire must have racial trait Organic Manipulation.
Requirement 3 Formula                           := Empire_Has_Racial_Trait("Organic Manipulation")
Number Of Abilities                             := 2
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Small Seeking Parasites hold [%Amount1%] units of ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 20
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := AI Tag 01
Ability 2 Description                           := Small Seeking Parasites cannot be used with mounts.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Missile
Weapon Target Type List                         := Ship, Base, Planet, Satellite, Drone, Fighter, Troop, Weapon Platform, Building
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (45 + (([%Level%] - 1) * 10)) - iif([%Range%] > Min(120, (([%Level%] - 1) * 10) + 100), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (55 + (([%Level%] - 1) * 10)) - iif([%Range%] > Min(120, (([%Level%] - 1) * 10) + 100), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Ground Min Damage At Range               := 0.0
Weapon Ground Max Damage At Range               := 0.0
Weapon Ground To Hit Modifier At Range          := 0.0
Weapon Ground Min Damage Modifier Formula       := (45 + (([%Level%] - 1) * 10)) - iif([%Range%] > Min(120, (([%Level%] - 1) * 10) + 100), 10000, 0)
Weapon Ground Max Damage Modifier Formula       := (55 + (([%Level%] - 1) * 10)) - iif([%Range%] > Min(120, (([%Level%] - 1) * 10) + 100), 10000, 0)
Weapon Ground To Hit Modifier Formula           := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 8000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Small Missile 6
Weapon Ground Display Effect Name               := Small Missile 6
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Small Seeking Parasite
Weapon Bolt Speed                               := 0.05

Name                                            := Small Telekinetic Projector
Description                                     := Projects a battering ram of telekinetic force against its target.
Picture Number                                  := 152
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 4
Tonnage Structure Formula                       := 4
Cost Minerals Formula                           := 8 + trunc(([%Level%] - 1) * 1.6)
Cost Organics Formula                           := 4 + trunc(([%Level%] - 1) * 0.8)
Cost Radioactives Formula                       := 1 + trunc(([%Level%] - 1) * 0.2)
Supply Amount Used Formula                      := 1
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Fighter, Troop
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 3
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Psychic Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Psychic Weapons") >= (2 * [%Level%]) - 1
Requirement 2 Description                       := Empire must have at least tech level 1 in Smaller Weapons.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Smaller Weapons") >= [%Level%]
Requirement 3 Description                       := Empire must have racial trait Psychic.
Requirement 3 Formula                           := Empire_Has_Racial_Trait("Psychic")
Number Of Abilities                             := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Bolt
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone, Troop, Weapon Platform, Mine, Building
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (12 + (([%Level%] - 1) * 2)) - iif([%Range%] > Min(50, (([%Level%] - 1) * 6) + 30), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (16 + (([%Level%] - 1) * 2)) - iif([%Range%] > Min(50, (([%Level%] - 1) * 6) + 30), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Ground At Range Distance Increment       := 10.0
Weapon Ground Min Damage At Range               := 0.0
Weapon Ground Max Damage At Range               := 0.0
Weapon Ground To Hit Modifier At Range          := 0.0
Weapon Ground Min Damage Modifier Formula       := (12 + (([%Level%] - 1) * 2)) - iif([%Range%] > Min(50, (([%Level%] - 1) * 6) + 30), 10000, 0)
Weapon Ground Max Damage Modifier Formula       := (16 + (([%Level%] - 1) * 2)) - iif([%Range%] > Min(50, (([%Level%] - 1) * 6) + 30), 10000, 0)
Weapon Ground To Hit Modifier Formula           := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 2000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Small Bolt 6
Weapon Ground Display Effect Name               := Small Bolt 6
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Small Telekinetic Projector
Weapon Bolt Speed                               := 0.10

Name                                            := Small Time Distortion Burst
Description                                     := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Picture Number                                  := 151
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 4
Tonnage Structure Formula                       := 4
Cost Minerals Formula                           := 4 + trunc(([%Level%] - 1) * 0.8)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 8 + trunc(([%Level%] - 1) * 1.6)
Supply Amount Used Formula                      := 1
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Fighter, Troop
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 3
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Temporal Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Temporal Weapons") >= (2 * [%Level%]) - 1
Requirement 2 Description                       := Empire must have at least tech level 1 in Smaller Weapons.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Smaller Weapons") >= [%Level%]
Requirement 3 Description                       := Empire must have racial trait Temporal Knowledge.
Requirement 3 Formula                           := Empire_Has_Racial_Trait("Temporal Knowledge")
Number Of Abilities                             := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Bolt
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone, Troop, Weapon Platform, Mine, Building
Weapon Damage Type Formula                      := "Quad Damage To Shields"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (6 + (([%Level%] - 1) * 1)) - iif([%Range%] > Min(60, (([%Level%] - 1) * 6) + 30), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (8 + (([%Level%] - 1) * 1)) - iif([%Range%] > Min(60, (([%Level%] - 1) * 6) + 30), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Ground At Range Distance Increment       := 10.0
Weapon Ground Min Damage At Range               := 0.0
Weapon Ground Max Damage At Range               := 0.0
Weapon Ground To Hit Modifier At Range          := 0.0
Weapon Ground Min Damage Modifier Formula       := (6 + (([%Level%] - 1) * 1)) - iif([%Range%] > Min(60, (([%Level%] - 1) * 6) + 30), 10000, 0)
Weapon Ground Max Damage Modifier Formula       := (8 + (([%Level%] - 1) * 1)) - iif([%Range%] > Min(60, (([%Level%] - 1) * 6) + 30), 10000, 0)
Weapon Ground To Hit Modifier Formula           := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 2000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Small Bolt 24
Weapon Ground Display Effect Name               := Small Bolt 24
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Small Time Distortion Burst
Weapon Bolt Speed                               := 0.10

Name                                            := Small Alloy Burner Missile
Description                                     := Small missile that degrades the armor of the target ship by subjecting it to temporal acceleration.
Picture Number                                  := 253
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 8
Tonnage Structure Formula                       := 8
Cost Minerals Formula                           := 20 + (([%Level%] - 1) * 4)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 30 + (([%Level%] - 1) * 6)
Supply Amount Used Formula                      := 4
Ordnance Amount Used Formula                    := 2
Can Be Placed On Vehicle Types                  := Troop, Fighter
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Seeker Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 3
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Temporal Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Temporal Weapons") >= iif([%Level%] = 1, [%Level%], 4 * ([%Level%] - 1))
Requirement 2 Description                       := Empire must have at least tech level 1 in Smaller Weapons.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Smaller Weapons") >= [%Level%]
Requirement 3 Description                       := Empire must have racial trait Temporal Knowledge.
Requirement 3 Formula                           := Empire_Has_Racial_Trait("Temporal Knowledge")
Number Of Abilities                             := 2
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Small Alloy Burner Missiles hold up to [%Amount1%] ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 20
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := AI Tag 01
Ability 2 Description                           := Small Alloy Burner Missiles cannot be used with mounts.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Missile
Weapon Target Type List                         := Ship, Base, Planet, Satellite, Drone, Fighter, Troop, Weapon Platform, Mine, Building
Weapon Damage Type Formula                      := "Burn Armor"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (18 + (([%Level%] - 1) * 5)) - iif([%Range%] > Min(100, (([%Level%] - 1) * 4) + 80), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (22 + (([%Level%] - 1) * 5)) - iif([%Range%] > Min(100, (([%Level%] - 1) * 4) + 80), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Ground At Range Distance Increment       := 10.0
Weapon Ground Min Damage At Range               := 0.0
Weapon Ground Max Damage At Range               := 0.0
Weapon Ground To Hit Modifier At Range          := 0.0
Weapon Ground Min Damage Modifier Formula       := (18 + (([%Level%] - 1) * 5)) - iif([%Range%] > Min(100, (([%Level%] - 1) * 4) + 80), 10000, 0)
Weapon Ground Max Damage Modifier Formula       := (22 + (([%Level%] - 1) * 5)) - iif([%Range%] > Min(100, (([%Level%] - 1) * 4) + 80), 10000, 0)
Weapon Ground To Hit Modifier Formula           := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 10000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Small Missile 4
Weapon Ground Display Effect Name               := Small Missile 4
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Small Alloy Burner Missile
Weapon Bolt Speed                               := 0.05

Name                                            := Small Depleted Uranium Cannon
Description                                     := Short range cannon that fires large depleted uranium shells.
Picture Number                                  := 140
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 3
Tonnage Structure Formula                       := 3
Cost Minerals Formula                           := 4 + trunc(([%Level%] - 1) * 0.8)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 2 + trunc(([%Level%] - 1) * 0.4)
Supply Amount Used Formula                      := 1
Ordnance Amount Used Formula                    := 1
Can Be Placed On Vehicle Types                  := Fighter, Troop
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Projectile Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Projectile Weapons") >= ([%Level%] * 2) - 1
Requirement 2 Description                       := Empire must have at least tech level 1 in Smaller Weapons.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Smaller Weapons") >= [%Level%]
Number Of Abilities                             := 1
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Small Depleted Uranium Cannons store up to [%Amount1%] ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 30
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Projectile
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone, Troop, Weapon Platform, Mine, Building
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (6 + (([%Level%] - 1) * 2)) - iif([%Range%] > Min(60, (([%Level%] - 1) * 4) + 40), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (6 + (([%Level%] - 1) * 2)) - iif([%Range%] > Min(60, (([%Level%] - 1) * 4) + 40), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Ground At Range Distance Increment       := 10.0
Weapon Ground Min Damage At Range               := 0.0
Weapon Ground Max Damage At Range               := 0.0
Weapon Ground To Hit Modifier At Range          := 0.0
Weapon Ground Min Damage Modifier Formula       := (6 + (([%Level%] - 1) * 2)) - iif([%Range%] > Min(60, (([%Level%] - 1) * 4) + 40), 10000, 0)
Weapon Ground Max Damage Modifier Formula       := (6 + (([%Level%] - 1) * 2)) - iif([%Range%] > Min(60, (([%Level%] - 1) * 4) + 40), 10000, 0)
Weapon Ground To Hit Modifier Formula           := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 2000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Small Bolt 2
Weapon Ground Display Effect Name               := Small Bolt 2
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Small Depleted Uranium Cannon
Weapon Bolt Speed                               := 0.10

Name                                            := Small X-Ray Laser
Description                                     := Directed energy weapon firing a beam of X-ray radiation.
Picture Number                                  := 206
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 3
Tonnage Structure Formula                       := 3
Cost Minerals Formula                           := 4 + trunc(([%Level%] - 1) * 0.4)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 1 + trunc(([%Level%] - 1) * 0.4)
Supply Amount Used Formula                      := 1
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Fighter, Troop
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Focused-Energy Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Focused-Energy Weapons") >= ([%Level%] * 2) - 1
Requirement 2 Description                       := Empire must have at least tech level 1 in Smaller Weapons.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Smaller Weapons") >= [%Level%]
Number Of Abilities                             := 1
Ability 1 Type                                  := Description Only
Ability 1 Description                           := Small X-Ray Laser accuracy decreases at half the normal rate.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone, Troop, Weapon Platform, Mine, Building
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (5 + (([%Level%] - 1) * 2)) - ([%Range%] * 0.08) - iif([%Range%] > Min(50, (([%Level%] - 1) * 4) + 30), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (7 + (([%Level%] - 1) * 2)) - ([%Range%] * 0.08) - iif([%Range%] > Min(50, (([%Level%] - 1) * 4) + 30), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.25)
Weapon Ground At Range Distance Increment       := 10.0
Weapon Ground Min Damage At Range               := 0.0
Weapon Ground Max Damage At Range               := 0.0
Weapon Ground To Hit Modifier At Range          := 0.0
Weapon Ground Min Damage Modifier Formula       := (5 + (([%Level%] - 1) * 2)) - ([%Range%] * 0.08) - iif([%Range%] > Min(50, (([%Level%] - 1) * 4) + 30), 10000, 0)
Weapon Ground Max Damage Modifier Formula       := (7 + (([%Level%] - 1) * 2)) - ([%Range%] * 0.08) - iif([%Range%] > Min(50, (([%Level%] - 1) * 4) + 30), 10000, 0)
Weapon Ground To Hit Modifier Formula           := 0 - ([%Range%] * 0.25)
Weapon Reload Rate MS Formula                   := 2000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Small Beam 18
Weapon Ground Display Effect Name               := Small Beam 18
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Small X-Ray Laser
Weapon Beam Burn Color                          := 154, 100, 119
Weapon Beam Duration                            := 1000
Weapon Beam Speed                               := 0.1

Name                                            := Small Nuclear Missile
Description                                     := Standard missile armed with a nuclear warhead.
Picture Number                                  := 147
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 8
Tonnage Structure Formula                       := 8
Cost Minerals Formula                           := 40 + trunc(([%Level%] - 1) * 2)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 10 + trunc(([%Level%] - 1) * 3)
Supply Amount Used Formula                      := 4
Ordnance Amount Used Formula                    := 2
Can Be Placed On Vehicle Types                  := Fighter, Troop
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Seeker Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Missile Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Missile Weapons") >= (2 * [%Level%]) - 1
Requirement 2 Description                       := Empire must have at least tech level 1 in Smaller Weapons.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Smaller Weapons") >= [%Level%]
Number Of Abilities                             := 2
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Small Nuclear Missiles hold up to [%Amount1%] ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 20
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := AI Tag 01
Ability 2 Description                           := Small Nuclear Missiles cannot be used with mounts.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Missile
Weapon Target Type List                         := Ship, Base, Planet, Satellite, Drone, Fighter, Troop, Weapon Platform, Mine, Building
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (25 + (([%Level%] - 1) * 10)) - iif([%Range%] > Min(100, (([%Level%] - 1) * 6) + 80), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (35 + (([%Level%] - 1) * 10)) - iif([%Range%] > Min(100, (([%Level%] - 1) * 6) + 80), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.4)
Weapon Ground At Range Distance Increment       := 10.0
Weapon Ground Min Damage At Range               := 0.0
Weapon Ground Max Damage At Range               := 0.0
Weapon Ground To Hit Modifier At Range          := 0.0
Weapon Ground Min Damage Modifier Formula       := (25 + (([%Level%] - 1) * 10)) - iif([%Range%] > Min(100, (([%Level%] - 1) * 6) + 80), 10000, 0)
Weapon Ground Max Damage Modifier Formula       := (35 + (([%Level%] - 1) * 10)) - iif([%Range%] > Min(100, (([%Level%] - 1) * 6) + 80), 10000, 0)
Weapon Ground To Hit Modifier Formula           := 0 - ([%Range%] * 0.4)
Weapon Reload Rate MS Formula                   := 10000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Small Missile 9
Weapon Ground Display Effect Name               := Small Missile 9
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Small Nuclear Missile
Weapon Bolt Speed                               := 0.05

Name                                            := Small Anti-Proton Beam
Description                                     := Focused energy beam used as a medium range weapon.
Picture Number                                  := 139
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 3
Tonnage Structure Formula                       := 3
Cost Minerals Formula                           := 8 + trunc(([%Level%] - 1) * 1.6)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 4 + trunc(([%Level%] - 1) * 0.8)
Supply Amount Used Formula                      := 1
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Fighter, Troop
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Energy Stream Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Energy Stream Weapons") >= ([%Level%] * 2) - 1
Requirement 2 Description                       := Empire must have at least tech level 1 in Smaller Weapons.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Smaller Weapons") >= [%Level%]
Number Of Abilities                             := 1
Ability 1 Type                                  := Description Only
Ability 1 Description                           := Small Anti-Proton Beam accuracy decreases at half the normal rate.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base, Planet, Satellite, Fighter, Troop, Drone, Weapon Platform, Mine, Building
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (9 + (([%Level%] - 1) * 2)) - ([%Range%] * 0.1) - iif([%Range%] > Min(60, (([%Level%] - 1) * 5) + 30), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (11 + (([%Level%] - 1) * 2)) - ([%Range%] * 0.1) - iif([%Range%] > Min(60, (([%Level%] - 1) * 5) + 30), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.25)
Weapon Ground At Range Distance Increment       := 10.0
Weapon Ground Min Damage At Range               := 0.0
Weapon Ground Max Damage At Range               := 0.0
Weapon Ground To Hit Modifier At Range          := 0.0
Weapon Ground Min Damage Modifier Formula       := (9 + (([%Level%] - 1) * 2)) - ([%Range%] * 0.1) - iif([%Range%] > Min(60, (([%Level%] - 1) * 5) + 30), 10000, 0)
Weapon Ground Max Damage Modifier Formula       := (11 + (([%Level%] - 1) * 2)) - ([%Range%] * 0.1) - iif([%Range%] > Min(60, (([%Level%] - 1) * 5) + 30), 10000, 0)
Weapon Ground To Hit Modifier Formula           := 0 - ([%Range%] * 0.25)
Weapon Reload Rate MS Formula                   := 2000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Small Beam 10
Weapon Ground Display Effect Name               := Small Beam 10
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Small Anti-Proton Beam
Weapon Beam Burn Color                          := 72, 235, 0
Weapon Beam Duration                            := 1000
Weapon Beam Speed                               := 0.05

Name                                            := Small Meson Blaster
Description                                     := Short range cannon that fires tunneling mesons in cohesive bursts.
Picture Number                                  := 141
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 2
Tonnage Structure Formula                       := 2
Cost Minerals Formula                           := 4 + (([%Level%] - 1) * 0.8)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 4 + (([%Level%] - 1) * 1.2)
Supply Amount Used Formula                      := 1
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Fighter, Troop
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Energy Pulse Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Energy Pulse Weapons") >= ([%Level%] * 2) - 1
Requirement 2 Description                       := Empire must have at least tech level 1 in Smaller Weapons.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Smaller Weapons") >= [%Level%]
Number Of Abilities                             := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Bolt
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone, Troop, Weapon Platform, Mine, Building
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (7 + (([%Level%] - 1) * 2)) - ([%Range%] * 0.1) - iif([%Range%] > Min(50, (([%Level%] - 1) * 4) + 30), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (9 + (([%Level%] - 1) * 2)) - ([%Range%] * 0.1) - iif([%Range%] > Min(50, (([%Level%] - 1) * 4) + 30), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Ground At Range Distance Increment       := 10.0
Weapon Ground Min Damage At Range               := 0.0
Weapon Ground Max Damage At Range               := 0.0
Weapon Ground To Hit Modifier At Range          := 0.0
Weapon Ground Min Damage Modifier Formula       := (7 + (([%Level%] - 1) * 2)) - ([%Range%] * 0.1) - iif([%Range%] > Min(50, (([%Level%] - 1) * 4) + 30), 10000, 0)
Weapon Ground Max Damage Modifier Formula       := (9 + (([%Level%] - 1) * 2)) - ([%Range%] * 0.1) - iif([%Range%] > Min(50, (([%Level%] - 1) * 4) + 30), 10000, 0)
Weapon Ground To Hit Modifier Formula           := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 2000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Small Bolt 1
Weapon Ground Display Effect Name               := Small Bolt 1
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Small Meson Blaster
Weapon Bolt Speed                               := 0.10

Name                                            := Small Plasma Missile
Description                                     := Plasma powered seeking missile with an anti-matter warhead.
Picture Number                                  := 250
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 8
Tonnage Structure Formula                       := 8
Cost Minerals Formula                           := 30 + (([%Level%] - 1) * 4)
Cost Organics Formula                           := 5 + ([%Level%] - 1)
Cost Radioactives Formula                       := 25 + (([%Level%] - 1) * 3)
Supply Amount Used Formula                      := 4
Ordnance Amount Used Formula                    := 2
Can Be Placed On Vehicle Types                  := Troop, Fighter
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Seeker Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Plasma Missile Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Plasma Missile Weapons") >= ([%Level%] * 2) - 1
Requirement 2 Description                       := Empire must have at least tech level 1 in Smaller Weapons.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Smaller Weapons") >= [%Level%]
Number Of Abilities                             := 2
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Small Plasma Missiles store [%Amount1%] units of ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 20
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := AI Tag 01
Ability 2 Description                           := Small Plasma Missiles cannot be used with mounts.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Missile
Weapon Target Type List                         := Ship, Base, Planet, Satellite, Drone, Fighter, Troop, Weapon Platform, Mine, Building
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (55 + (([%Level%] - 1) * 5)) - ([%Range%] * 0.1) - iif([%Range%] > Min(150, (([%Level%] - 1) * 10) + 100), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (65 + (([%Level%] - 1) * 5)) - ([%Range%] * 0.1) - iif([%Range%] > Min(150, (([%Level%] - 1) * 10) + 100), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.4)
Weapon Space At Range Distance Increment        := 10.0
Weapon Ground Min Damage At Range               := 0.0
Weapon Ground Max Damage At Range               := 0.0
Weapon Ground To Hit Modifier At Range          := 0.0
Weapon Ground Min Damage Modifier Formula       := (60 + (([%Level%] - 1) * 5)) - ([%Range%] * 0.1) - iif([%Range%] > Min(150, (([%Level%] - 1) * 10) + 100), 10000, 0)
Weapon Ground Max Damage Modifier Formula       := (70 + (([%Level%] - 1) * 5)) - ([%Range%] * 0.1) - iif([%Range%] > Min(150, (([%Level%] - 1) * 10) + 100), 10000, 0)
Weapon Ground To Hit Modifier Formula           := 0 - ([%Range%] * 0.4)
Weapon Reload Rate MS Formula                   := 10000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Small Missile 12
Weapon Ground Display Effect Name               := Small Missile 12
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Small Plasma Missile
Weapon Bolt Speed                               := 0.04

Name                                            := Small Anti-Matter Torpedo
Description                                     := Small torpedo with an anti-matter warhead.
Picture Number                                  := 144
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 6
Tonnage Structure Formula                       := 6
Cost Minerals Formula                           := 20 + (([%Level%] - 1) * 2)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 15 + (([%Level%] - 1) * 3)
Supply Amount Used Formula                      := 4
Ordnance Amount Used Formula                    := 2
Can Be Placed On Vehicle Types                  := Fighter, Troop
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Seeker Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Torpedo Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Torpedo Weapons") >= ([%Level%] * 2) - 1
Requirement 2 Description                       := Empire must have at least tech level 1 in Smaller Weapons.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Smaller Weapons") >= [%Level%]
Number Of Abilities                             := 2
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Small Anti-Matter Torpedoes hold up to [%Amount1%] ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 20
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := AI Tag 01
Ability 2 Description                           := Small Anti-Matter Torpedoes cannot be used with mounts.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Missile
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone, Troop, Weapon Platform, Mine, Building
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (20 + (([%Level%] - 1) * 5)) - iif([%Range%] > Min(100, (([%Level%] - 1) * 6) + 80), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (30 + (([%Level%] - 1) * 5)) - iif([%Range%] > Min(100, (([%Level%] - 1) * 6) + 80), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.4)
Weapon Ground At Range Distance Increment       := 10.0
Weapon Ground Min Damage At Range               := 0.0
Weapon Ground Max Damage At Range               := 0.0
Weapon Ground To Hit Modifier At Range          := 0.0
Weapon Ground Min Damage Modifier Formula       := (20 + (([%Level%] - 1) * 5)) - iif([%Range%] > Min(100, (([%Level%] - 1) * 6) + 80), 10000, 0)
Weapon Ground Max Damage Modifier Formula       := (30 + (([%Level%] - 1) * 5)) - iif([%Range%] > Min(100, (([%Level%] - 1) * 6) + 80), 10000, 0)
Weapon Ground To Hit Modifier Formula           := 0 - ([%Range%] * 0.4)
Weapon Reload Rate MS Formula                   := 8000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Small Torp 2
Weapon Ground Display Effect Name               := Small Torp 2
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Small Anti-Matter Torpedo
Weapon Bolt Speed                               := 0.08

Name                                            := Small Quantum Torpedo
Description                                     := Torpedo equipped with a quantum singularity warhead.
Picture Number                                  := 251
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 6
Tonnage Structure Formula                       := 6
Cost Minerals Formula                           := 30 + (([%Level%] - 1) * 5)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 40 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 4
Ordnance Amount Used Formula                    := 2
Can Be Placed On Vehicle Types                  := Troop, Fighter
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Seeker Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 11 in Torpedo Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Torpedo Weapons") >= 11 + (([%Level%] - 1) * 2)
Requirement 2 Description                       := Empire must have at least tech level 1 in Smaller Weapons.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Smaller Weapons") >= [%Level%]
Number Of Abilities                             := 2
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Small Quantum Torpedoes hold up to [%Amount1%] ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 20
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := AI Tag 01
Ability 2 Description                           := Small Quantum Torpedoes cannot be used with mounts.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Missile
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone, Troop, Weapon Platform, Mine, Building
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (55 + (([%Level%] - 1) * 5)) - iif([%Range%] > Min(120, (([%Level%] - 1) * 10) + 100), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (65 + (([%Level%] - 1) * 5)) - iif([%Range%] > Min(120, (([%Level%] - 1) * 10) + 100), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.4)
Weapon Ground At Range Distance Increment       := 10.0
Weapon Ground Min Damage At Range               := 0.0
Weapon Ground Max Damage At Range               := 0.0
Weapon Ground To Hit Modifier At Range          := 0.0
Weapon Ground Min Damage Modifier Formula       := (55 + (([%Level%] - 1) * 5)) - iif([%Range%] > Min(120, (([%Level%] - 1) * 10) + 100), 10000, 0)
Weapon Ground Max Damage Modifier Formula       := (65 + (([%Level%] - 1) * 5)) - iif([%Range%] > Min(120, (([%Level%] - 1) * 10) + 100), 10000, 0)
Weapon Ground To Hit Modifier Formula           := 0 - ([%Range%] * 0.4)
Weapon Reload Rate MS Formula                   := 8000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Small Torp 1
Weapon Ground Display Effect Name               := Small Torp 1
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Small Quantum Torpedo
Weapon Bolt Speed                               := 0.06

Name                                            := Small Phased-Polaron Beam
Description                                     := Multi-Phasic energy beam that can penetrate normal shields.
Picture Number                                  := 142
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 3
Tonnage Structure Formula                       := 3
Cost Minerals Formula                           := 10 + trunc(([%Level%] - 1) * 0.8)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 6 + trunc(([%Level%] - 1) * 0.8)
Supply Amount Used Formula                      := 1
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Fighter, Troop
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Phased-Energy Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Phased-Energy Weapons") >= ([%Level%] * 2) - 1
Requirement 2 Description                       := Empire must have at least tech level 1 in Smaller Weapons.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Smaller Weapons") >= [%Level%]
Number Of Abilities                             := 1
Ability 1 Type                                  := Description Only
Ability 1 Description                           := Small Phased-Polaron Beam accuracy decreases at half the normal rate.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone, Troop, Weapon Platform, Mine, Building
Weapon Damage Type Formula                      := "Skips Normal Shields"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (8 + (([%Level%] - 1) * 2)) - ([%Range%] * 0.1) - iif([%Range%] > Min(60, (([%Level%] - 1) * 5) + 40), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (10 + (([%Level%] - 1) * 2)) - ([%Range%] * 0.1) - iif([%Range%] > Min(60, (([%Level%] - 1) * 5) + 40), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.25)
Weapon Ground At Range Distance Increment       := 10.0
Weapon Ground Min Damage At Range               := 0.0
Weapon Ground Max Damage At Range               := 0.0
Weapon Ground To Hit Modifier At Range          := 0.0
Weapon Ground Min Damage Modifier Formula       := (8 + (([%Level%] - 1) * 2)) - ([%Range%] * 0.1) - iif([%Range%] > Min(60, (([%Level%] - 1) * 5) + 40), 10000, 0)
Weapon Ground Max Damage Modifier Formula       := (10 + (([%Level%] - 1) * 2)) - ([%Range%] * 0.1) - iif([%Range%] > Min(60, (([%Level%] - 1) * 5) + 40), 10000, 0)
Weapon Ground To Hit Modifier Formula           := 0 - ([%Range%] * 0.25)
Weapon Reload Rate MS Formula                   := 3000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Small Beam 6
Weapon Ground Display Effect Name               := Small Beam 6
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Small Phased-Polaron Beam
Weapon Beam Burn Color                          := 242, 221, 0
Weapon Beam Duration                            := 1000
Weapon Beam Speed                               := 0.05

Name                                            := Small Ripper Beam
Description                                     := Short range high intensity fusion beam.
Picture Number                                  := 238
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 2
Tonnage Structure Formula                       := 2
Cost Minerals Formula                           := 4 + trunc(([%Level%] - 1) * 0.2)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 3 + trunc(([%Level%] - 1) * 0.4)
Supply Amount Used Formula                      := 2
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Fighter, Troop
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in High-Energy Discharge Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("High-Energy Discharge Weapons") >= ([%Level%] * 2) - 1
Requirement 2 Description                       := Empire must have at least tech level 1 in Smaller Weapons.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Smaller Weapons") >= [%Level%]
Number Of Abilities                             := 1
Ability 1 Type                                  := Description Only
Ability 1 Description                           := Small Ripper Beam accuracy decreases at twice the normal rate.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone, Troop, Weapon Platform, Mine, Building
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (12 + ([%Level%] - 1) * 2) - iif([%Level%] = 6, ([%Range%] * 0.25), ([%Range%] * 0.2)) - iif([%Range%] > Min(40, (([%Level%] - 1) * 2) + 30), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (18 + ([%Level%] - 1) * 2) - iif([%Level%] = 6, ([%Range%] * 0.25), ([%Range%] * 0.2)) - iif([%Range%] > Min(40, (([%Level%] - 1) * 2) + 30), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - [%Range%]
Weapon Ground At Range Distance Increment       := 10.0
Weapon Ground Min Damage At Range               := 0.0
Weapon Ground Max Damage At Range               := 0.0
Weapon Ground To Hit Modifier At Range          := 0.0
Weapon Ground Min Damage Modifier Formula       := (12 + ([%Level%] - 1) * 2) - ([%Range%] * 0.2) - iif([%Range%] > Min(40, (([%Level%] - 1) * 2) + 30), 10000, 0)
Weapon Ground Max Damage Modifier Formula       := (18 + ([%Level%] - 1) * 2) - ([%Range%] * 0.2) - iif([%Range%] > Min(40, (([%Level%] - 1) * 2) + 30), 10000, 0)
Weapon Ground To Hit Modifier Formula           := 0 - [%Range%]
Weapon Reload Rate MS Formula                   := 2000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Small Beam 13
Weapon Ground Display Effect Name               := Small Beam 13
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Small Ripper Beam
Weapon Beam Burn Color                          := 232, 8, 8
Weapon Beam Duration                            := 1000
Weapon Beam Speed                               := 0.05

Name                                            := Small Incinerator Beam
Description                                     := Medium range high intensity fusion beam.
Picture Number                                  := 143
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 5
Tonnage Structure Formula                       := 5
Cost Minerals Formula                           := 20 + trunc(([%Level%] - 1) * 2.5)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 10 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 4
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Fighter, Troop
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 6 in High-Energy Discharge Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("High-Energy Discharge Weapons") >= ([%Level%] * 2) + 4
Requirement 2 Description                       := Empire must have at least tech level 2 in Smaller Weapons.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Smaller Weapons") >= ([%Level%] * 2)
Number Of Abilities                             := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone, Troop, Weapon Platform, Mine, Building
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (33 + (([%Level%] - 1) * 9)) - ([%Range%] * 0.2) - iif([%Range%] > Min(70, (([%Level%] - 1) * 10) + 50), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (39 + (([%Level%] - 1) * 9)) - ([%Range%] * 0.2) - iif([%Range%] > Min(70, (([%Level%] - 1) * 10) + 50), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Ground At Range Distance Increment       := 10.0
Weapon Ground Min Damage At Range               := 0.0
Weapon Ground Max Damage At Range               := 0.0
Weapon Ground To Hit Modifier At Range          := 0.0
Weapon Ground Min Damage Modifier Formula       := (33 + (([%Level%] - 1) * 9)) - ([%Range%] * 0.2) - iif([%Range%] > Min(70, (([%Level%] - 1) * 10) + 50), 10000, 0)
Weapon Ground Max Damage Modifier Formula       := (39 + (([%Level%] - 1) * 9)) - ([%Range%] * 0.2) - iif([%Range%] > Min(70, (([%Level%] - 1) * 10) + 50), 10000, 0)
Weapon Ground To Hit Modifier Formula           := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 4000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Small Beam 14
Weapon Ground Display Effect Name               := Small Beam 14
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Small Incinerator Beam
Weapon Beam Burn Color                          := 253, 190, 0
Weapon Beam Duration                            := 1000
Weapon Beam Speed                               := 0.05

Name                                            := Small Graviton Beam
Description                                     := Intense gravitational beam fired at enemy ships causing them to rip apart.
Picture Number                                  := 153
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 4
Tonnage Structure Formula                       := 4
Cost Minerals Formula                           := 10 + trunc(([%Level%] - 1) * 2.5)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 20 + (([%Level%] - 1) * 5)
Supply Amount Used Formula                      := 3
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Fighter, Troop
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Gravitational Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Gravitational Weapons") >= ([%Level%] * 2) - 1
Requirement 2 Description                       := Empire must have at least tech level 1 in Smaller Weapons.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Smaller Weapons") >= [%Level%]
Number Of Abilities                             := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone, Troop, Weapon Platform, Mine, Building
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (30 + (([%Level%] - 1) * 10)) - ([%Range%] * 0.4) - iif([%Range%] > Min(50, (([%Level%] - 1) * 10) + 30), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (40 + (([%Level%] - 1) * 10)) - ([%Range%] * 0.4) - iif([%Range%] > Min(50, (([%Level%] - 1) * 10) + 30), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Ground At Range Distance Increment       := 10.0
Weapon Ground Min Damage At Range               := 0.0
Weapon Ground Max Damage At Range               := 0.0
Weapon Ground To Hit Modifier At Range          := 0.0
Weapon Ground Min Damage Modifier Formula       := (30 + (([%Level%] - 1) * 10)) - ([%Range%] * 0.4) - iif([%Range%] > Min(50, (([%Level%] - 1) * 10) + 30), 10000, 0)
Weapon Ground Max Damage Modifier Formula       := (40 + (([%Level%] - 1) * 10)) - ([%Range%] * 0.4) - iif([%Range%] > Min(50, (([%Level%] - 1) * 10) + 30), 10000, 0)
Weapon Ground To Hit Modifier Formula           := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 4000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Small Beam 17
Weapon Ground Display Effect Name               := Small Beam 17
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Small Graviton Beam
Weapon Beam Burn Color                          := 212, 201, 0
Weapon Beam Duration                            := 1000
Weapon Beam Speed                               := 0.05

Name                                            := Small Shield Depleter
Description                                     := Gamma radiation beam that saps shields but does no other damage.
Picture Number                                  := 154
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 2
Tonnage Structure Formula                       := 2
Cost Minerals Formula                           := 4 + trunc(([%Level%] - 1) * 0.8)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 6 + trunc(([%Level%] - 1) * 1.2)
Supply Amount Used Formula                      := 1
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Fighter, Troop
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Shield Damaging Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Shield Damaging Weapons") >= ([%Level%] * 2) - 1
Requirement 2 Description                       := Empire must have at least tech level 1 in Smaller Weapons.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Smaller Weapons") >= [%Level%]
Number Of Abilities                             := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Energy Beam
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone, Troop, Weapon Platform, Mine, Building
Weapon Damage Type Formula                      := "Shields Only"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (8 + (([%Level%] - 1) * 4)) - iif([%Range%] > Min(50, (([%Level%] - 1) * 4) + 30), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (12 + (([%Level%] - 1) * 4)) - iif([%Range%] > Min(50, (([%Level%] - 1) * 4) + 30), 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Ground At Range Distance Increment       := 10.0
Weapon Ground Min Damage At Range               := 0.0
Weapon Ground Max Damage At Range               := 0.0
Weapon Ground To Hit Modifier At Range          := 0.0
Weapon Ground Min Damage Modifier Formula       := (8 + (([%Level%] - 1) * 3)) - iif([%Range%] > Min(50, (([%Level%] - 1) * 4) + 30), 10000, 0)
Weapon Ground Max Damage Modifier Formula       := (12 + (([%Level%] - 1) * 3)) - iif([%Range%] > Min(50, (([%Level%] - 1) * 4) + 30), 10000, 0)
Weapon Ground To Hit Modifier Formula           := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 2000
Weapon Display Type                             := Beam
Weapon Space Display Effect Name                := Small Beam 2
Weapon Ground Display Effect Name               := Small Beam 2
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Small Shield Depleter
Weapon Beam Burn Color                          := 237, 241, 180
Weapon Beam Duration                            := 1000
Weapon Beam Speed                               := 0.05

Name                                            := Small Cluster Bomb
Description                                     := Small burning plasma bomb that is dropped on planets.
Picture Number                                  := 146
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 5
Tonnage Structure Formula                       := 5
Cost Minerals Formula                           := 10 + (([%Level%] - 1) * 2)
Cost Organics Formula                           := 20 + (([%Level%] - 1) * 4)
Cost Radioactives Formula                       := 2 + trunc(([%Level%] - 1) * 0.6)
Supply Amount Used Formula                      := 2
Ordnance Amount Used Formula                    := 2
Can Be Placed On Vehicle Types                  := Fighter
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Bombardment Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Bombardment Weapons") >= ([%Level%] * 2) - 1
Requirement 2 Description                       := Empire must have at least tech level 1 in Smaller Weapons.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Smaller Weapons") >= [%Level%]
Number Of Abilities                             := 2
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Small Cluster Bombs hold up to [%Amount1%] ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 20
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := AI Tag 01
Ability 2 Description                           := Small missiles or torpedoes cannot be used with mounts.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Missile
Weapon Target Type List                         := Planet, Weapon Platform, Building
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := (50 + (([%Level%] - 1) * 15)) - iif([%Range%] > 50, 10000, 0)
Weapon Space Max Damage Modifier Formula        := (70 + (([%Level%] - 1) * 15)) - iif([%Range%] > 50, 10000, 0)
Weapon Space To Hit Modifier Formula            := 0 - ([%Range%] * 0.5)
Weapon Ground Min Damage At Range               := 0.0
Weapon Ground Max Damage At Range               := 0.0
Weapon Ground To Hit Modifier At Range          := 0.0
Weapon Ground Min Damage Modifier Formula       := (50 + (([%Level%] - 1) * 15)) - iif([%Range%] > 50, 10000, 0)
Weapon Ground Max Damage Modifier Formula       := (70 + (([%Level%] - 1) * 15)) - iif([%Range%] > 50, 10000, 0)
Weapon Ground To Hit Modifier Formula           := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 5000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Small Bolt 12
Weapon Ground Display Effect Name               := Small Bolt 12
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Small Cluster Bomb
Weapon Bolt Speed                               := 0.05

Name                                            := Ground Cannon
Description                                     := Large cannon used to suppress ground targets.
Picture Number                                  := 155
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 2
Tonnage Structure Formula                       := 2
Cost Minerals Formula                           := 3 + trunc(([%Level%] - 1) * 0.4)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 1 + trunc(([%Level%] - 1) * 0.2)
Supply Amount Used Formula                      := 1
Ordnance Amount Used Formula                    := 1
Can Be Placed On Vehicle Types                  := Troop
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Troop Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Troop Weapons") >= ([%Level%] * 2) - 1
Number Of Abilities                             := 1
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Ground Cannons hold up to [%Amount1%] ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 50
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Projectile
Weapon Target Type List                         := Fighter, Troop, Weapon Platform, Building
Weapon Damage Type Formula                      := "Normal"
Weapon Ground At Range Distance Increment       := 10.0
Weapon Ground Min Damage At Range               := 0.0
Weapon Ground Max Damage At Range               := 0.0
Weapon Ground To Hit Modifier At Range          := 0.0
Weapon Ground Min Damage Modifier Formula       := (5 + (([%Level%] - 1) * 3)) - iif([%Range%] > Min(50, (([%Level%] - 1) * 4) + 30), 10000, 0)
Weapon Ground Max Damage Modifier Formula       := (7 + (([%Level%] - 1) * 3)) - iif([%Range%] > Min(50, (([%Level%] - 1) * 4) + 30), 10000, 0)
Weapon Ground To Hit Modifier Formula           := 0 - ([%Range%] * 0.5)
Weapon Reload Rate MS Formula                   := 1000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Bolt 7
Weapon Ground Display Effect Name               := Bolt 7
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Ground Cannon
Weapon Bolt Speed                               := 0.05

Name                                            := Anti-Fighter Cannon
Description                                     := Radar-guided cannon used to attack air targets.
Picture Number                                  := 265
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 3
Tonnage Structure Formula                       := 3
Cost Minerals Formula                           := 4 + ([%Level%] - 1)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 2 + trunc(([%Level%] - 1) * 0.5)
Supply Amount Used Formula                      := 1
Ordnance Amount Used Formula                    := 1
Can Be Placed On Vehicle Types                  := Troop
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 3 in Troop Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Troop Weapons") >= 3 + (([%Level%] - 1) * 4)
Number Of Abilities                             := 2
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Anti-Fighter Cannons hold up to [%Amount1%] ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 30
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Description Only
Ability 2 Description                           := Anti-Fighter Cannons accuracy decreases at half the normal rate.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Projectile
Weapon Target Type List                         := Fighter
Weapon Damage Type Formula                      := "Normal"
Weapon Ground At Range Distance Increment       := 10.0
Weapon Ground Min Damage At Range               := 0.0
Weapon Ground Max Damage At Range               := 0.0
Weapon Ground To Hit Modifier At Range          := 0.0
Weapon Ground Min Damage Modifier Formula       := (8 + (([%Level%] - 1) * 3)) - iif([%Range%] > Min(60, (([%Level%] - 1) * 10) + 40), 10000, 0)
Weapon Ground Max Damage Modifier Formula       := (10 + (([%Level%] - 1) * 3)) - iif([%Range%] > Min(60, (([%Level%] - 1) * 10) + 40), 10000, 0)
Weapon Ground To Hit Modifier Formula           := 0 - ([%Range%] * 0.25)
Weapon Reload Rate MS Formula                   := 1000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Bolt 7
Weapon Ground Display Effect Name               := Bolt 7
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Ground Cannon
Weapon Bolt Speed                               := 0.05

Name                                            := Rocket Pods
Description                                     := Nuclear-tipped rockets.
Picture Number                                  := 147
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 4
Tonnage Structure Formula                       := 4
Cost Minerals Formula                           := 16 + ([%Level%] - 1)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 4 + trunc(([%Level%] - 1) * 1.5)
Supply Amount Used Formula                      := 4
Ordnance Amount Used Formula                    := 2
Can Be Placed On Vehicle Types                  := Troop
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 2 in Troop Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Troop Weapons") >= 2 * [%Level%]
Number Of Abilities                             := 2
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Rocket Pods hold up to [%Amount1%] ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 20
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := AI Tag 01
Ability 2 Description                           := Small missiles or torpedoes cannot be used with mounts.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Missile
Weapon Target Type List                         := Fighter, Troop, Weapon Platform, Building
Weapon Damage Type Formula                      := "Normal"
Weapon Ground Min Damage At Range               := 0.0
Weapon Ground Max Damage At Range               := 0.0
Weapon Ground To Hit Modifier At Range          := 0.0
Weapon Ground Min Damage Modifier Formula       := (15 + (([%Level%] - 1) * 5)) - iif([%Range%] > Min(90, (([%Level%] - 1) * 5) + 70), 10000, 0)
Weapon Ground Max Damage Modifier Formula       := (25 + (([%Level%] - 1) * 5)) - iif([%Range%] > Min(90, (([%Level%] - 1) * 5) + 70), 10000, 0)
Weapon Ground To Hit Modifier Formula           := 0 - ([%Range%] * 0.4)
Weapon Reload Rate MS Formula                   := 5000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Small Missile 9
Weapon Ground Display Effect Name               := Small Missile 9
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Small Rocket Pods
Weapon Bolt Speed                               := 0.05

Name                                            := Anti-Fighter Rocket Pods
Description                                     := Radar-guided nuclear-tipped rockets used to suppress air targets.
Picture Number                                  := 266
Maximum Level                                   := 3
Tonnage Space Taken Formula                     := 5
Tonnage Structure Formula                       := 5
Cost Minerals Formula                           := 20 + (([%Level%] - 1) * 5)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 9 + (([%Level%] - 1) * 3)
Supply Amount Used Formula                      := 4
Ordnance Amount Used Formula                    := 2
Can Be Placed On Vehicle Types                  := Troop
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Direct Fire Weapon
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 4 in Troop Weapons.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Troop Weapons") >= iif([%Level%] = 3, 10, [%Level%] * 4)
Number Of Abilities                             := 2
Ability 1 Type                                  := Ordnance Storage
Ability 1 Description                           := Anti-Fighter Rocket Pods hold up to [%Amount1%] ordnance.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 20
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := AI Tag 01
Ability 2 Description                           := Small missiles or torpedoes cannot be used with mounts.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := Direct Fire
Weapon Delivery Type                            := Missile
Weapon Target Type List                         := Fighter
Weapon Damage Type Formula                      := "Normal"
Weapon Ground Min Damage At Range               := 0.0
Weapon Ground Max Damage At Range               := 0.0
Weapon Ground To Hit Modifier At Range          := 0.0
Weapon Ground Min Damage Modifier Formula       := (35 + (([%Level%] - 1) * 10)) - iif([%Range%] > Min(100, (([%Level%] - 1) * 10) + 80), 10000, 0)
Weapon Ground Max Damage Modifier Formula       := (45 + (([%Level%] - 1) * 10)) - iif([%Range%] > Min(100, (([%Level%] - 1) * 10) + 80), 10000, 0)
Weapon Ground To Hit Modifier Formula           := 0 - ([%Range%] * 0.25)
Weapon Reload Rate MS Formula                   := 5000
Weapon Display Type                             := Bolt
Weapon Space Display Effect Name                := Small Missile 9
Weapon Ground Display Effect Name               := Small Missile 9
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := Small Rocket Pods
Weapon Bolt Speed                               := 0.05

//-------------------------------------------------------------------------------------
// Warheads
//-------------------------------------------------------------------------------------
Name                                            := Cobalt Warhead
Description                                     := Large warhead that explodes if the ship rams another ship.
Picture Number                                  := 129
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 50
Tonnage Structure Formula                       := 50
Cost Minerals Formula                           := 20 + (([%Level%] - 1) * 4)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 20 + (([%Level%] - 1) * 4)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship, Drone
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Warhead
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Warheads.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Warheads") >= iif([%Level%] <= 7, [%Level%], ([%Level%] * 2) - 7)
Number Of Abilities                             := 0
Weapon Type                                     := Warhead
Weapon Delivery Type                            := Warhead
Weapon Target Type List                         := Ship, Base, Planet
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0
Weapon Space Max Damage At Range                := 0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := iif([%Range%] > 10, 0, 800 + (([%Level%] - 1) * 200))
Weapon Space Max Damage Modifier Formula        := iif([%Range%] > 10, 0, 1200 + (([%Level%] - 1) * 200))
Weapon Space To Hit Modifier Formula            := 0
Weapon Reload Rate MS Formula                   := 0
Weapon Display Type                             := None
Weapon Space Display Effect Name                := None
Weapon Ground Display Effect Name               := None
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := None
Weapon Beam Burn Color                          := 110, 177, 240
Weapon Beam Duration                            := 1000

Name                                            := Kamikaze Warhead
Description                                     := Small cobalt warhead that will explode when a fighter rams another vehicle.
Picture Number                                  := 145
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 5
Tonnage Structure Formula                       := 5
Cost Minerals Formula                           := 4 + trunc(([%Level%] - 1) * 1.6)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 4 + trunc(([%Level%] - 1) * 1.6)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Fighter
Can Be Placed In Ship Sections                  := Outer Hull
Component Type List                             := Warhead
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Fighters.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Fighters") >= 1
Requirement 2 Description                       := Empire must have at least tech level 1 in Warheads.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Warheads") >= iif([%Level%] = 1, 1, ([%Level%] - 1) * 3)
Number Of Abilities                             := 0
Weapon Type                                     := Warhead
Weapon Delivery Type                            := Warhead
Weapon Target Type List                         := Ship, Base, Planet, Fighter, Satellite, Drone, Troop, Weapon Platform, Mine, Building
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0
Weapon Space Max Damage At Range                := 0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := iif([%Range%] > 10, 0, 80 + (([%Level%] - 1) * 40))
Weapon Space Max Damage Modifier Formula        := iif([%Range%] > 10, 0, 120 + (([%Level%] - 1) * 40))
Weapon Space To Hit Modifier Formula            := 0
Weapon Ground At Range Distance Increment       := 10.0
Weapon Ground Min Damage At Range               := 0
Weapon Ground Max Damage At Range               := 0
Weapon Ground To Hit Modifier At Range          := 0.0
Weapon Ground Min Damage Modifier Formula       := iif([%Range%] > 10, 0, 80 + (([%Level%] - 1) * 40))
Weapon Ground Max Damage Modifier Formula       := iif([%Range%] > 10, 0, 120 + (([%Level%] - 1) * 40))
Weapon Ground To Hit Modifier Formula           := 0
Weapon Reload Rate MS Formula                   := 0
Weapon Display Type                             := None
Weapon Space Display Effect Name                := None
Weapon Ground Display Effect Name               := None
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := None
Weapon Beam Burn Color                          := 110, 177, 240
Weapon Beam Duration                            := 1000

Name                                            := Mine Warhead
Description                                     := Cobalt warhead that will explode on contact with its target.
Picture Number                                  := 113
Maximum Level                                   := 11
Tonnage Space Taken Formula                     := 5
Tonnage Structure Formula                       := 5
Cost Minerals Formula                           := 10 + trunc(([%Level%] - 1) * 0.5)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 10 + trunc(([%Level%] - 1) * 0.5)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Mine
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Warhead
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 2
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Mines.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Mines") >= 1
Requirement 2 Description                       := Empire must have at least tech level 1 in Warheads.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Warheads") >= iif([%Level%] <= 6, [%Level%], ([%Level%] * 2) - 6)
Number Of Abilities                             := 0
Weapon Type                                     := Warhead
Weapon Delivery Type                            := Warhead
Weapon Target Type List                         := Ship, Base, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Normal"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := iif([%Range%] > 10, 0, 0)
Weapon Space Max Damage Modifier Formula        := iif([%Range%] > 10, 0, 50 + (([%Level%] - 1) * 15))
Weapon Space To Hit Modifier Formula            := 0
Weapon Reload Rate MS Formula                   := 0
Weapon Display Type                             := None
Weapon Space Display Effect Name                := None
Weapon Ground Display Effect Name               := None
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := None
Weapon Beam Burn Color                          := 110, 177, 240
Weapon Beam Duration                            := 1000

Name                                            := Mine Warhead Ionic
Description                                     := Anti-ionic warhead that will explode on contact with a ship destroying only its engines.
Picture Number                                  := 242
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 5
Tonnage Structure Formula                       := 5
Cost Minerals Formula                           := 8 + trunc(([%Level%] - 1) * 0.8)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 16 + trunc(([%Level%] - 1) * 1.6)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Mine
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Warhead
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 3
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 6 in Warheads.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Warheads") >= ([%Level%] * 2) + 4
Requirement 2 Description                       := Empire must have at least tech level 1 in Mines.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Mines") >= 1
Requirement 3 Description                       := Empire must have at least tech level 1 in Engine Overloading Weapons.
Requirement 3 Formula                           := Get_Empire_Tech_Level("Engine Overloading Weapons") >= 1
Number Of Abilities                             := 0
Weapon Type                                     := Warhead
Weapon Delivery Type                            := Warhead
Weapon Target Type List                         := Ship, Fighter, Drone
Weapon Damage Type Formula                      := "Only Engines"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := iif([%Range%] > 10, 0, 0)
Weapon Space Max Damage Modifier Formula        := iif([%Range%] > 10, 0, 75 + (([%Level%] - 1) * 15))
Weapon Space To Hit Modifier Formula            := 0
Weapon Reload Rate MS Formula                   := 0
Weapon Display Type                             := None
Weapon Space Display Effect Name                := None
Weapon Ground Display Effect Name               := None
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := None
Weapon Beam Burn Color                          := 110, 177, 240
Weapon Beam Duration                            := 1000

Name                                            := Mine Warhead Neutrino
Description                                     := Tunneling neutrino warhead that will explode on contact with a ship destroying its shield generators.
Picture Number                                  := 241
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 5
Tonnage Structure Formula                       := 5
Cost Minerals Formula                           := 8 + trunc(([%Level%] - 1) * 0.8)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 16 + trunc(([%Level%] - 1) * 1.6)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Mine
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Warhead
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 3
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 6 in Warheads.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Warheads") >= ([%Level%] * 2) + 4
Requirement 2 Description                       := Empire must have at least tech level 1 in Mines.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Mines") >= 1
Requirement 3 Description                       := Empire must have at least tech level 1 in Shield Damaging Weapons.
Requirement 3 Formula                           := Get_Empire_Tech_Level("Shield Damaging Weapons") >= 1
Number Of Abilities                             := 0
Weapon Type                                     := Warhead
Weapon Delivery Type                            := Warhead
Weapon Target Type List                         := Ship, Base, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Only Shield Generators"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := iif([%Range%] > 10, 0, 0)
Weapon Space Max Damage Modifier Formula        := iif([%Range%] > 10, 0, 45 + (([%Level%] - 1) * 15))
Weapon Space To Hit Modifier Formula            := 0
Weapon Reload Rate MS Formula                   := 0
Weapon Display Type                             := None
Weapon Space Display Effect Name                := None
Weapon Ground Display Effect Name               := None
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := None
Weapon Beam Burn Color                          := 110, 177, 240
Weapon Beam Duration                            := 1000

Name                                            := Mine Warhead Tachyon
Description                                     := Tachyon warhead that will explode on contact with a ship destroying its weapons only.
Picture Number                                  := 243
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 5
Tonnage Structure Formula                       := 5
Cost Minerals Formula                           := 8 + trunc(([%Level%] - 1) * 0.8)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 16 + trunc(([%Level%] - 1) * 1.6)
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Mine
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Warhead
General Group                                   := Weapons
Custom Group                                    := 0
Number Of Requirements                          := 3
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 6 in Warheads.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Warheads") >= ([%Level%] * 2) + 4
Requirement 2 Description                       := Empire must have at least tech level 1 in Mines.
Requirement 2 Formula                           := Get_Empire_Tech_Level("Mines") >= 1
Requirement 3 Description                       := Empire must have at least tech level 1 in Weapon Overloading Weapons.
Requirement 3 Formula                           := Get_Empire_Tech_Level("Weapon Overloading Weapons") >= 1
Number Of Abilities                             := 0
Weapon Type                                     := Warhead
Weapon Delivery Type                            := Warhead
Weapon Target Type List                         := Ship, Base, Fighter, Satellite, Drone
Weapon Damage Type Formula                      := "Only Weapons"
Weapon Space At Range Distance Increment        := 10.0
Weapon Space Min Damage At Range                := 0.0
Weapon Space Max Damage At Range                := 0.0
Weapon Space To Hit Modifier At Range           := 0.0
Weapon Space Min Damage Modifier Formula        := iif([%Range%] > 10, 0, 0)
Weapon Space Max Damage Modifier Formula        := iif([%Range%] > 10, 0, 50 + (([%Level%] - 1) * 10))
Weapon Space To Hit Modifier Formula            := 0
Weapon Reload Rate MS Formula                   := 0
Weapon Display Type                             := None
Weapon Space Display Effect Name                := None
Weapon Ground Display Effect Name               := None
Weapon Explosion Effect Name                    := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name                        := None
Weapon Beam Burn Color                          := 110, 177, 240
Weapon Beam Duration                            := 1000

//-------------------------------------------------------------------------------------
// Stellar Manipulation Components
//-------------------------------------------------------------------------------------
Name                                            := Ionic Concussion Blaster
Description                                     := Ionic concussion blasts that stir up storm activity in a sector.
Picture Number                                  := 77
Maximum Level                                   := 1
Tonnage Space Taken Formula                     := 100
Tonnage Structure Formula                       := 100
Cost Minerals Formula                           := 3000
Cost Organics Formula                           := 400
Cost Radioactives Formula                       := 6000
Supply Amount Used Formula                      := 500
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Stellar Manipulation
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Storm Manipulation.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Storm Manipulation") >= 1
Number Of Abilities                             := 2
Ability 1 Type                                  := Storm - Create
Ability 1 Description                           := Creates a storm of random size and type.
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                                  := Component - Destroyed On Use
Ability 2 Description                           := Component is destroyed after use.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Beta Displacement Pulser
Description                                     := Displacement beta pulses that dissipate storm activity.
Picture Number                                  := 76
Maximum Level                                   := 1
Tonnage Space Taken Formula                     := 100
Tonnage Structure Formula                       := 100
Cost Minerals Formula                           := 2000
Cost Organics Formula                           := 400
Cost Radioactives Formula                       := 4000
Supply Amount Used Formula                      := 500
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Stellar Manipulation
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 2 in Storm Manipulation.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Storm Manipulation") >= 2
Number Of Abilities                             := 2
Ability 1 Type                                  := Storm - Destroy
Ability 1 Description                           := Destroys a storm of any size.
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                                  := Component - Destroyed On Use
Ability 2 Description                           := Component is destroyed after use.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Tectonic Bomb
Description                                     := Bomb that disrupts the core of a planet causing it to explode.
Picture Number                                  := 72
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 100
Tonnage Structure Formula                       := 100
Cost Minerals Formula                           := 6000 + (([%Level%] - 1) * 1000)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 6000 + (([%Level%] - 1) * 1000)
Supply Amount Used Formula                      := 500
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Stellar Manipulation
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Planetary Manipulation.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Planetary Manipulation") >= ([%Level%] * 2) - 1
Number Of Abilities                             := 2
Ability 1 Type                                  := Planet Destroy Size
Ability 1 Description                           := Can destroy up to a [%Amount1%] sized planet.
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                                  := Component - Destroyed On Use
Ability 2 Description                           := Component is destroyed after use.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Matter Gravity Sphere
Description                                     := Gravitational field that pulls all matter into a planet sized sphere. Asteroids must be present in the sector to form the planet.
Picture Number                                  := 73
Maximum Level                                   := 5
Tonnage Space Taken Formula                     := 100
Tonnage Structure Formula                       := 100
Cost Minerals Formula                           := 8000 + (([%Level%] - 1) * 1000)
Cost Organics Formula                           := 4000 + (([%Level%] - 1) * 500)
Cost Radioactives Formula                       := 4000 + (([%Level%] - 1) * 500)
Supply Amount Used Formula                      := 1000
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Stellar Manipulation
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 2 in Planetary Manipulation.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Planetary Manipulation") >= ([%Level%] * 2)
Number Of Abilities                             := 2
Ability 1 Type                                  := Planet Create Size
Ability 1 Description                           := Can create up to a [%Amount1%] sized planet of a random atmosphere and physical type.
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                                  := Component - Destroyed On Use
Ability 2 Description                           := Component is destroyed after use.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Gravitational Condenser
Description                                     := Gravitational beam that closes an active warp point.
Picture Number                                  := 70
Maximum Level                                   := 1
Tonnage Space Taken Formula                     := 100
Tonnage Structure Formula                       := 100
Cost Minerals Formula                           := 12000
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 6000
Supply Amount Used Formula                      := 500
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Stellar Manipulation
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Warp Point Manipulation.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Warp Point Manipulation") >= 1
Number Of Abilities                             := 2
Ability 1 Type                                  := Warp Point - Close
Ability 1 Description                           := Can close a warp point of any size.
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                                  := Component - Destroyed On Use
Ability 2 Description                           := Component is destroyed after use.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Gravitational Quantum Resonator
Description                                     := Gravitational beam that opens a new warp point to a nearby system.
Picture Number                                  := 71
Maximum Level                                   := 6
Tonnage Space Taken Formula                     := 100
Tonnage Structure Formula                       := 100
Cost Minerals Formula                           := 12000 + (([%Level%] - 1) * 600)
Cost Organics Formula                           := 0
Cost Radioactives Formula                       := 6000 + (([%Level%] - 1) * 400)
Supply Amount Used Formula                      := 500
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Stellar Manipulation
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Warp Point Manipulation.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Warp Point Manipulation") >= [%Level%]
Number Of Abilities                             := 2
Ability 1 Type                                  := Warp Point - Open Distance
Ability 1 Description                           := Can open a warp point out to a system [%Amount1%] light years away.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := [%Level%] * 5
Ability 1 Amount 2 Formula                      := 0
Ability 2 Type                                  := Component - Destroyed On Use
Ability 2 Description                           := Component is destroyed after use.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Stellar Nucleonic Torpedo
Description                                     := Nucleonic disruption torpedo that disrupts all nucleonic reactions in a star, destroying it. The resulting explosion will destroy all planets and ships within the solar system.
Picture Number                                  := 74
Maximum Level                                   := 1
Tonnage Space Taken Formula                     := 200
Tonnage Structure Formula                       := 200
Cost Minerals Formula                           := 6000
Cost Organics Formula                           := 1000
Cost Radioactives Formula                       := 20000
Supply Amount Used Formula                      := 1000
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Stellar Manipulation
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Star Manipulation.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Star Manipulation") >= 1
Number Of Abilities                             := 1
Ability 1 Type                                  := Star - Destroy
Ability 1 Description                           := Can destroy a star of any size and type.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 5
Weapon Type                                     := None

Name                                            := Stellar Plasma Sphere
Description                                     := Imploding plasma sphere that collects stellar gases and condenses them into a new star.
Picture Number                                  := 75
Maximum Level                                   := 1
Tonnage Space Taken Formula                     := 200
Tonnage Structure Formula                       := 200
Cost Minerals Formula                           := 10000
Cost Organics Formula                           := 4000
Cost Radioactives Formula                       := 20000
Supply Amount Used Formula                      := 1000
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Stellar Manipulation
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 2 in Star Manipulation.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Star Manipulation") >= 2
Number Of Abilities                             := 2
Ability 1 Type                                  := Star - Create
Ability 1 Description                           := Can create a star of random size and type.
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                                  := Component - Destroyed On Use
Ability 2 Description                           := Component is destroyed after use.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Nebulae Graviton Emitter
Description                                     := Polarized graviton waves force the gasses of a nebulae out of the system and dissipate them.
Picture Number                                  := 78
Maximum Level                                   := 1
Tonnage Space Taken Formula                     := 200
Tonnage Structure Formula                       := 200
Cost Minerals Formula                           := 6000
Cost Organics Formula                           := 2000
Cost Radioactives Formula                       := 12000
Supply Amount Used Formula                      := 1000
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Stellar Manipulation
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Nebulae Manipulation.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Nebulae Manipulation") >= 1
Number Of Abilities                             := 2
Ability 1 Type                                  := Nebulae - Destroy
Ability 1 Description                           := Can destroy a system sized nebulae.
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                                  := Component - Destroyed On Use
Ability 2 Description                           := Component is destroyed after use.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Nucleonic Thresher Torpedo
Description                                     := Nucleonic torpedo that causes a star's fusion process to run at infinite capacity. The star will explode destroying everything in the system and forming a large nebulae cloud.
Picture Number                                  := 79
Maximum Level                                   := 1
Tonnage Space Taken Formula                     := 200
Tonnage Structure Formula                       := 200
Cost Minerals Formula                           := 6000
Cost Organics Formula                           := 2000
Cost Radioactives Formula                       := 18000
Supply Amount Used Formula                      := 1000
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Stellar Manipulation
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 2 in Nebulae Manipulation.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Nebulae Manipulation") >= 2
Number Of Abilities                             := 1
Ability 1 Type                                  := Nebulae - Create
Ability 1 Description                           := Can create a nebulae by exploding a star.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 1
Ability 1 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Quantum Graviton Beam
Description                                     := Pulsing graviton beams will create a gravimetric polarity shift in a black hole that will cause it to collapse.
Picture Number                                  := 80
Maximum Level                                   := 1
Tonnage Space Taken Formula                     := 400
Tonnage Structure Formula                       := 400
Cost Minerals Formula                           := 8000
Cost Organics Formula                           := 2000
Cost Radioactives Formula                       := 16000
Supply Amount Used Formula                      := 1000
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Stellar Manipulation
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Black Hole Manipulation.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Black Hole Manipulation") >= 1
Number Of Abilities                             := 2
Ability 1 Type                                  := Black Hole - Destroy
Ability 1 Description                           := Can collapse a black hole.
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                                  := Component - Destroyed On Use
Ability 2 Description                           := Component is destroyed after use.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 0
Ability 2 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Inverted Quantum Beam
Description                                     := Inverted graviton beam that when triangulated at a single point in the core of a star causes it to collapse to infinite mass. The resulting black hole will destroy everything in the system but warp points.
Picture Number                                  := 81
Maximum Level                                   := 1
Tonnage Space Taken Formula                     := 400
Tonnage Structure Formula                       := 400
Cost Minerals Formula                           := 10000
Cost Organics Formula                           := 2000
Cost Radioactives Formula                       := 20000
Supply Amount Used Formula                      := 1000
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Stellar Manipulation
Custom Group                                    := 0
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 2 in Black Hole Manipulation.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Black Hole Manipulation") >= 2
Number Of Abilities                             := 1
Ability 1 Type                                  := Black Hole - Create
Ability 1 Description                           := Creates a black hole by collapsing a star.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 0
Ability 1 Amount 2 Formula                      := 2
Weapon Type                                     := None

Name                                            := Planetary Gravity Plating
Description                                     := Provides the ground material used in artificial planet construction.
Picture Number                                  := 84
Maximum Level                                   := 1
Tonnage Space Taken Formula                     := 2000
Tonnage Structure Formula                       := 2000
Cost Minerals Formula                           := 2000
Cost Organics Formula                           := 1000
Cost Radioactives Formula                       := 1000
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Base
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Stellar Manipulation
Custom Group                                    := 1
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Stellar Construction.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Stellar Construction") >= 1
Number Of Abilities                             := 0
Weapon Type                                     := None

Name                                            := Hyper-Density Cables
Description                                     := Provides the infrastructure for holding ground material used in artificial planet construction.
Picture Number                                  := 85
Maximum Level                                   := 1
Tonnage Space Taken Formula                     := 2000
Tonnage Structure Formula                       := 2000
Cost Minerals Formula                           := 2000
Cost Organics Formula                           := 400
Cost Radioactives Formula                       := 1000
Supply Amount Used Formula                      := 0
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Base
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Stellar Manipulation
Custom Group                                    := 2
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Stellar Construction.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Stellar Construction") >= 1
Number Of Abilities                             := 0
Weapon Type                                     := None

Name                                            := Ring World Placement Generator
Description                                     := Provides the gravitational matrix needed to assemble a ring world.
Picture Number                                  := 82
Maximum Level                                   := 1
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000
Cost Minerals Formula                           := 10000
Cost Organics Formula                           := 5000
Cost Radioactives Formula                       := 10000
Supply Amount Used Formula                      := 1000
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Stellar Manipulation
Custom Group                                    := 0
Number Of Requirements                          := 8
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1 in Stellar Construction.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Stellar Construction") >= 1
Requirement 2 Description                       := Ring World can only be built if there is a single star in the solar system.
Requirement 2 Formula                           := TRUE
Requirement 3 Description                       := No other stellar constructions can be present in the solar system.
Requirement 3 Formula                           := TRUE
Requirement 4 Description                       := No colonies can be present within 6 sectors of the star.
Requirement 4 Formula                           := TRUE
Requirement 5 Description                       := No vehicles other than those carrying required components can be present within 6 sectors of the star.
Requirement 5 Formula                           := TRUE
Requirement 6 Description                       := All planets, asteroids, and storms within 6 sectors of the star will be destroyed.
Requirement 6 Formula                           := TRUE
Requirement 7 Description                       := Any warp points within 6 sectors of the star will be moved.
Requirement 7 Formula                           := TRUE
Requirement 8 Description                       := All vehicles containing Placement Generator, Gravity Plating, and Hyper-Dense Cables will be used to build the Ring World.
Requirement 8 Formula                           := TRUE
Number Of Abilities                             := 4
Ability 1 Type                                  := Constructed Planet - Create
Ability 1 Description                           := Will create a Ring World around a star. Must be placed on a ship that has movement.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 1
Ability 1 Amount 2 Formula                      := 2
Ability 2 Type                                  := Constructed Planet - Requirements
Ability 2 Description                           := Must have [%Amount2%]kT of Gravity Plating present at location.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 1
Ability 2 Amount 2 Formula                      := 10000
Ability 3 Type                                  := Constructed Planet - Requirements
Ability 3 Description                           := Must have [%Amount2%]kT of Hyper-Dense Cables present at location.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 2
Ability 3 Amount 2 Formula                      := 10000
Ability 4 Type                                  := Constructed Planet - Clear Radius
Ability 4 Description                           := 
Ability 4 Scope                                 := Space Object
Ability 4 Range Formula                         := 0
Ability 4 Amount 1 Formula                      := 6
Ability 4 Amount 2 Formula                      := 0
Weapon Type                                     := None

Name                                            := Sphere World Placement Generator
Description                                     := Provides the gravitational matrix needed to assemble a sphere world.
Picture Number                                  := 83
Maximum Level                                   := 1
Tonnage Space Taken Formula                     := 1000
Tonnage Structure Formula                       := 1000
Cost Minerals Formula                           := 20000
Cost Organics Formula                           := 10000
Cost Radioactives Formula                       := 20000
Supply Amount Used Formula                      := 1000
Ordnance Amount Used Formula                    := 0
Can Be Placed On Vehicle Types                  := Ship
Can Be Placed In Ship Sections                  := Inner Hull, Outer Hull
Component Type List                             := Technological
General Group                                   := Stellar Manipulation
Custom Group                                    := 0
Number Of Requirements                          := 8
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 3 in Stellar Construction.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Stellar Construction") >= 3
Requirement 2 Description                       := Sphere World can only be built if there is a single star in the solar system.
Requirement 2 Formula                           := TRUE
Requirement 3 Description                       := No other stellar constructions can be present in the solar system.
Requirement 3 Formula                           := TRUE
Requirement 4 Description                       := No colonies can be present within 6 sectors of the star.
Requirement 4 Formula                           := TRUE
Requirement 5 Description                       := No vehicles other than those carrying required components can be present within 6 sectors of the star.
Requirement 5 Formula                           := TRUE
Requirement 6 Description                       := All planets, asteroids, and storms within 6 sectors of the star will be destroyed.
Requirement 6 Formula                           := TRUE
Requirement 7 Description                       := Any warp points within 6 sectors of the star will be moved.
Requirement 7 Formula                           := TRUE
Requirement 8 Description                       := All vehicles containing Placement Generator, Gravity Plating, and Hyper-Dense Cables will be used to build the Sphere World.
Requirement 8 Formula                           := TRUE
Number Of Abilities                             := 4
Ability 1 Type                                  := Constructed Planet - Create
Ability 1 Description                           := Sphere World Placement Generator can create a Sphere World around a star. Must be placed on a ship that has movement.
Ability 1 Scope                                 := Space Object
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := 2
Ability 1 Amount 2 Formula                      := 2
Ability 2 Type                                  := Constructed Planet - Requirements
Ability 2 Description                           := Must have [%Amount2%]kT of Gravity Plating present at location.
Ability 2 Scope                                 := Space Object
Ability 2 Range Formula                         := 0
Ability 2 Amount 1 Formula                      := 1
Ability 2 Amount 2 Formula                      := 20000
Ability 3 Type                                  := Constructed Planet - Requirements
Ability 3 Description                           := Must have [%Amount2%]kT of Hyper-Dense Cables present at location.
Ability 3 Scope                                 := Space Object
Ability 3 Range Formula                         := 0
Ability 3 Amount 1 Formula                      := 2
Ability 3 Amount 2 Formula                      := 20000
Ability 4 Type                                  := Constructed Planet - Clear Radius
Ability 4 Description                           := 
Ability 4 Scope                                 := Space Object
Ability 4 Range Formula                         := 0
Ability 4 Amount 1 Formula                      := 6
Ability 4 Amount 2 Formula                      := 0
Weapon Type                                     := None

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