=======================================================================================
FACILITY DATA FILE
=======================================================================================
=======================================================================================
*BEGIN*
=======================================================================================

Name                := Mineral Miner Facility I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Minerals Extraction
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2500
Cost Organics       := 100
Cost Radioactives   := 500
Number of Tech Req  := 1
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 1
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 600 minerals each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Mineral Miner Facility II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Minerals Extraction
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2750
Cost Organics       := 110
Cost Radioactives   := 550
Number of Tech Req  := 1
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 2
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 750 minerals each turn.
Ability 1 Val 1     := 750
Ability 1 Val 2     := 0

Name                := Mineral Miner Facility III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Minerals Extraction
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3025
Cost Organics       := 121
Cost Radioactives   := 605
Number of Tech Req  := 1
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 3
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 938 minerals each turn.
Ability 1 Val 1     := 938
Ability 1 Val 2     := 0

Name                := Mineral Miner Facility IV
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Minerals Extraction
Facility Family     := 1
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3328
Cost Organics       := 133
Cost Radioactives   := 666
Number of Tech Req  := 1
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 4
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1172 minerals each turn.
Ability 1 Val 1     := 1172
Ability 1 Val 2     := 0

Name                := Mineral Miner Facility V
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Minerals Extraction
Facility Family     := 1
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3660
Cost Organics       := 146
Cost Radioactives   := 732
Number of Tech Req  := 1
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 5
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1465 minerals each turn.
Ability 1 Val 1     := 1465
Ability 1 Val 2     := 0

Name                := Commercial Mineral Miner Facility I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Minerals Extraction
Facility Family     := 1025
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 155
Cost Minerals       := 1000
Cost Organics       := 1500
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 650 minerals each turn.
Ability 1 Val 1     := 650
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 1000 minerals for an empire.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 10 Organics per turn.
Ability 3 Val 1     := -10
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Radioactives
Ability 4 Descr     := Uses 10 Radioactives per turn.
Ability 4 Val 1     := -10
Ability 4 Val 2     := 0

Name                := Commercial Mineral Miner Facility II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Minerals Extraction
Facility Family     := 1025
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 155
Cost Minerals       := 900
Cost Organics       := 1350
Cost Radioactives   := 90
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 813 minerals each turn.
Ability 1 Val 1     := 813
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 1250 minerals for an empire.
Ability 2 Val 1     := 1250
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 13 Organics per turn.
Ability 3 Val 1     := -13
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Radioactives
Ability 4 Descr     := Uses 13 Radioactives per turn.
Ability 4 Val 1     := -13
Ability 4 Val 2     := 0

Name                := Commercial Mineral Miner Facility III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Minerals Extraction
Facility Family     := 1025
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 155
Cost Minerals       := 810
Cost Organics       := 1215
Cost Radioactives   := 81
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1016 minerals each turn.
Ability 1 Val 1     := 1016
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 1563 minerals for an empire.
Ability 2 Val 1     := 1563
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 16 Organics per turn.
Ability 3 Val 1     := -16
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Radioactives
Ability 4 Descr     := Uses 16 Radioactives per turn.
Ability 4 Val 1     := -16
Ability 4 Val 2     := 0

Name                := Commercial Mineral Miner Facility IV
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Minerals Extraction
Facility Family     := 1025
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 155
Cost Minerals       := 729
Cost Organics       := 1094
Cost Radioactives   := 73
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1270 minerals each turn.
Ability 1 Val 1     := 1270
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 1953 minerals for an empire.
Ability 2 Val 1     := 1953
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 20 Organics per turn.
Ability 3 Val 1     := -20
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Radioactives
Ability 4 Descr     := Uses 20 Radioactives per turn.
Ability 4 Val 1     := -20
Ability 4 Val 2     := 0

Name                := Commercial Mineral Miner Facility V
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Minerals Extraction
Facility Family     := 1025
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 155
Cost Minerals       := 656
Cost Organics       := 984
Cost Radioactives   := 66
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1587 minerals each turn.
Ability 1 Val 1     := 1587
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Can store 2441 minerals for an empire.
Ability 2 Val 1     := 2441
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 24 Organics per turn.
Ability 3 Val 1     := -24
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Radioactives
Ability 4 Descr     := Uses 24 Radioactives per turn.
Ability 4 Val 1     := -24
Ability 4 Val 2     := 0

Name                := Organics Farm Facility I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Organics Extraction
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 2500
Cost Organics       := 300
Cost Radioactives   := 300
Number of Tech Req  := 1
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 1
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 600 organics each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Organics Farm Facility II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Organics Extraction
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 2750
Cost Organics       := 330
Cost Radioactives   := 330
Number of Tech Req  := 1
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 2
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 750 organics each turn.
Ability 1 Val 1     := 750
Ability 1 Val 2     := 0

Name                := Organics Farm Facility III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Organics Extraction
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3025
Cost Organics       := 363
Cost Radioactives   := 363
Number of Tech Req  := 1
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 3
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 938 organics each turn.
Ability 1 Val 1     := 938
Ability 1 Val 2     := 0

Name                := Organics Farm Facility IV
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Organics Extraction
Facility Family     := 2
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3328
Cost Organics       := 399
Cost Radioactives   := 399
Number of Tech Req  := 1
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 4
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1172 organics each turn.
Ability 1 Val 1     := 1172
Ability 1 Val 2     := 0

Name                := Organics Farm Facility V
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Organics Extraction
Facility Family     := 2
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3660
Cost Organics       := 439
Cost Radioactives   := 439
Number of Tech Req  := 1
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 5
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1465 organics each turn.
Ability 1 Val 1     := 1465
Ability 1 Val 2     := 0

Name                := Organics Harvester I
Description         := Organism which extracts, processes, and stores organic materials from a planet.
Facility Group      := Organics Extraction
Facility Family     := 1026
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 596
Cost Minerals       := 300
Cost Organics       := 1500
Cost Radioactives   := 300
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Organic Engineering
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 800 organics each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 1600 organics for an empire.
Ability 2 Val 1     := 1600
Ability 2 Val 2     := 0

Name                := Organics Harvester II
Description         := Organism which extracts, processes, and stores organic materials from a planet.
Facility Group      := Organics Extraction
Facility Family     := 1026
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 596
Cost Minerals       := 270
Cost Organics       := 1350
Cost Radioactives   := 270
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Organic Engineering
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1000 organics each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2000 organics for an empire.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0

Name                := Organics Harvester III
Description         := Organism which extracts, processes, and stores organic materials from a planet.
Facility Group      := Organics Extraction
Facility Family     := 1026
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 596
Cost Minerals       := 243
Cost Organics       := 1215
Cost Radioactives   := 243
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Organic Engineering
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1250 organics each turn.
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 2500 organics for an empire.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0

Name                := Organics Harvester IV
Description         := Organism which extracts, processes, and stores organic materials from a planet.
Facility Group      := Organics Extraction
Facility Family     := 1026
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 596
Cost Minerals       := 219
Cost Organics       := 1094
Cost Radioactives   := 219
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Organic Engineering
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1563 organics each turn.
Ability 1 Val 1     := 1563
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 3125 organics for an empire.
Ability 2 Val 1     := 3125
Ability 2 Val 2     := 0

Name                := Organics Harvester V
Description         := Organism which extracts, processes, and stores organic materials from a planet.
Facility Group      := Organics Extraction
Facility Family     := 1026
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 596
Cost Minerals       := 197
Cost Organics       := 984
Cost Radioactives   := 197
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Organic Engineering
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 1953 organics each turn.
Ability 1 Val 1     := 1953
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Can store 3906 organics for an empire.
Ability 2 Val 1     := 3906
Ability 2 Val 2     := 0

Name                := Commercial Organics Extraction Facility I
Description         := 
Facility Group      := Organics Extraction
Facility Family     := 1027
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 1000
Cost Organics       := 1500
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Generates 650 Organics each turn.
Ability 1 Val 1     := 650
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Stores 1000 Organics.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Minerals
Ability 3 Descr     := Uses 10 Minerals each turn.
Ability 3 Val 1     := -10
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Radioactives
Ability 4 Descr     := Uses 10 Radioactives each turn.
Ability 4 Val 1     := -10
Ability 4 Val 2     := 0

Name                := Commercial Organics Extraction Facility II
Description         := 
Facility Group      := Organics Extraction
Facility Family     := 1027
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 900
Cost Organics       := 1350
Cost Radioactives   := 90
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Generates 813 Organics each turn.
Ability 1 Val 1     := 813
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Stores 1250 Organics.
Ability 2 Val 1     := 1250
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Minerals
Ability 3 Descr     := Uses 13 Minerals each turn.
Ability 3 Val 1     := -13
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Radioactives
Ability 4 Descr     := Uses 13 Radioactives each turn.
Ability 4 Val 1     := -13
Ability 4 Val 2     := 0

Name                := Commercial Organics Extraction Facility III
Description         := 
Facility Group      := Organics Extraction
Facility Family     := 1027
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 810
Cost Organics       := 1215
Cost Radioactives   := 81
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Generates 1016 Organics each turn.
Ability 1 Val 1     := 1016
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Stores 1563 Organics.
Ability 2 Val 1     := 1563
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Minerals
Ability 3 Descr     := Uses 16 Minerals each turn.
Ability 3 Val 1     := -16
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Radioactives
Ability 4 Descr     := Uses 16 Radioactives each turn.
Ability 4 Val 1     := -16
Ability 4 Val 2     := 0

Name                := Commercial Organics Extraction Facility IV
Description         := 
Facility Group      := Organics Extraction
Facility Family     := 1027
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 729
Cost Organics       := 1094
Cost Radioactives   := 73
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Generates 1270 Organics each turn.
Ability 1 Val 1     := 1270
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Stores 1953 Organics.
Ability 2 Val 1     := 1953
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Minerals
Ability 3 Descr     := Uses 20 Organics each turn.
Ability 3 Val 1     := -20
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Radioactives
Ability 4 Descr     := Uses 20 Radioactives each turn.
Ability 4 Val 1     := -20
Ability 4 Val 2     := 0

Name                := Commercial Organics Extraction Facility V
Description         := 
Facility Group      := Organics Extraction
Facility Family     := 1027
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 104
Cost Minerals       := 656
Cost Organics       := 984
Cost Radioactives   := 66
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Generates 1587 Organics each turn.
Ability 1 Val 1     := 1587
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Stores 2441 Organics.
Ability 2 Val 1     := 2441
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Minerals
Ability 3 Descr     := Uses 24 Minerals each turn.
Ability 3 Val 1     := -24
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Radioactives
Ability 4 Descr     := Uses 24 Radioactives each turn.
Ability 4 Val 1     := -24
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility I
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Radioactives Extraction
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 2500
Cost Organics       := 25
Cost Radioactives   := 700
Number of Tech Req  := 1
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 1
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 600 radioactives each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0

Name                := Radioactives Extraction Facility II
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Radioactives Extraction
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 2750
Cost Organics       := 28
Cost Radioactives   := 770
Number of Tech Req  := 1
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 2
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 750 radioactives each turn.
Ability 1 Val 1     := 750
Ability 1 Val 2     := 0

Name                := Radioactives Extraction Facility III
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Radioactives Extraction
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3025
Cost Organics       := 30
Cost Radioactives   := 847
Number of Tech Req  := 1
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 3
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 938 radioactives each turn.
Ability 1 Val 1     := 938
Ability 1 Val 2     := 0

Name                := Radioactives Extraction Facility IV
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Radioactives Extraction
Facility Family     := 3
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3328
Cost Organics       := 33
Cost Radioactives   := 932
Number of Tech Req  := 1
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 4
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1172 radioactives each turn.
Ability 1 Val 1     := 1172
Ability 1 Val 2     := 0

Name                := Radioactives Extraction Facility V
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Radioactives Extraction
Facility Family     := 3
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3660
Cost Organics       := 37
Cost Radioactives   := 1025
Number of Tech Req  := 1
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 5
Number of Abilities := 1
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1465 radioactives each turn.
Ability 1 Val 1     := 1465
Ability 1 Val 2     := 0

Name                := Commercial Radioactives Extractor I
Description         := 
Facility Group      := Radioactives Extraction
Facility Family     := 1028
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 459
Cost Minerals       := 1000
Cost Organics       := 1500
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Generates 650 Radioactives per turn.
Ability 1 Val 1     := 650
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Stores 1000 Radioactives.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 10 Organics per turn.
Ability 3 Val 1     := -10
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Minerals
Ability 4 Descr     := Uses 10 Minerals per turn.
Ability 4 Val 1     := -10
Ability 4 Val 2     := 0

Name                := Commercial Radioactives Extractor II
Description         := 
Facility Group      := Radioactives Extraction
Facility Family     := 1028
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 459
Cost Minerals       := 900
Cost Organics       := 1350
Cost Radioactives   := 90
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Generates 813 Radioactives per turn.
Ability 1 Val 1     := 813
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Stores 1250 Radioactives.
Ability 2 Val 1     := 1250
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 13 Organics per turn.
Ability 3 Val 1     := -13
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Minerals
Ability 4 Descr     := Uses 13 Minerals per turn.
Ability 4 Val 1     := -13
Ability 4 Val 2     := 0

Name                := Commercial Radioactives Extractor III
Description         := 
Facility Group      := Radioactives Extraction
Facility Family     := 1028
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 459
Cost Minerals       := 810
Cost Organics       := 1215
Cost Radioactives   := 81
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Generates 1016 Radioactives per turn.
Ability 1 Val 1     := 1016
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Stores 1563 Radioactives.
Ability 2 Val 1     := 1563
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 16 Organics per turn.
Ability 3 Val 1     := -16
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Minerals
Ability 4 Descr     := Uses 16 Minerals per turn.
Ability 4 Val 1     := -16
Ability 4 Val 2     := 0

Name                := Commercial Radioactives Extractor IV
Description         := 
Facility Group      := Radioactives Extraction
Facility Family     := 1028
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 459
Cost Minerals       := 729
Cost Organics       := 1094
Cost Radioactives   := 73
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Generates 1270 Radioactives per turn.
Ability 1 Val 1     := 1270
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Stores 1953 Radioactives.
Ability 2 Val 1     := 1953
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 20 Organics per turn.
Ability 3 Val 1     := -20
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Minerals
Ability 4 Descr     := Uses 20 Minerals per turn.
Ability 4 Val 1     := -20
Ability 4 Val 2     := 0

Name                := Commercial Radioactives Extractor V
Description         := 
Facility Group      := Radioactives Extraction
Facility Family     := 1028
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 459
Cost Minerals       := 656
Cost Organics       := 984
Cost Radioactives   := 66
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Generates 1587 Radioactives per turn.
Ability 1 Val 1     := 1587
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Stores 2441 Radioactives.
Ability 2 Val 1     := 2441
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 24 Organics per turn.
Ability 3 Val 1     := -24
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Minerals
Ability 4 Descr     := Uses 24 Minerals per turn.
Ability 4 Val 1     := -24
Ability 4 Val 2     := 0

Name                := Solar Radioactives Extractor I
Description         := Massive solar collectors which generates radioactives.
Facility Group      := Radioactives Extraction
Facility Family     := 59
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 63
Cost Minerals       := 1000
Cost Organics       := 50
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1       := Solar Power
Tech Level Req 1      := 1
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Solar Resource Generation - Radioactives
Ability 1 Descr     := Generates 100 radioactives per star each turn.
Ability 1 Val 1     := 100
Ability 1 Val 2     := 0

Name                := Solar Radioactives Extractor II
Description         := Massive solar collectors which generates radioactives.
Facility Group      := Radioactives Extraction
Facility Family     := 59
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 63
Cost Minerals       := 900
Cost Organics       := 45
Cost Radioactives   := 450
Number of Tech Req  := 2
Tech Area Req 1       := Solar Power
Tech Level Req 1      := 2
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Solar Resource Generation - Radioactives
Ability 1 Descr     := Generates 140 radioactives per star each turn.
Ability 1 Val 1     := 140
Ability 1 Val 2     := 0

Name                := Solar Radioactives Extractor III
Description         := Massive solar collectors which generates radioactives.
Facility Group      := Radioactives Extraction
Facility Family     := 59
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 63
Cost Minerals       := 810
Cost Organics       := 41
Cost Radioactives   := 405
Number of Tech Req  := 2
Tech Area Req 1       := Solar Power
Tech Level Req 1      := 3
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Solar Resource Generation - Radioactives
Ability 1 Descr     := Generates 196 radioactives per star each turn.
Ability 1 Val 1     := 196
Ability 1 Val 2     := 0

Name                := Solar Radioactives Extractor IV
Description         := Massive solar collectors which generates radioactives.
Facility Group      := Radioactives Extraction
Facility Family     := 59
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 63
Cost Minerals       := 729
Cost Organics       := 36
Cost Radioactives   := 365
Number of Tech Req  := 2
Tech Area Req 1       := Solar Power
Tech Level Req 1      := 4
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Solar Resource Generation - Radioactives
Ability 1 Descr     := Generates 274 radioactives per star each turn.
Ability 1 Val 1     := 274
Ability 1 Val 2     := 0

Name                := Solar Radioactives Extractor V
Description         := Massive solar collectors which generates radioactives.
Facility Group      := Radioactives Extraction
Facility Family     := 59
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 63
Cost Minerals       := 656
Cost Organics       := 33
Cost Radioactives   := 328
Number of Tech Req  := 2
Tech Area Req 1       := Solar Power
Tech Level Req 1      := 5
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Solar Resource Generation - Radioactives
Ability 1 Descr     := Generates 384 radioactives per star each turn.
Ability 1 Val 1     := 384
Ability 1 Val 2     := 0

Name                := Commercial Solar Radioactives Generator I
Description         := Massive solar collectors which can derive energy from sunlight
Facility Group      := Radioactives Extraction
Facility Family     := 51
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 110
Cost Minerals       := 1000
Cost Organics       := 1500
Cost Radioactives   := 0
Number of Tech Req  := 3
Tech Area Req 1       := Solar Power
Tech Level Req 1      := 1
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 2
Tech Area Req 3     := Economics
Tech Level Req 3    := 2
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Radioactives
Ability 1 Descr     := Generates 150 Radioactives per star per turn.
Ability 1 Val 1     := 150
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Stores 200 Radioactives.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 100 Organics per turn.
Ability 3 Val 1     := -100
Ability 3 Val 2     := 0

Name                := Commercial Solar Radioactives Generator II
Description         := Massive solar collectors which can derive energy from sunlight
Facility Group      := Radioactives Extraction
Facility Family     := 51
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 110
Cost Minerals       := 900
Cost Organics       := 1350
Cost Radioactives   := 0
Number of Tech Req  := 3
Tech Area Req 1       := Solar Power
Tech Level Req 1      := 2
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 2
Tech Area Req 3     := Economics
Tech Level Req 3    := 2
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Radioactives
Ability 1 Descr     := Generates 210 Radioactives per star per turn.
Ability 1 Val 1     := 210
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Stores 280 Radioactives.
Ability 2 Val 1     := 280
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 110 Organics per turn.
Ability 3 Val 1     := -110
Ability 3 Val 2     := 0

Name                := Commercial Solar Radioactives Generator III
Description         := Massive solar collectors which can derive energy from sunlight
Facility Group      := Radioactives Extraction
Facility Family     := 51
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 110
Cost Minerals       := 810
Cost Organics       := 1215
Cost Radioactives   := 0
Number of Tech Req  := 3
Tech Area Req 1       := Solar Power
Tech Level Req 1      := 3
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 2
Tech Area Req 3     := Economics
Tech Level Req 3    := 2
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Radioactives
Ability 1 Descr     := Generates 294 Radioactives per star per turn.
Ability 1 Val 1     := 294
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Stores 392 Radioactives.
Ability 2 Val 1     := 392
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 121 Organics per turn.
Ability 3 Val 1     := -121
Ability 3 Val 2     := 0

Name                := Commercial Solar Radioactives Generator IV
Description         := Massive solar collectors which can derive energy from sunlight
Facility Group      := Radioactives Extraction
Facility Family     := 51
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 110
Cost Minerals       := 729
Cost Organics       := 1094
Cost Radioactives   := 0
Number of Tech Req  := 3
Tech Area Req 1       := Solar Power
Tech Level Req 1      := 4
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 2
Tech Area Req 3     := Economics
Tech Level Req 3    := 2
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Radioactives
Ability 1 Descr     := Generates 412 Radioactives per star per turn.
Ability 1 Val 1     := 412
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Stores 549 Radioactives.
Ability 2 Val 1     := 549
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 133 Organics per turn.
Ability 3 Val 1     := -133
Ability 3 Val 2     := 0

Name                := Commercial Solar Radioactives Generator V
Description         := Massive solar collectors which can derive energy from sunlight
Facility Group      := Radioactives Extraction
Facility Family     := 51
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 110
Cost Minerals       := 656
Cost Organics       := 984
Cost Radioactives   := 0
Number of Tech Req  := 3
Tech Area Req 1       := Solar Power
Tech Level Req 1      := 5
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 2
Tech Area Req 3     := Economics
Tech Level Req 3    := 2
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Radioactives
Ability 1 Descr     := Generates 576 Radioactives per star per turn.
Ability 1 Val 1     := 576
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Stores 768 Radioactives.
Ability 2 Val 1     := 768
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 146 Organics per turn.
Ability 3 Val 1     := -146
Ability 3 Val 2     := 0

Name                := Commercial Fusion Reactor I
Description         := 
Facility Group      := Radioactives Extraction
Facility Family     := 1029
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 255
Cost Minerals       := 1000
Cost Organics       := 1500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Nuclear Power
Tech Level Req 1    := 3
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Generate Points Radioactives
Ability 1 Descr     := Generates 110 Radioactives per turn.
Ability 1 Val 1     := 110
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Stores 200 Radioactives.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 150 Organics per turn.
Ability 3 Val 1     := -150
Ability 3 Val 2     := 0

Name                := Commercial Fusion Reactor II
Description         := 
Facility Group      := Radioactives Extraction
Facility Family     := 1029
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 255
Cost Minerals       := 900
Cost Organics       := 1350
Cost Radioactives   := 450
Number of Tech Req  := 2
Tech Area Req 1     := Nuclear Power
Tech Level Req 1    := 4
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Generate Points Radioactives
Ability 1 Descr     := Generates 154 Radioactives per turn.
Ability 1 Val 1     := 154
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Stores 280 Radioactives.
Ability 2 Val 1     := 280
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 165 Organics per turn.
Ability 3 Val 1     := -165
Ability 3 Val 2     := 0

Name                := Commercial Fusion Reactor III
Description         := 
Facility Group      := Radioactives Extraction
Facility Family     := 1029
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 255
Cost Minerals       := 810
Cost Organics       := 1215
Cost Radioactives   := 405
Number of Tech Req  := 2
Tech Area Req 1     := Nuclear Power
Tech Level Req 1    := 5
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Generate Points Radioactives
Ability 1 Descr     := Generates 216 Radioactives per turn.
Ability 1 Val 1     := 216
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Stores 392 Radioactives.
Ability 2 Val 1     := 392
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 182 Organics per turn.
Ability 3 Val 1     := -182
Ability 3 Val 2     := 0

Name                := Commercial Fusion Reactor IV
Description         := 
Facility Group      := Radioactives Extraction
Facility Family     := 1029
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 255
Cost Minerals       := 729
Cost Organics       := 1094
Cost Radioactives   := 365
Number of Tech Req  := 2
Tech Area Req 1     := Nuclear Power
Tech Level Req 1    := 6
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Generate Points Radioactives
Ability 1 Descr     := Generates 302 Radioactives per turn.
Ability 1 Val 1     := 302
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Stores 549 Radioactives.
Ability 2 Val 1     := 549
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 200 Organics per turn.
Ability 3 Val 1     := -200
Ability 3 Val 2     := 0

Name                := Commercial Fusion Reactor V
Description         := 
Facility Group      := Radioactives Extraction
Facility Family     := 1029
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 255
Cost Minerals       := 656
Cost Organics       := 984
Cost Radioactives   := 328
Number of Tech Req  := 2
Tech Area Req 1     := Nuclear Power
Tech Level Req 1    := 7
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Generate Points Radioactives
Ability 1 Descr     := Generates 423 Radioactives per turn.
Ability 1 Val 1     := 423
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Stores 768 Radioactives.
Ability 2 Val 1     := 768
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 220 Organics per turn.
Ability 3 Val 1     := -220
Ability 3 Val 2     := 0

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

Name                := Monolith Facility II
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Multi-Resource Extraction
Facility Family     := 4
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 11000
Cost Organics       := 5500
Cost Radioactives   := 5500
Number of Tech Req  := 4
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 2
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 2
Tech Area Req 3     := Minerals Extraction
Tech Level Req 3    := 2
Tech Area Req 4     := Nanotechnology
Tech Level Req 4    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 625 minerals each turn.
Ability 1 Val 1     := 625
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 625 organics each turn.
Ability 2 Val 1     := 625
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 625 radioactives each turn.
Ability 3 Val 1     := 625
Ability 3 Val 2     := 0

Name                := Monolith Facility III
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Multi-Resource Extraction
Facility Family     := 4
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 12100
Cost Organics       := 6050
Cost Radioactives   := 6050
Number of Tech Req  := 4
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 3
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 3
Tech Area Req 3     := Minerals Extraction
Tech Level Req 3    := 3
Tech Area Req 4     := Nanotechnology
Tech Level Req 4    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 781 minerals each turn.
Ability 1 Val 1     := 781
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 781 organics each turn.
Ability 2 Val 1     := 781
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 781 radioactives each turn.
Ability 3 Val 1     := 781
Ability 3 Val 2     := 0

Name                := Monolith Facility IV
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Multi-Resource Extraction
Facility Family     := 4
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 13310
Cost Organics       := 6655
Cost Radioactives   := 6655
Number of Tech Req  := 4
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 4
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 4
Tech Area Req 3     := Minerals Extraction
Tech Level Req 3    := 4
Tech Area Req 4     := Nanotechnology
Tech Level Req 4    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 977 minerals each turn.
Ability 1 Val 1     := 977
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 977 organics each turn.
Ability 2 Val 1     := 977
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 977 radioactives each turn.
Ability 3 Val 1     := 977
Ability 3 Val 2     := 0

Name                := Monolith Facility V
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Multi-Resource Extraction
Facility Family     := 4
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 14641
Cost Organics       := 7321
Cost Radioactives   := 7321
Number of Tech Req  := 4
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 5
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 5
Tech Area Req 3     := Minerals Extraction
Tech Level Req 3    := 5
Tech Area Req 4     := Nanotechnology
Tech Level Req 4    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1221 minerals each turn.
Ability 1 Val 1     := 1221
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1221 organics each turn.
Ability 2 Val 1     := 1221
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1221 radioactives each turn.
Ability 3 Val 1     := 1221
Ability 3 Val 2     := 0

Name                := Multi-Harvester I
Description         := Organism which extracts, stores, and processes multiple resources.
Facility Group      := Multi-Resource Extraction
Facility Family     := 1030
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 599
Cost Minerals       := 5000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Organic Engineering
Tech Level Req 2    := 1
Number of Abilities := 6
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 500 minerals each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 600 organics each turn.
Ability 2 Val 1     := 600
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 500 radioactives each turn.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Mineral
Ability 4 Descr     := Can store 1000 minerals for an empire.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Organics
Ability 5 Descr     := Can store 1500 organics for an empire.
Ability 5 Val 1     := 1500
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Radioactives
Ability 6 Descr     := Can store 1000 radioactives for an empire.
Ability 6 Val 1     := 1000
Ability 6 Val 2     := 0

Name                := Multi-Harvester II
Description         := Organism which extracts, stores, and processes multiple resources.
Facility Group      := Multi-Resource Extraction
Facility Family     := 1030
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 599
Cost Minerals       := 4500
Cost Organics       := 9000
Cost Radioactives   := 4500
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Organic Engineering
Tech Level Req 2    := 1
Number of Abilities := 6
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 625 minerals each turn.
Ability 1 Val 1     := 625
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 750 organics each turn.
Ability 2 Val 1     := 750
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 625 radioactives each turn.
Ability 3 Val 1     := 625
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Mineral
Ability 4 Descr     := Can store 1250 minerals for an empire.
Ability 4 Val 1     := 1250
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Organics
Ability 5 Descr     := Can store 1875 organics for an empire.
Ability 5 Val 1     := 1875
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Radioactives
Ability 6 Descr     := Can store 1250 radioactives for an empire.
Ability 6 Val 1     := 1250
Ability 6 Val 2     := 0

Name                := Multi-Harvester III
Description         := Organism which extracts, stores, and processes multiple resources.
Facility Group      := Multi-Resource Extraction
Facility Family     := 1030
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 599
Cost Minerals       := 4050
Cost Organics       := 8100
Cost Radioactives   := 4050
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 7
Tech Area Req 2     := Organic Engineering
Tech Level Req 2    := 1
Number of Abilities := 6
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 781 minerals each turn.
Ability 1 Val 1     := 781
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 938 organics each turn.
Ability 2 Val 1     := 938
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 781 radioactives each turn.
Ability 3 Val 1     := 781
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Mineral
Ability 4 Descr     := Can store 1563 minerals for an empire.
Ability 4 Val 1     := 1563
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Organics
Ability 5 Descr     := Can store 2344 organics for an empire.
Ability 5 Val 1     := 2344
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Radioactives
Ability 6 Descr     := Can store 1563 radioactives for an empire.
Ability 6 Val 1     := 1563
Ability 6 Val 2     := 0

Name                := Multi-Harvester IV
Description         := Organism which extracts, stores, and processes multiple resources.
Facility Group      := Multi-Resource Extraction
Facility Family     := 1030
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 599
Cost Minerals       := 3645
Cost Organics       := 7290
Cost Radioactives   := 3645
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 8
Tech Area Req 2     := Organic Engineering
Tech Level Req 2    := 1
Number of Abilities := 6
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 977 minerals each turn.
Ability 1 Val 1     := 977
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1172 organics each turn.
Ability 2 Val 1     := 1172
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 977 radioactives each turn.
Ability 3 Val 1     := 977
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Mineral
Ability 4 Descr     := Can store 1953 minerals for an empire.
Ability 4 Val 1     := 1953
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Organics
Ability 5 Descr     := Can store 2930 organics for an empire.
Ability 5 Val 1     := 2930
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Radioactives
Ability 6 Descr     := Can store 1953 radioactives for an empire.
Ability 6 Val 1     := 1953
Ability 6 Val 2     := 0

Name                := Multi-Harvester V
Description         := Organism which extracts, stores, and processes multiple resources.
Facility Group      := Multi-Resource Extraction
Facility Family     := 1030
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 599
Cost Minerals       := 3281
Cost Organics       := 6561
Cost Radioactives   := 3281
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 9
Tech Area Req 2     := Organic Engineering
Tech Level Req 2    := 1
Number of Abilities := 6
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1221 minerals each turn.
Ability 1 Val 1     := 1221
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1465 organics each turn.
Ability 2 Val 1     := 1465
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1221 radioactives each turn.
Ability 3 Val 1     := 1221
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Mineral
Ability 4 Descr     := Can store 2441 minerals for an empire.
Ability 4 Val 1     := 2441
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Organics
Ability 5 Descr     := Can store 3662 organics for an empire.
Ability 5 Val 1     := 3662
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Radioactives
Ability 6 Descr     := Can store 2441 radioactives for an empire.
Ability 6 Val 1     := 2441
Ability 6 Val 2     := 0

Name                := Crystalline Resource Extractor I
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Multi-Resource Extraction
Facility Family     := 76
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 555
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 1
Tech Area Req 2     := Crystallurgy
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 500 minerals each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 500 organics each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 600 radioactives each turn.
Ability 3 Val 1     := 600
Ability 3 Val 2     := 0

Name                := Crystalline Resource Extractor II
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Multi-Resource Extraction
Facility Family     := 76
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 555
Cost Minerals       := 4500
Cost Organics       := 4500
Cost Radioactives   := 4500
Number of Tech Req  := 2
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 2
Tech Area Req 2     := Crystallurgy
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 625 minerals each turn.
Ability 1 Val 1     := 625
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 625 organics each turn.
Ability 2 Val 1     := 625
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 750 radioactives each turn.
Ability 3 Val 1     := 750
Ability 3 Val 2     := 0

Name                := Crystalline Resource Extractor III
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Multi-Resource Extraction
Facility Family     := 76
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 555
Cost Minerals       := 4050
Cost Organics       := 4050
Cost Radioactives   := 4050
Number of Tech Req  := 2
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 3
Tech Area Req 2     := Crystallurgy
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 781 minerals each turn.
Ability 1 Val 1     := 781
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 781 organics each turn.
Ability 2 Val 1     := 781
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 938 radioactives each turn.
Ability 3 Val 1     := 938
Ability 3 Val 2     := 0

Name                := Crystalline Resource Extractor IV
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Multi-Resource Extraction
Facility Family     := 76
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 555
Cost Minerals       := 3645
Cost Organics       := 3645
Cost Radioactives   := 3645
Number of Tech Req  := 2
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 4
Tech Area Req 2     := Crystallurgy
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 977 minerals each turn.
Ability 1 Val 1     := 977
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 977 organics each turn.
Ability 2 Val 1     := 977
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1172 radioactives each turn.
Ability 3 Val 1     := 1172
Ability 3 Val 2     := 0

Name                := Crystalline Resource Extractor V
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Multi-Resource Extraction
Facility Family     := 76
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 555
Cost Minerals       := 3281
Cost Organics       := 3281
Cost Radioactives   := 3281
Number of Tech Req  := 2
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 5
Tech Area Req 2     := Crystallurgy
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1221 minerals each turn.
Ability 1 Val 1     := 1221
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1221 organics each turn.
Ability 2 Val 1     := 1221
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1465 radioactives each turn.
Ability 3 Val 1     := 1465
Ability 3 Val 2     := 0

Name                := Research Center I
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2000
Cost Organics       := 100
Cost Radioactives   := 1000
Number of Tech Req  := 1
Tech Area Req 1       := Applied Research
Tech Level Req 1      := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 500 research points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Research Center II
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2200
Cost Organics       := 110
Cost Radioactives   := 1100
Number of Tech Req  := 1
Tech Area Req 1       := Applied Research
Tech Level Req 1      := 2
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 650 research points each turn.
Ability 1 Val 1     := 650
Ability 1 Val 2     := 0

Name                := Research Center III
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2420
Cost Organics       := 121
Cost Radioactives   := 1210
Number of Tech Req  := 1
Tech Area Req 1       := Applied Research
Tech Level Req 1      := 3
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 845 research points each turn.
Ability 1 Val 1     := 845
Ability 1 Val 2     := 0

Name                := Research Center IV
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2662
Cost Organics       := 133
Cost Radioactives   := 1331
Number of Tech Req  := 1
Tech Area Req 1       := Applied Research
Tech Level Req 1      := 4
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1099 research points each turn.
Ability 1 Val 1     := 1099
Ability 1 Val 2     := 0

Name                := Research Center V
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 5
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2928
Cost Organics       := 146
Cost Radioactives   := 1464
Number of Tech Req  := 1
Tech Area Req 1       := Applied Research
Tech Level Req 1      := 5
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1428 research points each turn.
Ability 1 Val 1     := 1428
Ability 1 Val 2     := 0

Name                := Commercial Research Center I
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 1031
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 186
Cost Minerals       := 500
Cost Organics       := 2000
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Economics
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 600 research points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 50 Organics per turn.
Ability 2 Val 1     := -50
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 20 Radioactives per turn.
Ability 3 Val 1     := -20
Ability 3 Val 2     := 0

Name                := Commercial Research Center II
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 1031
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 186
Cost Minerals       := 450
Cost Organics       := 1800
Cost Radioactives   := 90
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Economics
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 750 research points each turn.
Ability 1 Val 1     := 750
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 55 Organics per turn.
Ability 2 Val 1     := -55
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 22 Radioactives per turn.
Ability 3 Val 1     := -22
Ability 3 Val 2     := 0

Name                := Commercial Research Center III
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 1031
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 186
Cost Minerals       := 405
Cost Organics       := 1620
Cost Radioactives   := 81
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Economics
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 938 research points each turn.
Ability 1 Val 1     := 938
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 61 Organics per turn.
Ability 2 Val 1     := -61
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 24 Radioactives per turn.
Ability 3 Val 1     := -24
Ability 3 Val 2     := 0

Name                := Commercial Research Center IV
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 1031
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 186
Cost Minerals       := 365
Cost Organics       := 1458
Cost Radioactives   := 73
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 4
Tech Area Req 2     := Economics
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1172 research points each turn.
Ability 1 Val 1     := 1172
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 67 Organics per turn.
Ability 2 Val 1     := -67
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 27 Radioactives per turn.
Ability 3 Val 1     := -27
Ability 3 Val 2     := 0

Name                := Commercial Research Center V
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 1031
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 186
Cost Minerals       := 328
Cost Organics       := 1312
Cost Radioactives   := 66
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 5
Tech Area Req 2     := Economics
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 1465 research points each turn.
Ability 1 Val 1     := 1465
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 73 Organics per turn.
Ability 2 Val 1     := -73
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 29 Radioactives per turn.
Ability 3 Val 1     := -29
Ability 3 Val 2     := 0

Name                := Intelligence Center I
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 3000
Cost Organics       := 100
Cost Radioactives   := 500
Number of Tech Req  := 1
Tech Area Req 1       := Applied Intelligence
Tech Level Req 1      := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 500 intelligence points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0

Name                := Intelligence Center II
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 3300
Cost Organics       := 110
Cost Radioactives   := 550
Number of Tech Req  := 1
Tech Area Req 1       := Applied Intelligence
Tech Level Req 1      := 2
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 650 intelligence points each turn.
Ability 1 Val 1     := 650
Ability 1 Val 2     := 0

Name                := Intelligence Center III
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 3630
Cost Organics       := 121
Cost Radioactives   := 605
Number of Tech Req  := 1
Tech Area Req 1       := Applied Intelligence
Tech Level Req 1      := 3
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 845 intelligence points each turn.
Ability 1 Val 1     := 845
Ability 1 Val 2     := 0

Name                := Intelligence Center IV
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 3993
Cost Organics       := 133
Cost Radioactives   := 666
Number of Tech Req  := 1
Tech Area Req 1       := Applied Intelligence
Tech Level Req 1      := 4
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1099 intelligence points each turn.
Ability 1 Val 1     := 1099
Ability 1 Val 2     := 0

Name                := Intelligence Center V
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 6
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 4392
Cost Organics       := 146
Cost Radioactives   := 732
Number of Tech Req  := 1
Tech Area Req 1       := Applied Intelligence
Tech Level Req 1      := 5
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1428 intelligence points each turn.
Ability 1 Val 1     := 1428
Ability 1 Val 2     := 0

Name                := Psychology Cell
Description         := Facility where psychologists can study the interactions of population
Facility Group      := Intelligence
Facility Family     := 1014
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 603
Cost Minerals       := 500
Cost Organics       := 300
Cost Radioactives   := 400
Number of Tech Req  := 1
Tech Area Req 1     := Psychological Infiltration
Tech Level Req 1    := 1
Number of Abilities := 3
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 100 intelligence points each turn.
Ability 1 Val 1     := 100
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 10 research points each turn.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Increases planet population happiness
Ability 3 Val 1     := 5
Ability 3 Val 2     := 0

Name                := Encyclopedia Foundation I
Description         := Facility to preserve all knowledge by following a great statistical plan
Facility Group      := Research
Facility Family     := 1015
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 638
Cost Minerals       := 5000
Cost Organics       := 2000
Cost Radioactives   := 500
Number of Tech Req  := 1
Tech Area Req 1       := Psychohistory
Tech Level Req 1      := 1
Number of Abilities := 7
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 10 intelligence points each turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 500 research points each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Increases planet population happiness
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := Change Population Happiness - System
Ability 4 Descr     := Increases system population happiness
Ability 4 Val 1     := 10
Ability 4 Val 2     := 0
Ability 5 Type      := Combat Modifier - System
Ability 5 Descr     := Increases ship combat performance in system
Ability 5 Val 1     := 10
Ability 5 Val 2     := 0
Ability 6 Type      := Change Bad Event Chance - System
Ability 6 Descr     := Decreases the chance of bad events in system
Ability 6 Val 1     := -10
Ability 6 Val 2     := 0
Ability 7 Type      := Change Bad Intelligence Chance - System
Ability 7 Descr     := Decreases the chance of bad intel in system
Ability 7 Val 1     := -10
Ability 7 Val 2     := 0

Name                := Encyclopedia Foundation II
Description         := Facility to preserve all knowledge by following a great statistical plan
Facility Group      := Research
Facility Family     := 1015
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 638
Cost Minerals       := 4500
Cost Organics       := 1800
Cost Radioactives   := 450
Number of Tech Req  := 1
Tech Area Req 1       := Psychohistory
Tech Level Req 1      := 2
Number of Abilities := 7
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 14 intelligence points each turn.
Ability 1 Val 1     := 14
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 625 research points each turn.
Ability 2 Val 1     := 625
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Increases planet population happiness
Ability 3 Val 1     := 11
Ability 3 Val 2     := 0
Ability 4 Type      := Change Population Happiness - System
Ability 4 Descr     := Increases system population happiness
Ability 4 Val 1     := 11
Ability 4 Val 2     := 0
Ability 5 Type      := Combat Modifier - System
Ability 5 Descr     := Increases ship combat performance in system
Ability 5 Val 1     := 11
Ability 5 Val 2     := 0
Ability 6 Type      := Change Bad Event Chance - System
Ability 6 Descr     := Decreases the chance of bad events in system
Ability 6 Val 1     := -11
Ability 6 Val 2     := 0
Ability 7 Type      := Change Bad Intelligence Chance - System
Ability 7 Descr     := Decreases the chance of bad intel in system
Ability 7 Val 1     := -11
Ability 7 Val 2     := 0

Name                := Encyclopedia Foundation III
Description         := Facility to preserve all knowledge by following a great statistical plan
Facility Group      := Research
Facility Family     := 1015
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 638
Cost Minerals       := 4050
Cost Organics       := 1620
Cost Radioactives   := 405
Number of Tech Req  := 1
Tech Area Req 1       := Psychohistory
Tech Level Req 1      := 3
Number of Abilities := 7
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 20 intelligence points each turn.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 781 research points each turn.
Ability 2 Val 1     := 781
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Increases planet population happiness
Ability 3 Val 1     := 12
Ability 3 Val 2     := 0
Ability 4 Type      := Change Population Happiness - System
Ability 4 Descr     := Increases system population happiness
Ability 4 Val 1     := 12
Ability 4 Val 2     := 0
Ability 5 Type      := Combat Modifier - System
Ability 5 Descr     := Increases ship combat performance in system
Ability 5 Val 1     := 12
Ability 5 Val 2     := 0
Ability 6 Type      := Change Bad Event Chance - System
Ability 6 Descr     := Decreases the chance of bad events in system
Ability 6 Val 1     := -12
Ability 6 Val 2     := 0
Ability 7 Type      := Change Bad Intelligence Chance - System
Ability 7 Descr     := Decreases the chance of bad intel in system
Ability 7 Val 1     := -12
Ability 7 Val 2     := 0

Name                := Encyclopedia Foundation IV
Description         := Facility to preserve all knowledge by following a great statistical plan
Facility Group      := Research
Facility Family     := 1015
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 638
Cost Minerals       := 3645
Cost Organics       := 1458
Cost Radioactives   := 365
Number of Tech Req  := 1
Tech Area Req 1       := Psychohistory
Tech Level Req 1      := 4
Number of Abilities := 7
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 27 intelligence points each turn.
Ability 1 Val 1     := 27
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 977 research points each turn.
Ability 2 Val 1     := 977
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Increases planet population happiness
Ability 3 Val 1     := 13
Ability 3 Val 2     := 0
Ability 4 Type      := Change Population Happiness - System
Ability 4 Descr     := Increases system population happiness
Ability 4 Val 1     := 13
Ability 4 Val 2     := 0
Ability 5 Type      := Combat Modifier - System
Ability 5 Descr     := Increases ship combat performance in system
Ability 5 Val 1     := 13
Ability 5 Val 2     := 0
Ability 6 Type      := Change Bad Event Chance - System
Ability 6 Descr     := Decreases the chance of bad events in system
Ability 6 Val 1     := -13
Ability 6 Val 2     := 0
Ability 7 Type      := Change Bad Intelligence Chance - System
Ability 7 Descr     := Decreases the chance of bad intel in system
Ability 7 Val 1     := -13
Ability 7 Val 2     := 0

Name                := Encyclopedia Foundation V
Description         := Facility to preserve all knowledge by following a great statistical plan
Facility Group      := Research
Facility Family     := 1015
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 638
Cost Minerals       := 3281
Cost Organics       := 1312
Cost Radioactives   := 328
Number of Tech Req  := 1
Tech Area Req 1       := Psychohistory
Tech Level Req 1      := 5
Number of Abilities := 7
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 38 intelligence points each turn.
Ability 1 Val 1     := 38
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 1221 research points each turn.
Ability 2 Val 1     := 1221
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Increases planet population happiness
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0
Ability 4 Type      := Change Population Happiness - System
Ability 4 Descr     := Increases system population happiness
Ability 4 Val 1     := 15
Ability 4 Val 2     := 0
Ability 5 Type      := Combat Modifier - System
Ability 5 Descr     := Increases ship combat performance in system
Ability 5 Val 1     := 15
Ability 5 Val 2     := 0
Ability 6 Type      := Change Bad Event Chance - System
Ability 6 Descr     := Decreases the chance of bad events in system
Ability 6 Val 1     := -15
Ability 6 Val 2     := 0
Ability 7 Type      := Change Bad Intelligence Chance - System
Ability 7 Descr     := Decreases the chance of bad intel in system
Ability 7 Val 1     := -15
Ability 7 Val 2     := 0

Name                := Mentalist Enclave I
Description         := Facility to preserve the integrity of the plan and prepare the galaxy for the future.
Facility Group      := Intelligence
Facility Family     := 1016
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 611
Cost Minerals       := 4000
Cost Organics       := 3000
Cost Radioactives   := 600
Number of Tech Req  := 1
Tech Area Req 1       := Psychohistory
Tech Level Req 1      := 4
Number of Abilities := 6
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 500 intelligence points each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 10 research points each turn.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Increases planet population happiness
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0
Ability 4 Type      := Change Population Happiness - System
Ability 4 Descr     := Increases system population happiness
Ability 4 Val 1     := 20
Ability 4 Val 2     := 0
Ability 5 Type      := Change Bad Event Chance - System
Ability 5 Descr     := Decreases the chance of bad events in system
Ability 5 Val 1     := -20
Ability 5 Val 2     := 0
Ability 6 Type      := Change Bad Intelligence Chance - System
Ability 6 Descr     := Decreases the chance of bad intel in system
Ability 6 Val 1     := -20
Ability 6 Val 2     := 0

Name                := Mentalist Enclave II
Description         := Facility to preserve the integrity of the plan and prepare the galaxy for the future.
Facility Group      := Intelligence
Facility Family     := 1016
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 611
Cost Minerals       := 3600
Cost Organics       := 2700
Cost Radioactives   := 540
Number of Tech Req  := 1
Tech Area Req 1       := Psychohistory
Tech Level Req 1      := 5
Number of Abilities := 6
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 625 intelligence points each turn.
Ability 1 Val 1     := 625
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 14 research points each turn.
Ability 2 Val 1     := 14
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Increases planet population happiness
Ability 3 Val 1     := 22
Ability 3 Val 2     := 0
Ability 4 Type      := Change Population Happiness - System
Ability 4 Descr     := Increases system population happiness
Ability 4 Val 1     := 22
Ability 4 Val 2     := 0
Ability 5 Type      := Change Bad Event Chance - System
Ability 5 Descr     := Decreases the chance of bad events in system
Ability 5 Val 1     := -22
Ability 5 Val 2     := 0
Ability 6 Type      := Change Bad Intelligence Chance - System
Ability 6 Descr     := Decreases the chance of bad intel in system
Ability 6 Val 1     := -22
Ability 6 Val 2     := 0

Name                := Mentalist Enclave III
Description         := Facility to preserve the integrity of the plan and prepare the galaxy for the future.
Facility Group      := Intelligence
Facility Family     := 1016
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 611
Cost Minerals       := 3240
Cost Organics       := 2430
Cost Radioactives   := 486
Number of Tech Req  := 1
Tech Area Req 1       := Psychohistory
Tech Level Req 1      := 6
Number of Abilities := 6
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 781 intelligence points each turn.
Ability 1 Val 1     := 781
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 20 research points each turn.
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Increases planet population happiness
Ability 3 Val 1     := 24
Ability 3 Val 2     := 0
Ability 4 Type      := Change Population Happiness - System
Ability 4 Descr     := Increases system population happiness
Ability 4 Val 1     := 24
Ability 4 Val 2     := 0
Ability 5 Type      := Change Bad Event Chance - System
Ability 5 Descr     := Decreases the chance of bad events in system
Ability 5 Val 1     := -24
Ability 5 Val 2     := 0
Ability 6 Type      := Change Bad Intelligence Chance - System
Ability 6 Descr     := Decreases the chance of bad intel in system
Ability 6 Val 1     := -24
Ability 6 Val 2     := 0

Name                := Mentalist Enclave IV
Description         := Facility to preserve the integrity of the plan and prepare the galaxy for the future.
Facility Group      := Intelligence
Facility Family     := 1016
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 611
Cost Minerals       := 2916
Cost Organics       := 2187
Cost Radioactives   := 437
Number of Tech Req  := 1
Tech Area Req 1       := Psychohistory
Tech Level Req 1      := 7
Number of Abilities := 6
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 977 intelligence points each turn.
Ability 1 Val 1     := 977
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 27 research points each turn.
Ability 2 Val 1     := 27
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Increases planet population happiness
Ability 3 Val 1     := 27
Ability 3 Val 2     := 0
Ability 4 Type      := Change Population Happiness - System
Ability 4 Descr     := Increases system population happiness
Ability 4 Val 1     := 27
Ability 4 Val 2     := 0
Ability 5 Type      := Change Bad Event Chance - System
Ability 5 Descr     := Decreases the chance of bad events in system
Ability 5 Val 1     := -27
Ability 5 Val 2     := 0
Ability 6 Type      := Change Bad Intelligence Chance - System
Ability 6 Descr     := Decreases the chance of bad intel in system
Ability 6 Val 1     := -27
Ability 6 Val 2     := 0

Name                := Mentalist Enclave V
Description         := Facility to preserve the integrity of the plan and prepare the galaxy for the future.
Facility Group      := Intelligence
Facility Family     := 1016
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 611
Cost Minerals       := 2624
Cost Organics       := 1968
Cost Radioactives   := 394
Number of Tech Req  := 1
Tech Area Req 1       := Psychohistory
Tech Level Req 1      := 8
Number of Abilities := 6
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1221 intelligence points each turn.
Ability 1 Val 1     := 1221
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 38 research points each turn.
Ability 2 Val 1     := 38
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := Increases planet population happiness
Ability 3 Val 1     := 29
Ability 3 Val 2     := 0
Ability 4 Type      := Change Population Happiness - System
Ability 4 Descr     := Increases system population happiness
Ability 4 Val 1     := 29
Ability 4 Val 2     := 0
Ability 5 Type      := Change Bad Event Chance - System
Ability 5 Descr     := Decreases the chance of bad events in system
Ability 5 Val 1     := -29
Ability 5 Val 2     := 0
Ability 6 Type      := Change Bad Intelligence Chance - System
Ability 6 Descr     := Decreases the chance of bad intel in system
Ability 6 Val 1     := -29
Ability 6 Val 2     := 0

Name                := Gaia Facility I
Description         := Facility to bring all things into a collective consciousness
Facility Group      := Intelligence
Facility Family     := 1017
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 612
Cost Minerals       := 7000
Cost Organics       := 7000
Cost Radioactives   := 7000
Number of Tech Req  := 1
Tech Area Req 1       := Psychohistory
Tech Level Req 1      := 6
Number of Abilities := 9
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 100 intelligence points each turn.
Ability 1 Val 1     := 100
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 100 research points each turn.
Ability 2 Val 1     := 100
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Increases system population happiness
Ability 3 Val 1     := 30
Ability 3 Val 2     := 0
Ability 4 Type      := Change Bad Intelligence Chance - System
Ability 4 Descr     := Decreases the chance of bad intel in system
Ability 4 Val 1     := -30
Ability 4 Val 2     := 0
Ability 5 Type      := Change Bad Intelligence Chance - System
Ability 5 Descr     := Decreases the chance of bad intel in system
Ability 5 Val 1     := -30
Ability 5 Val 2     := 0
Ability 6 Type      := Long Range Scanner - System
Ability 6 Descr     := Can scan ships in system
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Planet - Change Atmosphere
Ability 7 Descr     := Alters the atmosphere of a planet in 20 turns
Ability 7 Val 1     := 20
Ability 7 Val 2     := 0
Ability 8 Type      := Planet Conditions Change - System
Ability 8 Descr     := Increases planet conditions in system
Ability 8 Val 1     := 2
Ability 8 Val 2     := 0
Ability 9 Type      := Planet Value Change - System
Ability 9 Descr     := Increases planet value in system
Ability 9 Val 1     := 2
Ability 9 Val 2     := 0

Name                := Gaia Facility II
Description         := Facility to bring all things into a collective consciousness
Facility Group      := Intelligence
Facility Family     := 1017
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 612
Cost Minerals       := 6300
Cost Organics       := 6300
Cost Radioactives   := 6300
Number of Tech Req  := 1
Tech Area Req 1       := Psychohistory
Tech Level Req 1      := 7
Number of Abilities := 9
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 140 intelligence points each turn.
Ability 1 Val 1     := 140
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 140 research points each turn.
Ability 2 Val 1     := 140
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Increases system population happiness
Ability 3 Val 1     := 33
Ability 3 Val 2     := 0
Ability 4 Type      := Change Bad Intelligence Chance - System
Ability 4 Descr     := Decreases the chance of bad intel in system
Ability 4 Val 1     := -33
Ability 4 Val 2     := 0
Ability 5 Type      := Change Bad Intelligence Chance - System
Ability 5 Descr     := Decreases the chance of bad intel in system
Ability 5 Val 1     := -33
Ability 5 Val 2     := 0
Ability 6 Type      := Long Range Scanner - System
Ability 6 Descr     := Can scan ships in system
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Planet - Change Atmosphere
Ability 7 Descr     := Alters the atmosphere of a planet in 19 turns
Ability 7 Val 1     := 19
Ability 7 Val 2     := 0
Ability 8 Type      := Planet Conditions Change - System
Ability 8 Descr     := Increases planet conditions in system
Ability 8 Val 1     := 2
Ability 8 Val 2     := 0
Ability 9 Type      := Planet Value Change - System
Ability 9 Descr     := Increases planet value in system
Ability 9 Val 1     := 2
Ability 9 Val 2     := 0

Name                := Gaia Facility III
Description         := Facility to bring all things into a collective consciousness
Facility Group      := Intelligence
Facility Family     := 1017
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 612
Cost Minerals       := 5670
Cost Organics       := 5670
Cost Radioactives   := 5670
Number of Tech Req  := 1
Tech Area Req 1       := Psychohistory
Tech Level Req 1      := 8
Number of Abilities := 9
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 196 intelligence points each turn.
Ability 1 Val 1     := 196
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 196 research points each turn.
Ability 2 Val 1     := 196
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Increases system population happiness
Ability 3 Val 1     := 36
Ability 3 Val 2     := 0
Ability 4 Type      := Change Bad Intelligence Chance - System
Ability 4 Descr     := Decreases the chance of bad intel in system
Ability 4 Val 1     := -36
Ability 4 Val 2     := 0
Ability 5 Type      := Change Bad Intelligence Chance - System
Ability 5 Descr     := Decreases the chance of bad intel in system
Ability 5 Val 1     := -36
Ability 5 Val 2     := 0
Ability 6 Type      := Long Range Scanner - System
Ability 6 Descr     := Can scan ships in system
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Planet - Change Atmosphere
Ability 7 Descr     := Alters the atmosphere of a planet in 18 turns
Ability 7 Val 1     := 18
Ability 7 Val 2     := 0
Ability 8 Type      := Planet Conditions Change - System
Ability 8 Descr     := Increases planet conditions in system
Ability 8 Val 1     := 2
Ability 8 Val 2     := 0
Ability 9 Type      := Planet Value Change - System
Ability 9 Descr     := Increases planet value in system
Ability 9 Val 1     := 2
Ability 9 Val 2     := 0

Name                := Gaia Facility IV
Description         := Facility to bring all things into a collective consciousness
Facility Group      := Intelligence
Facility Family     := 1017
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 612
Cost Minerals       := 5103
Cost Organics       := 5103
Cost Radioactives   := 5103
Number of Tech Req  := 1
Tech Area Req 1       := Psychohistory
Tech Level Req 1      := 9
Number of Abilities := 9
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 274 intelligence points each turn.
Ability 1 Val 1     := 274
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 274 research points each turn.
Ability 2 Val 1     := 274
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Increases system population happiness
Ability 3 Val 1     := 40
Ability 3 Val 2     := 0
Ability 4 Type      := Change Bad Intelligence Chance - System
Ability 4 Descr     := Decreases the chance of bad intel in system
Ability 4 Val 1     := -40
Ability 4 Val 2     := 0
Ability 5 Type      := Change Bad Intelligence Chance - System
Ability 5 Descr     := Decreases the chance of bad intel in system
Ability 5 Val 1     := -40
Ability 5 Val 2     := 0
Ability 6 Type      := Long Range Scanner - System
Ability 6 Descr     := Can scan ships in system
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Planet - Change Atmosphere
Ability 7 Descr     := Alters the atmosphere of a planet in 17 turns
Ability 7 Val 1     := 17
Ability 7 Val 2     := 0
Ability 8 Type      := Planet Conditions Change - System
Ability 8 Descr     := Increases planet conditions in system
Ability 8 Val 1     := 3
Ability 8 Val 2     := 0
Ability 9 Type      := Planet Value Change - System
Ability 9 Descr     := Increases planet value in system
Ability 9 Val 1     := 3
Ability 9 Val 2     := 0

Name                := Gaia Facility V
Description         := Facility to bring all things into a collective consciousness
Facility Group      := Intelligence
Facility Family     := 1017
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 612
Cost Minerals       := 4593
Cost Organics       := 4593
Cost Radioactives   := 4593
Number of Tech Req  := 1
Tech Area Req 1       := Psychohistory
Tech Level Req 1      := 10
Number of Abilities := 9
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 384 intelligence points each turn.
Ability 1 Val 1     := 384
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 384 research points each turn.
Ability 2 Val 1     := 384
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Increases system population happiness
Ability 3 Val 1     := 44
Ability 3 Val 2     := 0
Ability 4 Type      := Change Bad Intelligence Chance - System
Ability 4 Descr     := Decreases the chance of bad intel in system
Ability 4 Val 1     := -44
Ability 4 Val 2     := 0
Ability 5 Type      := Change Bad Intelligence Chance - System
Ability 5 Descr     := Decreases the chance of bad intel in system
Ability 5 Val 1     := -44
Ability 5 Val 2     := 0
Ability 6 Type      := Long Range Scanner - System
Ability 6 Descr     := Can scan ships in system
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Planet - Change Atmosphere
Ability 7 Descr     := Alters the atmosphere of a planet in 16 turns
Ability 7 Val 1     := 16
Ability 7 Val 2     := 0
Ability 8 Type      := Planet Conditions Change - System
Ability 8 Descr     := Increases planet conditions in system
Ability 8 Val 1     := 3
Ability 8 Val 2     := 0
Ability 9 Type      := Planet Value Change - System
Ability 9 Descr     := Increases planet value in system
Ability 9 Val 1     := 3
Ability 9 Val 2     := 0

Name                := Commercial Intelligence Center I
Description         := Large intelligence gathering organization.
Facility Group      := Intelligence
Facility Family     := 1034
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 195
Cost Minerals       := 500
Cost Organics       := 2000
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Economics
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 600 intelligence points each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 50 Organics per turn.
Ability 2 Val 1     := -50
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 20 Radioactives per turn.
Ability 3 Val 1     := -20
Ability 3 Val 2     := 0

Name                := Commercial Intelligence Center II
Description         := Large intelligence gathering organization.
Facility Group      := Intelligence
Facility Family     := 1034
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 195
Cost Minerals       := 450
Cost Organics       := 1800
Cost Radioactives   := 90
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Economics
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 750 intelligence points each turn.
Ability 1 Val 1     := 750
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 55 Organics per turn.
Ability 2 Val 1     := -55
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 22 Radioactives per turn.
Ability 3 Val 1     := -22
Ability 3 Val 2     := 0

Name                := Commercial Intelligence Center III
Description         := Large intelligence gathering organization.
Facility Group      := Intelligence
Facility Family     := 1034
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 195
Cost Minerals       := 405
Cost Organics       := 1620
Cost Radioactives   := 81
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Economics
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 938 intelligence points each turn.
Ability 1 Val 1     := 938
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 61 Organics per turn.
Ability 2 Val 1     := -61
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 24 Radioactives per turn.
Ability 3 Val 1     := -24
Ability 3 Val 2     := 0

Name                := Commercial Intelligence Center IV
Description         := Large intelligence gathering organization.
Facility Group      := Intelligence
Facility Family     := 1034
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 195
Cost Minerals       := 365
Cost Organics       := 1458
Cost Radioactives   := 73
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 4
Tech Area Req 2     := Economics
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1172 intelligence points each turn.
Ability 1 Val 1     := 1172
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 67 Organics per turn.
Ability 2 Val 1     := -67
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 27 Radioactives per turn.
Ability 3 Val 1     := -27
Ability 3 Val 2     := 0

Name                := Commercial Intelligence Center V
Description         := Large intelligence gathering organization.
Facility Group      := Intelligence
Facility Family     := 1034
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 195
Cost Minerals       := 328
Cost Organics       := 1312
Cost Radioactives   := 66
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 5
Tech Area Req 2     := Economics
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 1465 intelligence points each turn.
Ability 1 Val 1     := 1465
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 73 Organics per turn.
Ability 2 Val 1     := -73
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 29 Radioactives per turn.
Ability 3 Val 1     := -29
Ability 3 Val 2     := 0

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

Name                := Space Port II
Description         := Facility which processes all generated resources in its system and makes them available for the empire.
Facility Group      := Primary Facilities
Facility Family     := 7
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 7
Cost Minerals       := 5700
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1       := Construction
Tech Level Req 1      := 2
Number of Abilities := 1
Ability 1 Type      := Spaceport
Ability 1 Descr     := Acts as a spaceport for this system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Space Port III
Description         := Facility which processes all generated resources in its system and makes them available for the empire.
Facility Group      := Primary Facilities
Facility Family     := 7
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 7
Cost Minerals       := 5415
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1       := Construction
Tech Level Req 1      := 3
Number of Abilities := 1
Ability 1 Type      := Spaceport
Ability 1 Descr     := Acts as a spaceport for this system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Space Port IV
Description         := Facility which processes all generated resources in its system and makes them available for the empire.
Facility Group      := Primary Facilities
Facility Family     := 7
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 7
Cost Minerals       := 5144
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1       := Construction
Tech Level Req 1      := 4
Number of Abilities := 1
Ability 1 Type      := Spaceport
Ability 1 Descr     := Acts as a spaceport for this system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Space Port V
Description         := Facility which processes all generated resources in its system and makes them available for the empire.
Facility Group      := Primary Facilities
Facility Family     := 7
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 7
Cost Minerals       := 4887
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1       := Construction
Tech Level Req 1      := 5
Number of Abilities := 1
Ability 1 Type      := Spaceport
Ability 1 Descr     := Acts as a spaceport for this system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

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

Name                := Mineral Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1       := Cargo
Tech Level Req 1      := 1
Tech Area Req 2     := Minerals Extraction
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 20000 minerals for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 1800
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1       := Cargo
Tech Level Req 1      := 2
Tech Area Req 2     := Minerals Extraction
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 28000 minerals for an empire.
Ability 1 Val 1     := 28000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 1620
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1       := Cargo
Tech Level Req 1      := 3
Tech Area Req 2     := Minerals Extraction
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 39200 minerals for an empire.
Ability 1 Val 1     := 39200
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 1458
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1       := Cargo
Tech Level Req 1      := 4
Tech Area Req 2     := Minerals Extraction
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 54880 minerals for an empire.
Ability 1 Val 1     := 54880
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 1312
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1       := Cargo
Tech Level Req 1      := 5
Tech Area Req 2     := Minerals Extraction
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 76832 minerals for an empire.
Ability 1 Val 1     := 76832
Ability 1 Val 2     := 0

Name                := Commercial Mineral Warehouse I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 1040
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 653
Cost Minerals       := 2000
Cost Organics       := 100
Cost Radioactives   := 100
Number of Tech Req  := 3
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Minerals Extraction
Tech Level Req 2    := 1
Tech Area Req 3     := Economics
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 50000 minerals for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 100 Organics per turn.
Ability 2 Val 1     := -100
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 100 Radioactives per turn.
Ability 3 Val 1     := -100
Ability 3 Val 2     := 0

Name                := Commercial Mineral Warehouse II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 1040
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 653
Cost Minerals       := 1800
Cost Organics       := 90
Cost Radioactives   := 90
Number of Tech Req  := 3
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Minerals Extraction
Tech Level Req 2    := 1
Tech Area Req 3     := Economics
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 70000 minerals for an empire.
Ability 1 Val 1     := 70000
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 90 Organics per turn.
Ability 2 Val 1     := -90
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 90 Radioactives per turn.
Ability 3 Val 1     := -90
Ability 3 Val 2     := 0

Name                := Commercial Mineral Warehouse III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 1040
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 653
Cost Minerals       := 1620
Cost Organics       := 81
Cost Radioactives   := 81
Number of Tech Req  := 3
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Minerals Extraction
Tech Level Req 2    := 1
Tech Area Req 3     := Economics
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 98000 minerals for an empire.
Ability 1 Val 1     := 98000
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 81 Organics per turn.
Ability 2 Val 1     := -81
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 81 Radioactives per turn.
Ability 3 Val 1     := -81
Ability 3 Val 2     := 0

Name                := Commercial Mineral Warehouse IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 1040
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 653
Cost Minerals       := 1458
Cost Organics       := 73
Cost Radioactives   := 73
Number of Tech Req  := 3
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Minerals Extraction
Tech Level Req 2    := 1
Tech Area Req 3     := Economics
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 137200 minerals for an empire.
Ability 1 Val 1     := 137200
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 73 Organics per turn.
Ability 2 Val 1     := -73
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 73 Radioactives per turn.
Ability 3 Val 1     := -73
Ability 3 Val 2     := 0

Name                := Commercial Mineral Warehouse V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 1040
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 653
Cost Minerals       := 1312
Cost Organics       := 66
Cost Radioactives   := 66
Number of Tech Req  := 3
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Minerals Extraction
Tech Level Req 2    := 1
Tech Area Req 3     := Economics
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 192080 minerals for an empire.
Ability 1 Val 1     := 192080
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 66 Organics per turn.
Ability 2 Val 1     := -66
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 66 Radioactives per turn.
Ability 3 Val 1     := -66
Ability 3 Val 2     := 0

Name                := Organic Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1       := Cargo
Tech Level Req 1      := 1
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 20000 organics for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 1800
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1       := Cargo
Tech Level Req 1      := 2
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 28000 organics for an empire.
Ability 1 Val 1     := 28000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 1620
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1       := Cargo
Tech Level Req 1      := 3
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 39200 organics for an empire.
Ability 1 Val 1     := 39200
Ability 1 Val 2     := 0

Name                := Organic Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 1458
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1       := Cargo
Tech Level Req 1      := 4
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 54880 organics for an empire.
Ability 1 Val 1     := 54880
Ability 1 Val 2     := 0

Name                := Organic Resource Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 1312
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1       := Cargo
Tech Level Req 1      := 5
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 76832 organics for an empire.
Ability 1 Val 1     := 76832
Ability 1 Val 2     := 0

Name                := Commercial Organics Warehouse I
Description         := 
Facility Group      := Storage
Facility Family     := 1041
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 139
Cost Minerals       := 2000
Cost Organics       := 100
Cost Radioactives   := 100
Number of Tech Req  := 3
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 1
Tech Area Req 3     := Economics
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Stores 50000 organics each turn.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Minerals
Ability 2 Descr     := Uses 100 Minerals each turn.
Ability 2 Val 1     := -100
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 100 Radioactives each turn.
Ability 3 Val 1     := -100
Ability 3 Val 2     := 0

Name                := Commercial Organics Warehouse II
Description         := 
Facility Group      := Storage
Facility Family     := 1041
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 139
Cost Minerals       := 1800
Cost Organics       := 90
Cost Radioactives   := 90
Number of Tech Req  := 3
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 1
Tech Area Req 3     := Economics
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Stores 70000 organics each turn.
Ability 1 Val 1     := 70000
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Minerals
Ability 2 Descr     := Uses 90 Minerals each turn.
Ability 2 Val 1     := -90
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 90 Radioactives each turn.
Ability 3 Val 1     := -90
Ability 3 Val 2     := 0

Name                := Commercial Organics Warehouse III
Description         := 
Facility Group      := Storage
Facility Family     := 1041
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 139
Cost Minerals       := 1620
Cost Organics       := 81
Cost Radioactives   := 81
Number of Tech Req  := 3
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 1
Tech Area Req 3     := Economics
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Stores 98000 organics each turn.
Ability 1 Val 1     := 98000
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Minerals
Ability 2 Descr     := Uses 81 Minerals each turn.
Ability 2 Val 1     := -81
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 81 Radioactives each turn.
Ability 3 Val 1     := -81
Ability 3 Val 2     := 0

Name                := Commercial Organics Warehouse IV
Description         := 
Facility Group      := Storage
Facility Family     := 1041
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 139
Cost Minerals       := 1458
Cost Organics       := 73
Cost Radioactives   := 73
Number of Tech Req  := 3
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 1
Tech Area Req 3     := Economics
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Stores 137200 organics each turn.
Ability 1 Val 1     := 137200
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Minerals
Ability 2 Descr     := Uses 73 Minerals each turn.
Ability 2 Val 1     := -73
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 73 Radioactives each turn.
Ability 3 Val 1     := -73
Ability 3 Val 2     := 0

Name                := Commercial Organics Warehouse V
Description         := 
Facility Group      := Storage
Facility Family     := 1041
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 139
Cost Minerals       := 1312
Cost Organics       := 66
Cost Radioactives   := 66
Number of Tech Req  := 3
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Organics Extraction
Tech Level Req 2    := 1
Tech Area Req 3     := Economics
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Stores 192080 organics each turn.
Ability 1 Val 1     := 192080
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Minerals
Ability 2 Descr     := Uses 66 Minerals each turn.
Ability 2 Val 1     := -66
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 66 Radioactives each turn.
Ability 3 Val 1     := -66
Ability 3 Val 2     := 0

Name                := Radioactive Resource Storage I
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1       := Cargo
Tech Level Req 1      := 1
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 20000 radioactives for an empire.
Ability 1 Val 1     := 20000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 1800
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1       := Cargo
Tech Level Req 1      := 2
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 28000 radioactives for an empire.
Ability 1 Val 1     := 28000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 1620
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1       := Cargo
Tech Level Req 1      := 3
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 39200 radioactives for an empire.
Ability 1 Val 1     := 39200
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 1458
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1       := Cargo
Tech Level Req 1      := 4
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 54880 radioactives for an empire.
Ability 1 Val 1     := 54880
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage V
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 1312
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1       := Cargo
Tech Level Req 1      := 5
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 76832 radioactives for an empire.
Ability 1 Val 1     := 76832
Ability 1 Val 2     := 0

Name                := Commercial Radioactives Warehouse I
Description         := Large warehouses full of batteries, emergency reactors and fuel depots for supplying power during times of peak demand.
Facility Group      := Storage
Facility Family     := 1041
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 172
Cost Minerals       := 2000
Cost Organics       := 100
Cost Radioactives   := 100
Number of Tech Req  := 3
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 1
Tech Area Req 3     := Economics
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Stores 50000 Radioactives.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 100 Organics per turn.
Ability 2 Val 1     := -100
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Minerals
Ability 3 Descr     := Uses 100 Minerals per turn.
Ability 3 Val 1     := -100
Ability 3 Val 2     := 0

Name                := Commercial Radioactives Warehouse II
Description         := Large warehouses full of batteries, emergency reactors and fuel depots for supplying power during times of peak demand.
Facility Group      := Storage
Facility Family     := 1041
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 172
Cost Minerals       := 1800
Cost Organics       := 90
Cost Radioactives   := 90
Number of Tech Req  := 3
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 1
Tech Area Req 3     := Economics
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Stores 70000 Radioactives.
Ability 1 Val 1     := 70000
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 90 Organics per turn.
Ability 2 Val 1     := -90
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Minerals
Ability 3 Descr     := Uses 90 Minerals per turn.
Ability 3 Val 1     := -90
Ability 3 Val 2     := 0

Name                := Commercial Radioactives Warehouse III
Description         := Large warehouses full of batteries, emergency reactors and fuel depots for supplying power during times of peak demand.
Facility Group      := Storage
Facility Family     := 1041
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 172
Cost Minerals       := 1620
Cost Organics       := 81
Cost Radioactives   := 81
Number of Tech Req  := 3
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 1
Tech Area Req 3     := Economics
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Stores 98000 Radioactives.
Ability 1 Val 1     := 98000
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 81 Organics per turn.
Ability 2 Val 1     := -81
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Minerals
Ability 3 Descr     := Uses 81 Minerals per turn.
Ability 3 Val 1     := -81
Ability 3 Val 2     := 0

Name                := Commercial Radioactives Warehouse IV
Description         := Large warehouses full of batteries, emergency reactors and fuel depots for supplying power during times of peak demand.
Facility Group      := Storage
Facility Family     := 1041
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 172
Cost Minerals       := 1458
Cost Organics       := 73
Cost Radioactives   := 73
Number of Tech Req  := 3
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 1
Tech Area Req 3     := Economics
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Stores 137200 Radioactives.
Ability 1 Val 1     := 137200
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 73 Organics per turn.
Ability 2 Val 1     := -73
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Minerals
Ability 3 Descr     := Uses 73 Minerals per turn.
Ability 3 Val 1     := -73
Ability 3 Val 2     := 0

Name                := Commercial Radioactives Warehouse V
Description         := Large warehouses full of batteries, emergency reactors and fuel depots for supplying power during times of peak demand.
Facility Group      := Storage
Facility Family     := 1041
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 172
Cost Minerals       := 1312
Cost Organics       := 66
Cost Radioactives   := 66
Number of Tech Req  := 3
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 1
Tech Area Req 3     := Economics
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Stores 192080 Radioactives.
Ability 1 Val 1     := 192080
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 66 Organics per turn.
Ability 2 Val 1     := -66
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Minerals
Ability 3 Descr     := Uses 66 Minerals per turn.
Ability 3 Val 1     := -66
Ability 3 Val 2     := 0

Name                := Cargo Facility I
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1       := Cargo
Tech Level Req 1      := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1000 extra unit spaces on a planet.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Cargo Facility II
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 4500
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1       := Cargo
Tech Level Req 1      := 2
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1400 extra unit spaces on a planet.
Ability 1 Val 1     := 1400
Ability 1 Val 2     := 0

Name                := Cargo Facility III
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 4050
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1       := Cargo
Tech Level Req 1      := 3
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1960 extra unit spaces on a planet.
Ability 1 Val 1     := 1960
Ability 1 Val 2     := 0

Name                := Cargo Facility IV
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 3645
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1       := Cargo
Tech Level Req 1      := 4
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2744 extra unit spaces on a planet.
Ability 1 Val 1     := 2744
Ability 1 Val 2     := 0

Name                := Cargo Facility V
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 3281
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1       := Cargo
Tech Level Req 1      := 5
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3842 extra unit spaces on a planet.
Ability 1 Val 1     := 3842
Ability 1 Val 2     := 0

Name                := Mineral Scanner I
Description         := Advanced mineral detection which improves mineral extraction for an entire planet.
Facility Group      := Minerals Extraction
Facility Family     := 13
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 8000
Cost Organics       := 100
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 1
Tech Area Req 2     := Scanners
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Mineral Scanner II
Description         := Advanced mineral detection which improves mineral extraction for an entire planet.
Facility Group      := Minerals Extraction
Facility Family     := 13
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 7200
Cost Organics       := 90
Cost Radioactives   := 900
Number of Tech Req  := 2
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 2
Tech Area Req 2     := Scanners
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Mineral Scanner III
Description         := Advanced mineral detection which improves mineral extraction for an entire planet.
Facility Group      := Minerals Extraction
Facility Family     := 13
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 6480
Cost Organics       := 81
Cost Radioactives   := 810
Number of Tech Req  := 2
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 3
Tech Area Req 2     := Scanners
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 23% (only 1 facility per planet effective).
Ability 1 Val 1     := 23
Ability 1 Val 2     := 0

Name                := Mineral Scanner IV
Description         := Advanced mineral detection which improves mineral extraction for an entire planet.
Facility Group      := Minerals Extraction
Facility Family     := 13
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 5832
Cost Organics       := 73
Cost Radioactives   := 729
Number of Tech Req  := 2
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 4
Tech Area Req 2     := Scanners
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 34% (only 1 facility per planet effective).
Ability 1 Val 1     := 34
Ability 1 Val 2     := 0

Name                := Mineral Scanner V
Description         := Advanced mineral detection which improves mineral extraction for an entire planet.
Facility Group      := Minerals Extraction
Facility Family     := 13
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 5249
Cost Organics       := 66
Cost Radioactives   := 656
Number of Tech Req  := 2
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 5
Tech Area Req 2     := Scanners
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 51% (only 1 facility per planet effective).
Ability 1 Val 1     := 51
Ability 1 Val 2     := 0

Name                := Hybrid Eco - Farms I
Description         := Advanced organic reclamation and development improves organics growth for an entire planet.
Facility Group      := Organics Extraction
Facility Family     := 14
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 8000
Cost Organics       := 2000
Cost Radioactives   := 200
Number of Tech Req  := 1
Tech Area Req 1       := Agriculture
Tech Level Req 1      := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Hybrid Eco - Farms II
Description         := Advanced organic reclamation and development improves organics growth for an entire planet.
Facility Group      := Organics Extraction
Facility Family     := 14
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 7200
Cost Organics       := 1800
Cost Radioactives   := 180
Number of Tech Req  := 1
Tech Area Req 1       := Agriculture
Tech Level Req 1      := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Hybrid Eco - Farms III
Description         := Advanced organic reclamation and development improves organics growth for an entire planet.
Facility Group      := Organics Extraction
Facility Family     := 14
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 6480
Cost Organics       := 1620
Cost Radioactives   := 162
Number of Tech Req  := 1
Tech Area Req 1       := Agriculture
Tech Level Req 1      := 3
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 23% (only 1 facility per planet effective).
Ability 1 Val 1     := 23
Ability 1 Val 2     := 0

Name                := Hybrid Eco - Farms IV
Description         := Advanced organic reclamation and development improves organics growth for an entire planet.
Facility Group      := Organics Extraction
Facility Family     := 14
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 5832
Cost Organics       := 1458
Cost Radioactives   := 146
Number of Tech Req  := 1
Tech Area Req 1       := Agriculture
Tech Level Req 1      := 4
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 34% (only 1 facility per planet effective).
Ability 1 Val 1     := 34
Ability 1 Val 2     := 0

Name                := Hybrid Eco - Farms V
Description         := Advanced organic reclamation and development improves organics growth for an entire planet.
Facility Group      := Organics Extraction
Facility Family     := 14
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 5249
Cost Organics       := 1312
Cost Radioactives   := 131
Number of Tech Req  := 1
Tech Area Req 1       := Agriculture
Tech Level Req 1      := 5
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 51% (only 1 facility per planet effective).
Ability 1 Val 1     := 51
Ability 1 Val 2     := 0

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

Name                := Radioactives Collider II
Description         := Advanced ore bombardment and processing improves radioactives extraction for an entire planet.
Facility Group      := Radioactives Extraction
Facility Family     := 15
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 7200
Cost Organics       := 0
Cost Radioactives   := 1800
Number of Tech Req  := 2
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 2
Tech Area Req 2     := Applied Research
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Radioactives Collider III
Description         := Advanced ore bombardment and processing improves radioactives extraction for an entire planet.
Facility Group      := Radioactives Extraction
Facility Family     := 15
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 6480
Cost Organics       := 0
Cost Radioactives   := 1620
Number of Tech Req  := 2
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 3
Tech Area Req 2     := Applied Research
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 23% (only 1 facility per planet effective).
Ability 1 Val 1     := 23
Ability 1 Val 2     := 0

Name                := Radioactives Collider IV
Description         := Advanced ore bombardment and processing improves radioactives extraction for an entire planet.
Facility Group      := Radioactives Extraction
Facility Family     := 15
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 5832
Cost Organics       := 0
Cost Radioactives   := 1458
Number of Tech Req  := 2
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 4
Tech Area Req 2     := Applied Research
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 34% (only 1 facility per planet effective).
Ability 1 Val 1     := 34
Ability 1 Val 2     := 0

Name                := Radioactives Collider V
Description         := Advanced ore bombardment and processing improves radioactives extraction for an entire planet.
Facility Group      := Radioactives Extraction
Facility Family     := 15
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 5249
Cost Organics       := 0
Cost Radioactives   := 1312
Number of Tech Req  := 2
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 5
Tech Area Req 2     := Applied Research
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 51% (only 1 facility per planet effective).
Ability 1 Val 1     := 51
Ability 1 Val 2     := 0

Name                := System Mineral Scanner I
Description         := Advanced mineral detection which improves mineral extraction for an entire system.
Facility Group      := Minerals Extraction
Facility Family     := 16
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 25
Cost Minerals       := 14000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 1
Tech Area Req 2     := Scanners
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := System Mineral Scanner II
Description         := Advanced mineral detection which improves mineral extraction for an entire system.
Facility Group      := Minerals Extraction
Facility Family     := 16
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 25
Cost Minerals       := 12600
Cost Organics       := 0
Cost Radioactives   := 2700
Number of Tech Req  := 2
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 2
Tech Area Req 2     := Scanners
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 15% (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := System Mineral Scanner III
Description         := Advanced mineral detection which improves mineral extraction for an entire system.
Facility Group      := Minerals Extraction
Facility Family     := 16
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 25
Cost Minerals       := 11340
Cost Organics       := 0
Cost Radioactives   := 2430
Number of Tech Req  := 2
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 3
Tech Area Req 2     := Scanners
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 23% (only 1 facility per system effective).
Ability 1 Val 1     := 23
Ability 1 Val 2     := 0

Name                := System Mineral Scanner IV
Description         := Advanced mineral detection which improves mineral extraction for an entire system.
Facility Group      := Minerals Extraction
Facility Family     := 16
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 25
Cost Minerals       := 10206
Cost Organics       := 0
Cost Radioactives   := 2187
Number of Tech Req  := 2
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 4
Tech Area Req 2     := Scanners
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 34% (only 1 facility per system effective).
Ability 1 Val 1     := 34
Ability 1 Val 2     := 0

Name                := System Mineral Scanner V
Description         := Advanced mineral detection which improves mineral extraction for an entire system.
Facility Group      := Minerals Extraction
Facility Family     := 16
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 25
Cost Minerals       := 9185
Cost Organics       := 0
Cost Radioactives   := 1968
Number of Tech Req  := 2
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 5
Tech Area Req 2     := Scanners
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 51% (only 1 facility per system effective).
Ability 1 Val 1     := 51
Ability 1 Val 2     := 0

Name                := System Eco - Farms I
Description         := Advanced organic reclamation and development improves organics growth for an system.
Facility Group      := Organics Extraction
Facility Family     := 17
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 41
Cost Minerals       := 6000
Cost Organics       := 10000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1       := Agriculture
Tech Level Req 1      := 4
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Organics
Ability 1 Descr     := Increase organics production for a system by 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := System Eco - Farms II
Description         := Advanced organic reclamation and development improves organics growth for an system.
Facility Group      := Organics Extraction
Facility Family     := 17
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 41
Cost Minerals       := 5400
Cost Organics       := 9000
Cost Radioactives   := 1800
Number of Tech Req  := 1
Tech Area Req 1       := Agriculture
Tech Level Req 1      := 5
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Organics
Ability 1 Descr     := Increase organics production for a system by 15% (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := System Eco - Farms III
Description         := Advanced organic reclamation and development improves organics growth for an system.
Facility Group      := Organics Extraction
Facility Family     := 17
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 41
Cost Minerals       := 4860
Cost Organics       := 8100
Cost Radioactives   := 1620
Number of Tech Req  := 1
Tech Area Req 1       := Agriculture
Tech Level Req 1      := 6
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Organics
Ability 1 Descr     := Increase organics production for a system by 23% (only 1 facility per system effective).
Ability 1 Val 1     := 23
Ability 1 Val 2     := 0

Name                := System Eco - Farms IV
Description         := Advanced organic reclamation and development improves organics growth for an system.
Facility Group      := Organics Extraction
Facility Family     := 17
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 41
Cost Minerals       := 4374
Cost Organics       := 7290
Cost Radioactives   := 1458
Number of Tech Req  := 1
Tech Area Req 1       := Agriculture
Tech Level Req 1      := 7
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Organics
Ability 1 Descr     := Increase organics production for a system by 34% (only 1 facility per system effective).
Ability 1 Val 1     := 34
Ability 1 Val 2     := 0

Name                := System Eco - Farms V
Description         := Advanced organic reclamation and development improves organics growth for an system.
Facility Group      := Organics Extraction
Facility Family     := 17
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 41
Cost Minerals       := 3937
Cost Organics       := 6561
Cost Radioactives   := 1312
Number of Tech Req  := 1
Tech Area Req 1       := Agriculture
Tech Level Req 1      := 8
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Organics
Ability 1 Descr     := Increase organics production for a system by 51% (only 1 facility per system effective).
Ability 1 Val 1     := 51
Ability 1 Val 2     := 0

Name                := System Radioactives Collider I
Description         := Advanced ore bombardment and processing improves radioactives extraction for an system.
Facility Group      := Radioactives Extraction
Facility Family     := 18
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 64
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 12000
Number of Tech Req  := 2
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 1
Tech Area Req 2     := Applied Research
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Radioactives
Ability 1 Descr     := Increase radioactives production for a system by 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := System Radioactives Collider II
Description         := Advanced ore bombardment and processing improves radioactives extraction for an system.
Facility Group      := Radioactives Extraction
Facility Family     := 18
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 64
Cost Minerals       := 5400
Cost Organics       := 900
Cost Radioactives   := 10800
Number of Tech Req  := 2
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 2
Tech Area Req 2     := Applied Research
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Radioactives
Ability 1 Descr     := Increase radioactives production for a system by 15% (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := System Radioactives Collider III
Description         := Advanced ore bombardment and processing improves radioactives extraction for an system.
Facility Group      := Radioactives Extraction
Facility Family     := 18
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 64
Cost Minerals       := 4860
Cost Organics       := 810
Cost Radioactives   := 9720
Number of Tech Req  := 2
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 3
Tech Area Req 2     := Applied Research
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Radioactives
Ability 1 Descr     := Increase radioactives production for a system by 23% (only 1 facility per system effective).
Ability 1 Val 1     := 23
Ability 1 Val 2     := 0

Name                := System Radioactives Collider IV
Description         := Advanced ore bombardment and processing improves radioactives extraction for an system.
Facility Group      := Radioactives Extraction
Facility Family     := 18
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 64
Cost Minerals       := 4374
Cost Organics       := 729
Cost Radioactives   := 8748
Number of Tech Req  := 2
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 4
Tech Area Req 2     := Applied Research
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Radioactives
Ability 1 Descr     := Increase radioactives production for a system by 34% (only 1 facility per system effective).
Ability 1 Val 1     := 34
Ability 1 Val 2     := 0

Name                := System Radioactives Collider V
Description         := Advanced ore bombardment and processing improves radioactives extraction for an system.
Facility Group      := Radioactives Extraction
Facility Family     := 18
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 64
Cost Minerals       := 3937
Cost Organics       := 656
Cost Radioactives   := 7873
Number of Tech Req  := 2
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 5
Tech Area Req 2     := Applied Research
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier System - Radioactives
Ability 1 Descr     := Increase radioactives production for a system by 51% (only 1 facility per system effective).
Ability 1 Val 1     := 51
Ability 1 Val 2     := 0

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

Name                := Robotoid Factory II
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Multi-Resource Extraction
Facility Family     := 19
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 13500
Cost Organics       := 4500
Cost Radioactives   := 4500
Number of Tech Req  := 1
Tech Area Req 1       := Robotics
Tech Level Req 1      := 2
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 15% (only 1 facility per planet effective).
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 15% (only 1 facility per planet effective).
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0

Name                := Robotoid Factory III
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Multi-Resource Extraction
Facility Family     := 19
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 12150
Cost Organics       := 4050
Cost Radioactives   := 4050
Number of Tech Req  := 1
Tech Area Req 1       := Robotics
Tech Level Req 1      := 3
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 23% (only 1 facility per planet effective).
Ability 1 Val 1     := 23
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 23% (only 1 facility per planet effective).
Ability 2 Val 1     := 23
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 23% (only 1 facility per planet effective).
Ability 3 Val 1     := 23
Ability 3 Val 2     := 0

Name                := Robotoid Factory IV
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Multi-Resource Extraction
Facility Family     := 19
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 10935
Cost Organics       := 3645
Cost Radioactives   := 3645
Number of Tech Req  := 1
Tech Area Req 1       := Robotics
Tech Level Req 1      := 4
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 34% (only 1 facility per planet effective).
Ability 1 Val 1     := 34
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 34% (only 1 facility per planet effective).
Ability 2 Val 1     := 34
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 34% (only 1 facility per planet effective).
Ability 3 Val 1     := 34
Ability 3 Val 2     := 0

Name                := Robotoid Factory V
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Multi-Resource Extraction
Facility Family     := 19
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 53
Cost Minerals       := 9842
Cost Organics       := 3281
Cost Radioactives   := 3281
Number of Tech Req  := 1
Tech Area Req 1       := Robotics
Tech Level Req 1      := 5
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 51% (only 1 facility per planet effective).
Ability 1 Val 1     := 51
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 51% (only 1 facility per planet effective).
Ability 2 Val 1     := 51
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 51% (only 1 facility per planet effective).
Ability 3 Val 1     := 51
Ability 3 Val 2     := 0

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

Name                := System Robotoid Factory II
Description         := Robotic workers who will increase all production for an entire system.
Facility Group      := Multi-Resource Extraction
Facility Family     := 20
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 69
Cost Minerals       := 18000
Cost Organics       := 9000
Cost Radioactives   := 9000
Number of Tech Req  := 2
Tech Area Req 1       := Robotics
Tech Level Req 1      := 2
Tech Area Req 2     := Computers
Tech Level Req 2    := 3
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 15% (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production for a system by 15% (only 1 facility per system effective).
Ability 2 Val 1     := 15
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production for a system by 15% (only 1 facility per system effective).
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0

Name                := System Robotoid Factory III
Description         := Robotic workers who will increase all production for an entire system.
Facility Group      := Multi-Resource Extraction
Facility Family     := 20
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 69
Cost Minerals       := 16200
Cost Organics       := 8100
Cost Radioactives   := 8100
Number of Tech Req  := 2
Tech Area Req 1       := Robotics
Tech Level Req 1      := 3
Tech Area Req 2     := Computers
Tech Level Req 2    := 3
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 23% (only 1 facility per system effective).
Ability 1 Val 1     := 23
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production for a system by 23% (only 1 facility per system effective).
Ability 2 Val 1     := 23
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production for a system by 23% (only 1 facility per system effective).
Ability 3 Val 1     := 23
Ability 3 Val 2     := 0

Name                := System Robotoid Factory IV
Description         := Robotic workers who will increase all production for an entire system.
Facility Group      := Multi-Resource Extraction
Facility Family     := 20
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 69
Cost Minerals       := 14580
Cost Organics       := 7290
Cost Radioactives   := 7290
Number of Tech Req  := 2
Tech Area Req 1       := Robotics
Tech Level Req 1      := 4
Tech Area Req 2     := Computers
Tech Level Req 2    := 3
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 34% (only 1 facility per system effective).
Ability 1 Val 1     := 34
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production for a system by 34% (only 1 facility per system effective).
Ability 2 Val 1     := 34
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production for a system by 34% (only 1 facility per system effective).
Ability 3 Val 1     := 34
Ability 3 Val 2     := 0

Name                := System Robotoid Factory V
Description         := Robotic workers who will increase all production for an entire system.
Facility Group      := Multi-Resource Extraction
Facility Family     := 20
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 69
Cost Minerals       := 13122
Cost Organics       := 6561
Cost Radioactives   := 6561
Number of Tech Req  := 2
Tech Area Req 1       := Robotics
Tech Level Req 1      := 5
Tech Area Req 2     := Computers
Tech Level Req 2    := 3
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 51% (only 1 facility per system effective).
Ability 1 Val 1     := 51
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Organics
Ability 2 Descr     := Increase organic production for a system by 51% (only 1 facility per system effective).
Ability 2 Val 1     := 51
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Radioactives
Ability 3 Descr     := Increase radioactive production for a system by 51% (only 1 facility per system effective).
Ability 3 Val 1     := 51
Ability 3 Val 2     := 0

Name                := Central Computer Complex I
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 21
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 100
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 1
Tech Area Req 2     := Applied Research
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Central Computer Complex II
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 21
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 10800
Cost Organics       := 90
Cost Radioactives   := 2700
Number of Tech Req  := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 2
Tech Area Req 2     := Applied Research
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Central Computer Complex III
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 21
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 9720
Cost Organics       := 81
Cost Radioactives   := 2430
Number of Tech Req  := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 3
Tech Area Req 2     := Applied Research
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 23% (only 1 facility per planet effective).
Ability 1 Val 1     := 23
Ability 1 Val 2     := 0

Name                := Central Computer Complex IV
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 21
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 8748
Cost Organics       := 73
Cost Radioactives   := 2187
Number of Tech Req  := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 4
Tech Area Req 2     := Applied Research
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 34% (only 1 facility per planet effective).
Ability 1 Val 1     := 34
Ability 1 Val 2     := 0

Name                := Central Computer Complex V
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 21
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 7873
Cost Organics       := 66
Cost Radioactives   := 1968
Number of Tech Req  := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 5
Tech Area Req 2     := Applied Research
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 51% (only 1 facility per planet effective).
Ability 1 Val 1     := 51
Ability 1 Val 2     := 0

Name                := Commercial Research Administration Facility I
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 1032
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 187
Cost Minerals       := 12000
Cost Organics       := 100
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Economics
Tech Level Req 2    := 3
Number of Abilities := 3
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 10 Organics per turn.
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 30 Radioactives per turn.
Ability 3 Val 1     := -30
Ability 3 Val 2     := 0

Name                := Commercial Research Administration Facility II
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 1032
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 187
Cost Minerals       := 10800
Cost Organics       := 90
Cost Radioactives   := 2700
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Economics
Tech Level Req 2    := 3
Number of Abilities := 3
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 23% (only 1 facility per planet effective).
Ability 1 Val 1     := 23
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 11 Organics per turn.
Ability 2 Val 1     := -11
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 33 Radioactives per turn.
Ability 3 Val 1     := -33
Ability 3 Val 2     := 0

Name                := Commercial Research Administration Facility III
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 1032
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 187
Cost Minerals       := 9720
Cost Organics       := 81
Cost Radioactives   := 2430
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Economics
Tech Level Req 2    := 3
Number of Abilities := 3
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 34% (only 1 facility per planet effective).
Ability 1 Val 1     := 34
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 12 Organics per turn.
Ability 2 Val 1     := -12
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 36 Radioactives per turn.
Ability 3 Val 1     := -36
Ability 3 Val 2     := 0

Name                := Commercial Research Administration Facility IV
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 1032
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 187
Cost Minerals       := 8748
Cost Organics       := 73
Cost Radioactives   := 2187
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 4
Tech Area Req 2     := Economics
Tech Level Req 2    := 3
Number of Abilities := 3
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 51% (only 1 facility per planet effective).
Ability 1 Val 1     := 51
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 13 Organics per turn.
Ability 2 Val 1     := -13
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 40 Radioactives per turn.
Ability 3 Val 1     := -40
Ability 3 Val 2     := 0

Name                := Commercial Research Administration Facility V
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 1032
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 187
Cost Minerals       := 7873
Cost Organics       := 66
Cost Radioactives   := 1968
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 5
Tech Area Req 2     := Economics
Tech Level Req 2    := 3
Number of Abilities := 3
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 76% (only 1 facility per planet effective).
Ability 1 Val 1     := 76
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 15 Organics per turn.
Ability 2 Val 1     := -15
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 44 Radioactives per turn.
Ability 3 Val 1     := -44
Ability 3 Val 2     := 0

Name                := Citizen Databank Complex I
Description         := Centralized databank of citizens which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 12000
Cost Organics       := 100
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 1
Tech Area Req 2     := Applied Intelligence
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Citizen Databank Complex II
Description         := Centralized databank of citizens which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 10800
Cost Organics       := 90
Cost Radioactives   := 2700
Number of Tech Req  := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 2
Tech Area Req 2     := Applied Intelligence
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Citizen Databank Complex III
Description         := Centralized databank of citizens which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 9720
Cost Organics       := 81
Cost Radioactives   := 2430
Number of Tech Req  := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 3
Tech Area Req 2     := Applied Intelligence
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 23% (only 1 facility per planet effective).
Ability 1 Val 1     := 23
Ability 1 Val 2     := 0

Name                := Citizen Databank Complex IV
Description         := Centralized databank of citizens which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 8748
Cost Organics       := 73
Cost Radioactives   := 2187
Number of Tech Req  := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 4
Tech Area Req 2     := Applied Intelligence
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 34% (only 1 facility per planet effective).
Ability 1 Val 1     := 34
Ability 1 Val 2     := 0

Name                := Citizen Databank Complex V
Description         := Centralized databank of citizens which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 22
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 45
Cost Minerals       := 7873
Cost Organics       := 66
Cost Radioactives   := 1968
Number of Tech Req  := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 5
Tech Area Req 2     := Applied Intelligence
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 51% (only 1 facility per planet effective).
Ability 1 Val 1     := 51
Ability 1 Val 2     := 0

Name                := Commercial Intel Administration Facility I
Description         := Centralized databank of citizens which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 1035
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 244
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Economics
Tech Level Req 2    := 3
Number of Abilities := 3
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 15% (only 1 facility per planet effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 10 Organics per turn.
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 30 Radioactives per turn.
Ability 3 Val 1     := -30
Ability 3 Val 2     := 0

Name                := Commercial Intel Administration Facility II
Description         := Centralized databank of citizens which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 1035
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 244
Cost Minerals       := 10800
Cost Organics       := 0
Cost Radioactives   := 2700
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Economics
Tech Level Req 2    := 3
Number of Abilities := 3
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 23% (only 1 facility per planet effective).
Ability 1 Val 1     := 23
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 11 Organics per turn.
Ability 2 Val 1     := -11
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 33 Radioactives per turn.
Ability 3 Val 1     := -33
Ability 3 Val 2     := 0

Name                := Commercial Intel Administration Facility III
Description         := Centralized databank of citizens which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 1035
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 244
Cost Minerals       := 9720
Cost Organics       := 0
Cost Radioactives   := 2430
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Economics
Tech Level Req 2    := 3
Number of Abilities := 3
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 34% (only 1 facility per planet effective).
Ability 1 Val 1     := 34
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 12 Organics per turn.
Ability 2 Val 1     := -12
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 36 Radioactives per turn.
Ability 3 Val 1     := -36
Ability 3 Val 2     := 0

Name                := Commercial Intel Administration Facility IV
Description         := Centralized databank of citizens which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 1035
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 244
Cost Minerals       := 8748
Cost Organics       := 0
Cost Radioactives   := 2187
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 4
Tech Area Req 2     := Economics
Tech Level Req 2    := 3
Number of Abilities := 3
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 51% (only 1 facility per planet effective).
Ability 1 Val 1     := 51
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 13 Organics per turn.
Ability 2 Val 1     := -13
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 40 Radioactives per turn.
Ability 3 Val 1     := -40
Ability 3 Val 2     := 0

Name                := Commercial Intel Administration Facility V
Description         := Centralized databank of citizens which improves intelligence operations for an entire planet.
Facility Group      := Intelligence
Facility Family     := 1035
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 244
Cost Minerals       := 7873
Cost Organics       := 0
Cost Radioactives   := 1968
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 5
Tech Area Req 2     := Economics
Tech Level Req 2    := 3
Number of Abilities := 3
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 76% (only 1 facility per planet effective).
Ability 1 Val 1     := 76
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 15 Organics per turn.
Ability 2 Val 1     := -15
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 44 Radioactives per turn.
Ability 3 Val 1     := -44
Ability 3 Val 2     := 0

Name                := System Computer Complex I
Description         := Massive centralized computer for an entire system which improves research capabilities.
Facility Group      := Research
Facility Family     := 23
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 71
Cost Minerals       := 25000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 1
Tech Area Req 2     := Applied Research
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := System Computer Complex II
Description         := Massive centralized computer for an entire system which improves research capabilities.
Facility Group      := Research
Facility Family     := 23
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 71
Cost Minerals       := 22500
Cost Organics       := 900
Cost Radioactives   := 4500
Number of Tech Req  := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 2
Tech Area Req 2     := Applied Research
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 15% (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := System Computer Complex III
Description         := Massive centralized computer for an entire system which improves research capabilities.
Facility Group      := Research
Facility Family     := 23
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 71
Cost Minerals       := 20250
Cost Organics       := 810
Cost Radioactives   := 4050
Number of Tech Req  := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 3
Tech Area Req 2     := Applied Research
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 23% (only 1 facility per system effective).
Ability 1 Val 1     := 23
Ability 1 Val 2     := 0

Name                := System Computer Complex IV
Description         := Massive centralized computer for an entire system which improves research capabilities.
Facility Group      := Research
Facility Family     := 23
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 71
Cost Minerals       := 18225
Cost Organics       := 729
Cost Radioactives   := 3645
Number of Tech Req  := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 4
Tech Area Req 2     := Applied Research
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 34% (only 1 facility per system effective).
Ability 1 Val 1     := 34
Ability 1 Val 2     := 0

Name                := System Computer Complex V
Description         := Massive centralized computer for an entire system which improves research capabilities.
Facility Group      := Research
Facility Family     := 23
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 71
Cost Minerals       := 16403
Cost Organics       := 656
Cost Radioactives   := 3281
Number of Tech Req  := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 5
Tech Area Req 2     := Applied Research
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 51% (only 1 facility per system effective).
Ability 1 Val 1     := 51
Ability 1 Val 2     := 0

Name                := System Commercial Research Admin Facility I
Description         := Massive centralized computer for an entire system which improves research capabilities.
Facility Group      := Research
Facility Family     := 1033
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 189
Cost Minerals       := 25000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Economics
Tech Level Req 2    := 4
Number of Abilities := 3
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 15% (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 20 Organics per turn.
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 50 Radioactives per turn.
Ability 3 Val 1     := -50
Ability 3 Val 2     := 0

Name                := System Commercial Research Admin Facility II
Description         := Massive centralized computer for an entire system which improves research capabilities.
Facility Group      := Research
Facility Family     := 1033
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 189
Cost Minerals       := 22500
Cost Organics       := 900
Cost Radioactives   := 4500
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Economics
Tech Level Req 2    := 4
Number of Abilities := 3
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 23% (only 1 facility per system effective).
Ability 1 Val 1     := 23
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 22 Organics per turn.
Ability 2 Val 1     := -22
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 55 Radioactives per turn.
Ability 3 Val 1     := -55
Ability 3 Val 2     := 0

Name                := System Commercial Research Admin Facility III
Description         := Massive centralized computer for an entire system which improves research capabilities.
Facility Group      := Research
Facility Family     := 1033
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 189
Cost Minerals       := 20250
Cost Organics       := 810
Cost Radioactives   := 4050
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Economics
Tech Level Req 2    := 4
Number of Abilities := 3
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 34% (only 1 facility per system effective).
Ability 1 Val 1     := 34
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 24 Organics per turn.
Ability 2 Val 1     := -24
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 61 Radioactives per turn.
Ability 3 Val 1     := -61
Ability 3 Val 2     := 0

Name                := System Commercial Research Admin Facility IV
Description         := Massive centralized computer for an entire system which improves research capabilities.
Facility Group      := Research
Facility Family     := 23
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 189
Cost Minerals       := 18225
Cost Organics       := 729
Cost Radioactives   := 3645
Number of Tech Req  := 2
Tech Area Req 1       := Applied Research
Tech Level Req 1      := 4
Tech Area Req 2     := Economics
Tech Level Req 2    := 4
Number of Abilities := 3
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 51% (only 1 facility per system effective).
Ability 1 Val 1     := 51
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 27 Organics per turn.
Ability 2 Val 1     := -27
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 67 Radioactives per turn.
Ability 3 Val 1     := -67
Ability 3 Val 2     := 0

Name                := System Commercial Research Admin Facility V
Description         := Massive centralized computer for an entire system which improves research capabilities.
Facility Group      := Research
Facility Family     := 1033
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 189
Cost Minerals       := 16403
Cost Organics       := 656
Cost Radioactives   := 3281
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 5
Tech Area Req 2     := Economics
Tech Level Req 2    := 4
Number of Abilities := 3
Ability 1 Type      := System Point Generation Modifier - Research
Ability 1 Descr     := Increase all research in a system by 76% (only 1 facility per system effective).
Ability 1 Val 1     := 76
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 29 Organics per turn.
Ability 2 Val 1     := -29
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 73 Radioactives per turn.
Ability 3 Val 1     := -73
Ability 3 Val 2     := 0

Name                := System Citizen Databank I
Description         := Centralized databank of citizens which improves intelligence operations for an entire system.
Facility Group      := Intelligence
Facility Family     := 24
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 67
Cost Minerals       := 25000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 1
Tech Area Req 2     := Applied Intelligence
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 10% (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := System Citizen Databank II
Description         := Centralized databank of citizens which improves intelligence operations for an entire system.
Facility Group      := Intelligence
Facility Family     := 24
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 67
Cost Minerals       := 22500
Cost Organics       := 900
Cost Radioactives   := 4500
Number of Tech Req  := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 2
Tech Area Req 2     := Applied Intelligence
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 15% (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := System Citizen Databank III
Description         := Centralized databank of citizens which improves intelligence operations for an entire system.
Facility Group      := Intelligence
Facility Family     := 24
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 67
Cost Minerals       := 20250
Cost Organics       := 810
Cost Radioactives   := 4050
Number of Tech Req  := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 3
Tech Area Req 2     := Applied Intelligence
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 23% (only 1 facility per system effective).
Ability 1 Val 1     := 23
Ability 1 Val 2     := 0

Name                := System Citizen Databank IV
Description         := Centralized databank of citizens which improves intelligence operations for an entire system.
Facility Group      := Intelligence
Facility Family     := 24
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 67
Cost Minerals       := 18225
Cost Organics       := 729
Cost Radioactives   := 3645
Number of Tech Req  := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 4
Tech Area Req 2     := Applied Intelligence
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 34% (only 1 facility per system effective).
Ability 1 Val 1     := 34
Ability 1 Val 2     := 0

Name                := System Citizen Databank V
Description         := Centralized databank of citizens which improves intelligence operations for an entire system.
Facility Group      := Intelligence
Facility Family     := 24
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 67
Cost Minerals       := 16403
Cost Organics       := 656
Cost Radioactives   := 3281
Number of Tech Req  := 2
Tech Area Req 1       := Computers
Tech Level Req 1      := 5
Tech Area Req 2     := Applied Intelligence
Tech Level Req 2    := 3
Number of Abilities := 1
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 51% (only 1 facility per system effective).
Ability 1 Val 1     := 51
Ability 1 Val 2     := 0

Name                := System Commercial Intel Admin Facility I
Description         := Centralized databank of citizens which improves intelligence operations for an entire system.
Facility Group      := Intelligence
Facility Family     := 1036
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 243
Cost Minerals       := 25000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Economics
Tech Level Req 2    := 4
Number of Abilities := 3
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 15% (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 20 Organics per turn.
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 50 Radioactives per turn.
Ability 3 Val 1     := -50
Ability 3 Val 2     := 0

Name                := System Commercial Intel Admin Facility II
Description         := Centralized databank of citizens which improves intelligence operations for an entire system.
Facility Group      := Intelligence
Facility Family     := 1036
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 243
Cost Minerals       := 22500
Cost Organics       := 900
Cost Radioactives   := 4500
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Economics
Tech Level Req 2    := 4
Number of Abilities := 3
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 23% (only 1 facility per system effective).
Ability 1 Val 1     := 23
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 22 Organics per turn.
Ability 2 Val 1     := -22
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 55 Radioactives per turn.
Ability 3 Val 1     := -55
Ability 3 Val 2     := 0

Name                := System Commercial Intel Admin Facility III
Description         := Centralized databank of citizens which improves intelligence operations for an entire system.
Facility Group      := Intelligence
Facility Family     := 1036
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 243
Cost Minerals       := 20250
Cost Organics       := 810
Cost Radioactives   := 4050
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Economics
Tech Level Req 2    := 4
Number of Abilities := 3
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 34% (only 1 facility per system effective).
Ability 1 Val 1     := 34
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 24 Organics per turn.
Ability 2 Val 1     := -24
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 61 Radioactives per turn.
Ability 3 Val 1     := -61
Ability 3 Val 2     := 0

Name                := System Commercial Intel Admin Facility IV
Description         := Centralized databank of citizens which improves intelligence operations for an entire system.
Facility Group      := Intelligence
Facility Family     := 1036
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 243
Cost Minerals       := 18225
Cost Organics       := 729
Cost Radioactives   := 3645
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 4
Tech Area Req 2     := Economics
Tech Level Req 2    := 4
Number of Abilities := 3
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 51% (only 1 facility per system effective).
Ability 1 Val 1     := 51
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 27 Organics per turn.
Ability 2 Val 1     := -27
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 67 Radioactives per turn.
Ability 3 Val 1     := -67
Ability 3 Val 2     := 0

Name                := System Commercial Intel Admin Facility V
Description         := Centralized databank of citizens which improves intelligence operations for an entire system.
Facility Group      := Intelligence
Facility Family     := 1036
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 243
Cost Minerals       := 16403
Cost Organics       := 656
Cost Radioactives   := 3281
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 5
Tech Area Req 2     := Economics
Tech Level Req 2    := 4
Number of Abilities := 3
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation in a system by 76% (only 1 facility per system effective).
Ability 1 Val 1     := 76
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 29 Organics per turn.
Ability 2 Val 1     := -29
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 73 Radioactives per turn.
Ability 3 Val 1     := -73
Ability 3 Val 2     := 0

Name                := Corporate Security Agency I
Description         := Counterintelligence agents are trained and concentrated in this system.
Facility Group      := Intelligence
Facility Family     := 1037
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 10
Cost Minerals       := 2000
Cost Organics       := 10000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Economics
Tech Level Req 1    := 1
Tech Area Req 2     := Applied Intelligence
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Change Bad Intelligence Chance - System
Ability 1 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system effective).
Ability 1 Val 1     := -15
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 40 Organics per turn.
Ability 2 Val 1     := -40
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 15 Radioactives per turn.
Ability 3 Val 1     := -15
Ability 3 Val 2     := 0

Name                := Corporate Security Agency II
Description         := Counterintelligence agents are trained and concentrated in this system.
Facility Group      := Intelligence
Facility Family     := 1037
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 10
Cost Minerals       := 1800
Cost Organics       := 9000
Cost Radioactives   := 5400
Number of Tech Req  := 2
Tech Area Req 1     := Economics
Tech Level Req 1    := 2
Tech Area Req 2     := Applied Intelligence
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Change Bad Intelligence Chance - System
Ability 1 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system effective).
Ability 1 Val 1     := -18
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 44 Organics per turn.
Ability 2 Val 1     := -44
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 17 Radioactives per turn.
Ability 3 Val 1     := -17
Ability 3 Val 2     := 0

Name                := Corporate Security Agency III
Description         := Counterintelligence agents are trained and concentrated in this system.
Facility Group      := Intelligence
Facility Family     := 1037
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 10
Cost Minerals       := 1620
Cost Organics       := 8100
Cost Radioactives   := 4860
Number of Tech Req  := 2
Tech Area Req 1     := Economics
Tech Level Req 1    := 3
Tech Area Req 2     := Applied Intelligence
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Change Bad Intelligence Chance - System
Ability 1 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system effective).
Ability 1 Val 1     := -22
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 48 Organics per turn.
Ability 2 Val 1     := -48
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 18 Radioactives per turn.
Ability 3 Val 1     := -18
Ability 3 Val 2     := 0

Name                := Corporate Security Agency IV
Description         := Counterintelligence agents are trained and concentrated in this system.
Facility Group      := Intelligence
Facility Family     := 1037
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 10
Cost Minerals       := 1458
Cost Organics       := 7290
Cost Radioactives   := 4374
Number of Tech Req  := 2
Tech Area Req 1     := Economics
Tech Level Req 1    := 4
Tech Area Req 2     := Applied Intelligence
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Change Bad Intelligence Chance - System
Ability 1 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system effective).
Ability 1 Val 1     := -26
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 53 Organics per turn.
Ability 2 Val 1     := -53
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 20 Radioactives per turn.
Ability 3 Val 1     := -20
Ability 3 Val 2     := 0

Name                := Corporate Security Agency V
Description         := Counterintelligence agents are trained and concentrated in this system.
Facility Group      := Intelligence
Facility Family     := 1037
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 10
Cost Minerals       := 1312
Cost Organics       := 6561
Cost Radioactives   := 3937
Number of Tech Req  := 2
Tech Area Req 1     := Economics
Tech Level Req 1    := 5
Tech Area Req 2     := Applied Intelligence
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Change Bad Intelligence Chance - System
Ability 1 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system effective).
Ability 1 Val 1     := -31
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 59 Organics per turn.
Ability 2 Val 1     := -59
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 22 Radioactives per turn.
Ability 3 Val 1     := -22
Ability 3 Val 2     := 0

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

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

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

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

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

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

Name                := Resource Converter II
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Primary Facilities
Facility Family     := 30
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 5400
Cost Organics       := 5400
Cost Radioactives   := 5400
Number of Tech Req  := 1
Tech Area Req 1       := Resource Management
Tech Level Req 1      := 2
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 43% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 43
Ability 1 Val 2     := 0

Name                := Resource Converter III
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Primary Facilities
Facility Family     := 30
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 4860
Cost Organics       := 4860
Cost Radioactives   := 4860
Number of Tech Req  := 1
Tech Area Req 1       := Resource Management
Tech Level Req 1      := 3
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 36% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 36
Ability 1 Val 2     := 0

Name                := Resource Converter IV
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Primary Facilities
Facility Family     := 30
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 4374
Cost Organics       := 4374
Cost Radioactives   := 4374
Number of Tech Req  := 1
Tech Area Req 1       := Resource Management
Tech Level Req 1      := 4
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 31% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 31
Ability 1 Val 2     := 0

Name                := Resource Converter V
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Primary Facilities
Facility Family     := 30
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 1
Cost Minerals       := 3937
Cost Organics       := 3937
Cost Radioactives   := 3937
Number of Tech Req  := 1
Tech Area Req 1       := Resource Management
Tech Level Req 1      := 5
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 26% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 26
Ability 1 Val 2     := 0

Name                := Ultra - Recycler I
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Primary Facilities
Facility Family     := 31
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1       := Resource Management
Tech Level Req 1      := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 30% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Ultra - Recycler II
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Primary Facilities
Facility Family     := 31
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 3600
Cost Organics       := 3600
Cost Radioactives   := 3600
Number of Tech Req  := 1
Tech Area Req 1       := Resource Management
Tech Level Req 1      := 2
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 38% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 38
Ability 1 Val 2     := 0

Name                := Ultra - Recycler III
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Primary Facilities
Facility Family     := 31
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 3240
Cost Organics       := 3240
Cost Radioactives   := 3240
Number of Tech Req  := 1
Tech Area Req 1       := Resource Management
Tech Level Req 1      := 3
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 47% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 47
Ability 1 Val 2     := 0

Name                := Ultra - Recycler IV
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Primary Facilities
Facility Family     := 31
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 2916
Cost Organics       := 2916
Cost Radioactives   := 2916
Number of Tech Req  := 1
Tech Area Req 1       := Resource Management
Tech Level Req 1      := 4
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 59% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 59
Ability 1 Val 2     := 0

Name                := Ultra - Recycler V
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Primary Facilities
Facility Family     := 31
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 22
Cost Minerals       := 2624
Cost Organics       := 2624
Cost Radioactives   := 2624
Number of Tech Req  := 1
Tech Area Req 1       := Resource Management
Tech Level Req 1      := 5
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 73% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 73
Ability 1 Val 2     := 0

Name                := Commercial Recycler I
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Primary Facilities
Facility Family     := 1038
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 169
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Management
Tech Level Req 1    := 1
Tech Area Req 2     := Economics
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 40% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 50 Organics per turn.
Ability 2 Val 1     := -50
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 25 Radioactives per turn.
Ability 3 Val 1     := -25
Ability 3 Val 2     := 0

Name                := Commercial Recycler II
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Primary Facilities
Facility Family     := 1038
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 169
Cost Minerals       := 3600
Cost Organics       := 3600
Cost Radioactives   := 3600
Number of Tech Req  := 2
Tech Area Req 1     := Resource Management
Tech Level Req 1    := 2
Tech Area Req 2     := Economics
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 50% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 55 Organics per turn.
Ability 2 Val 1     := -55
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 28 Radioactives per turn.
Ability 3 Val 1     := -28
Ability 3 Val 2     := 0

Name                := Commercial Recycler III
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Primary Facilities
Facility Family     := 1038
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 169
Cost Minerals       := 3240
Cost Organics       := 3240
Cost Radioactives   := 3240
Number of Tech Req  := 2
Tech Area Req 1     := Resource Management
Tech Level Req 1    := 3
Tech Area Req 2     := Economics
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 63% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 63
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 61 Organics per turn.
Ability 2 Val 1     := -61
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 30 Radioactives per turn.
Ability 3 Val 1     := -30
Ability 3 Val 2     := 0

Name                := Commercial Recycler IV
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Primary Facilities
Facility Family     := 1038
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 169
Cost Minerals       := 2916
Cost Organics       := 2916
Cost Radioactives   := 2916
Number of Tech Req  := 2
Tech Area Req 1     := Resource Management
Tech Level Req 1    := 4
Tech Area Req 2     := Economics
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 78% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 78
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 67 Organics per turn.
Ability 2 Val 1     := -67
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 33 Radioactives per turn.
Ability 3 Val 1     := -33
Ability 3 Val 2     := 0

Name                := Commercial Recycler V
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Primary Facilities
Facility Family     := 1038
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 169
Cost Minerals       := 2624
Cost Organics       := 2624
Cost Radioactives   := 2624
Number of Tech Req  := 2
Tech Area Req 1     := Resource Management
Tech Level Req 1    := 5
Tech Area Req 2     := Economics
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 98% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 98
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 73 Organics per turn.
Ability 2 Val 1     := -73
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 37 Radioactives per turn.
Ability 3 Val 1     := -37
Ability 3 Val 2     := 0

Name                := Ship Training Facility I
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 300
Cost Radioactives   := 20
Number of Tech Req  := 1
Tech Area Req 1       := Military Science
Tech Level Req 1      := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 1% each turn up to 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10

Name                := Ship Training Facility II
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 5400
Cost Organics       := 270
Cost Radioactives   := 18
Number of Tech Req  := 1
Tech Area Req 1       := Military Science
Tech Level Req 1      := 2
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 1% each turn up to 13% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 13

Name                := Ship Training Facility III
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 4860
Cost Organics       := 243
Cost Radioactives   := 16
Number of Tech Req  := 1
Tech Area Req 1       := Military Science
Tech Level Req 1      := 3
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 1% each turn up to 16% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 16

Name                := Ship Training Facility IV
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 4374
Cost Organics       := 219
Cost Radioactives   := 15
Number of Tech Req  := 1
Tech Area Req 1       := Military Science
Tech Level Req 1      := 4
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 20

Name                := Ship Training Facility V
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Ship Support
Facility Family     := 32
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 3937
Cost Organics       := 197
Cost Radioactives   := 13
Number of Tech Req  := 1
Tech Area Req 1       := Military Science
Tech Level Req 1      := 5
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 3% each turn up to 24% (only 1 facility per planet effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 24

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

Name                := Fleet Training Facility II
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Ship Support
Facility Family     := 33
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 7200
Cost Organics       := 0
Cost Radioactives   := 90
Number of Tech Req  := 1
Tech Area Req 1       := Coordination/Logistics
Tech Level Req 1      := 2
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 1% each turn up to 13% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 13

Name                := Fleet Training Facility III
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Ship Support
Facility Family     := 33
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 6480
Cost Organics       := 0
Cost Radioactives   := 81
Number of Tech Req  := 1
Tech Area Req 1       := Coordination/Logistics
Tech Level Req 1      := 3
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 1% each turn up to 16% (only 1 facility per planet effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 16

Name                := Fleet Training Facility IV
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Ship Support
Facility Family     := 33
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 5832
Cost Organics       := 0
Cost Radioactives   := 73
Number of Tech Req  := 1
Tech Area Req 1       := Coordination/Logistics
Tech Level Req 1      := 4
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 2% each turn up to 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 20

Name                := Fleet Training Facility V
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Ship Support
Facility Family     := 33
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 5249
Cost Organics       := 0
Cost Radioactives   := 66
Number of Tech Req  := 1
Tech Area Req 1       := Coordination/Logistics
Tech Level Req 1      := 5
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 3% each turn up to 24% (only 1 facility per planet effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 24

Name                := Military System Command Facility I
Description         := A Centralized command center which improves the combat, training, and production within a system. (only 1 facility per system effective)
Facility Group      := Ship Support
Facility Family     := 20
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 324
Cost Minerals       := 6000
Cost Organics       := 9000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1       := Coordination/Logistics
Tech Level Req 1      := 1
Number of Abilities := 5
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 1% each turn up to 3%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3
Ability 2 Type      := Fleet Training - System
Ability 2 Descr     := Fleets in this system will improve by 1% each turn up to 3%.
Ability 2 Val 1     := 1
Ability 2 Val 2     := 3
Ability 3 Type      := System Point Generation Modifier - Intelligence
Ability 3 Descr     := Increase all intelligence generation in a system by 5%.
Ability 3 Val 1     := 5
Ability 3 Val 2     := 0
Ability 4 Type      := Change Bad Event Chance - System
Ability 4 Descr     := Decreases the chance of any bad events in this system.
Ability 4 Val 1     := -10
Ability 4 Val 2     := 0
Ability 5 Type      := Change Bad Intelligence Chance - System
Ability 5 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 5 Val 1     := -10
Ability 5 Val 2     := 0

Name                := Military System Command Facility II
Description         := A Centralized command center which improves the combat, training, and production within a system. (only 1 facility per system effective)
Facility Group      := Ship Support
Facility Family     := 20
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 324
Cost Minerals       := 5400
Cost Organics       := 8100
Cost Radioactives   := 5400
Number of Tech Req  := 1
Tech Area Req 1       := Coordination/Logistics
Tech Level Req 1      := 2
Number of Abilities := 5
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 1% each turn up to 4%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 4
Ability 2 Type      := Fleet Training - System
Ability 2 Descr     := Fleets in this system will improve by 1% each turn up to 4%.
Ability 2 Val 1     := 1
Ability 2 Val 2     := 4
Ability 3 Type      := System Point Generation Modifier - Intelligence
Ability 3 Descr     := Increase all intelligence generation in a system by 7%.
Ability 3 Val 1     := 7
Ability 3 Val 2     := 0
Ability 4 Type      := Change Bad Event Chance - System
Ability 4 Descr     := Decreases the chance of any bad events in this system.
Ability 4 Val 1     := -14
Ability 4 Val 2     := 0
Ability 5 Type      := Change Bad Intelligence Chance - System
Ability 5 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 5 Val 1     := -14
Ability 5 Val 2     := 0

Name                := Military System Command Facility III
Description         := A Centralized command center which improves the combat, training, and production within a system. (only 1 facility per system effective)
Facility Group      := Ship Support
Facility Family     := 20
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 324
Cost Minerals       := 4860
Cost Organics       := 7290
Cost Radioactives   := 4860
Number of Tech Req  := 1
Tech Area Req 1       := Coordination/Logistics
Tech Level Req 1      := 3
Number of Abilities := 5
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 1% each turn up to 6%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 6
Ability 2 Type      := Fleet Training - System
Ability 2 Descr     := Fleets in this system will improve by 1% each turn up to 6%.
Ability 2 Val 1     := 1
Ability 2 Val 2     := 6
Ability 3 Type      := System Point Generation Modifier - Intelligence
Ability 3 Descr     := Increase all intelligence generation in a system by 10%.
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := Change Bad Event Chance - System
Ability 4 Descr     := Decreases the chance of any bad events in this system.
Ability 4 Val 1     := -20
Ability 4 Val 2     := 0
Ability 5 Type      := Change Bad Intelligence Chance - System
Ability 5 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 5 Val 1     := -20
Ability 5 Val 2     := 0

Name                := Military System Command Facility IV
Description         := A Centralized command center which improves the combat, training, and production within a system. (only 1 facility per system effective)
Facility Group      := Ship Support
Facility Family     := 20
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 324
Cost Minerals       := 4374
Cost Organics       := 6561
Cost Radioactives   := 4374
Number of Tech Req  := 1
Tech Area Req 1       := Coordination/Logistics
Tech Level Req 1      := 4
Number of Abilities := 5
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 8%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 8
Ability 2 Type      := Fleet Training - System
Ability 2 Descr     := Fleets in this system will improve by 2% each turn up to 8%.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 8
Ability 3 Type      := System Point Generation Modifier - Intelligence
Ability 3 Descr     := Increase all intelligence generation in a system by 14%.
Ability 3 Val 1     := 14
Ability 3 Val 2     := 0
Ability 4 Type      := Change Bad Event Chance - System
Ability 4 Descr     := Decreases the chance of any bad events in this system.
Ability 4 Val 1     := -27
Ability 4 Val 2     := 0
Ability 5 Type      := Change Bad Intelligence Chance - System
Ability 5 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 5 Val 1     := -27
Ability 5 Val 2     := 0

Name                := Military System Command Facility V
Description         := A Centralized command center which improves the combat, training, and production within a system. (only 1 facility per system effective)
Facility Group      := Ship Support
Facility Family     := 20
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 324
Cost Minerals       := 3937
Cost Organics       := 5905
Cost Radioactives   := 3937
Number of Tech Req  := 1
Tech Area Req 1       := Coordination/Logistics
Tech Level Req 1      := 5
Number of Abilities := 5
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 12%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 12
Ability 2 Type      := Fleet Training - System
Ability 2 Descr     := Fleets in this system will improve by 2% each turn up to 12%.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 12
Ability 3 Type      := System Point Generation Modifier - Intelligence
Ability 3 Descr     := Increase all intelligence generation in a system by 19%.
Ability 3 Val 1     := 19
Ability 3 Val 2     := 0
Ability 4 Type      := Change Bad Event Chance - System
Ability 4 Descr     := Decreases the chance of any bad events in this system.
Ability 4 Val 1     := -38
Ability 4 Val 2     := 0
Ability 5 Type      := Change Bad Intelligence Chance - System
Ability 5 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 5 Val 1     := -38
Ability 5 Val 2     := 0

Name                := Mercenary Command Post I
Description         := Central command post for military forces in the system.
Facility Group      := Ship Support
Facility Family     := 25
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 278
Cost Minerals       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 2
Tech Area Req 1       := Economics
Tech Level Req 1      := 1
Tech Area Req 2     := Coordination/Logistics
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 10% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 100 Organics per turn.
Ability 2 Val 1     := -100
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 100 Radioactives per turn.
Ability 3 Val 1     := -100
Ability 3 Val 2     := 0

Name                := Mercenary Command Post II
Description         := Central command post for military forces in the system.
Facility Group      := Ship Support
Facility Family     := 25
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 278
Cost Minerals       := 13500
Cost Organics       := 13500
Cost Radioactives   := 13500
Number of Tech Req  := 2
Tech Area Req 1       := Economics
Tech Level Req 1      := 2
Tech Area Req 2     := Coordination/Logistics
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 14% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 14
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 110 Organics per turn.
Ability 2 Val 1     := -110
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 110 Radioactives per turn.
Ability 3 Val 1     := -110
Ability 3 Val 2     := 0

Name                := Mercenary Command Post III
Description         := Central command post for military forces in the system.
Facility Group      := Ship Support
Facility Family     := 25
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 278
Cost Minerals       := 12150
Cost Organics       := 12150
Cost Radioactives   := 12150
Number of Tech Req  := 2
Tech Area Req 1       := Economics
Tech Level Req 1      := 3
Tech Area Req 2     := Coordination/Logistics
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 20% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 121 Organics per turn.
Ability 2 Val 1     := -121
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 121 Radioactives per turn.
Ability 3 Val 1     := -121
Ability 3 Val 2     := 0

Name                := Mercenary Command Post IV
Description         := Central command post for military forces in the system.
Facility Group      := Ship Support
Facility Family     := 25
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 278
Cost Minerals       := 10935
Cost Organics       := 10935
Cost Radioactives   := 10935
Number of Tech Req  := 2
Tech Area Req 1       := Economics
Tech Level Req 1      := 4
Tech Area Req 2     := Coordination/Logistics
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 27% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 27
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 133 Organics per turn.
Ability 2 Val 1     := -133
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 133 Radioactives per turn.
Ability 3 Val 1     := -133
Ability 3 Val 2     := 0

Name                := Mercenary Command Post V
Description         := Central command post for military forces in the system.
Facility Group      := Ship Support
Facility Family     := 25
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 278
Cost Minerals       := 9842
Cost Organics       := 9842
Cost Radioactives   := 9842
Number of Tech Req  := 2
Tech Area Req 1       := Economics
Tech Level Req 1      := 5
Tech Area Req 2     := Coordination/Logistics
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 38% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 38
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 146 Organics per turn.
Ability 2 Val 1     := -146
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 146 Radioactives per turn.
Ability 3 Val 1     := -146
Ability 3 Val 2     := 0

Name                := Shipping Office I
Description         := Coordinating facility for all shipping activities in system
Facility Group      := Ship Support
Facility Family     := 1019
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 2
Tech Area Req 1     := Economics
Tech Level Req 1    := 1
Tech Area Req 2     := Cargo
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Planet Value Change - System
Ability 1 Descr     := Increases the value of all planets in the system by  1% each turn. (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 100 Organics per turn.
Ability 2 Val 1     := -100
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 100 Radioactives per turn.
Ability 3 Val 1     := -100
Ability 3 Val 2     := 0
Ability 4 Type      := Reduced Maintenance Cost - System
Ability 4 Descr     := Reduces the maintenence costs of all ships in the system by 5%
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Cargo Storage
Ability 5 Descr     := Provides 500kt cargo space
Ability 5 Val 1     := 500
Ability 5 Val 2     := 0

Name                := Shipping Office II
Description         := Coordinating facility for all shipping activities in system
Facility Group      := Ship Support
Facility Family     := 1019
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 13500
Cost Organics       := 13500
Cost Radioactives   := 13500
Number of Tech Req  := 2
Tech Area Req 1     := Economics
Tech Level Req 1    := 1
Tech Area Req 2     := Cargo
Tech Level Req 2    := 2
Number of Abilities := 5
Ability 1 Type      := Planet Value Change - System
Ability 1 Descr     := Increases the value of all planets in the system by  1% each turn. (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 110 Organics per turn.
Ability 2 Val 1     := -110
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 110 Radioactives per turn.
Ability 3 Val 1     := -110
Ability 3 Val 2     := 0
Ability 4 Type      := Reduced Maintenance Cost - System
Ability 4 Descr     := Reduces the maintenence costs of all ships in the system by 7%
Ability 4 Val 1     := 7
Ability 4 Val 2     := 0
Ability 5 Type      := Cargo Storage
Ability 5 Descr     := Provides 625kt cargo space
Ability 5 Val 1     := 625
Ability 5 Val 2     := 0

Name                := Shipping Office III
Description         := Coordinating facility for all shipping activities in system
Facility Group      := Ship Support
Facility Family     := 1019
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 12150
Cost Organics       := 12150
Cost Radioactives   := 12150
Number of Tech Req  := 2
Tech Area Req 1     := Economics
Tech Level Req 1    := 1
Tech Area Req 2     := Cargo
Tech Level Req 2    := 3
Number of Abilities := 5
Ability 1 Type      := Planet Value Change - System
Ability 1 Descr     := Increases the value of all planets in the system by  2% each turn. (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 121 Organics per turn.
Ability 2 Val 1     := -121
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 121 Radioactives per turn.
Ability 3 Val 1     := -121
Ability 3 Val 2     := 0
Ability 4 Type      := Reduced Maintenance Cost - System
Ability 4 Descr     := Reduces the maintenence costs of all ships in the system by 10%
Ability 4 Val 1     := 10
Ability 4 Val 2     := 0
Ability 5 Type      := Cargo Storage
Ability 5 Descr     := Provides 781kt cargo space
Ability 5 Val 1     := 781
Ability 5 Val 2     := 0

Name                := Shipping Office IV
Description         := Coordinating facility for all shipping activities in system
Facility Group      := Ship Support
Facility Family     := 1019
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 10935
Cost Organics       := 10935
Cost Radioactives   := 10935
Number of Tech Req  := 2
Tech Area Req 1     := Economics
Tech Level Req 1    := 1
Tech Area Req 2     := Cargo
Tech Level Req 2    := 4
Number of Abilities := 5
Ability 1 Type      := Planet Value Change - System
Ability 1 Descr     := Increases the value of all planets in the system by  2% each turn. (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 133 Organics per turn.
Ability 2 Val 1     := -133
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 133 Radioactives per turn.
Ability 3 Val 1     := -133
Ability 3 Val 2     := 0
Ability 4 Type      := Reduced Maintenance Cost - System
Ability 4 Descr     := Reduces the maintenence costs of all ships in the system by 14%
Ability 4 Val 1     := 14
Ability 4 Val 2     := 0
Ability 5 Type      := Cargo Storage
Ability 5 Descr     := Provides 977kt cargo space
Ability 5 Val 1     := 977
Ability 5 Val 2     := 0

Name                := Shipping Office V
Description         := Coordinating facility for all shipping activities in system
Facility Group      := Ship Support
Facility Family     := 1019
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 9842
Cost Organics       := 9842
Cost Radioactives   := 9842
Number of Tech Req  := 2
Tech Area Req 1     := Economics
Tech Level Req 1    := 1
Tech Area Req 2     := Cargo
Tech Level Req 2    := 5
Number of Abilities := 5
Ability 1 Type      := Planet Value Change - System
Ability 1 Descr     := Increases the value of all planets in the system by  3% each turn. (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 146 Organics per turn.
Ability 2 Val 1     := -146
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 146 Radioactives per turn.
Ability 3 Val 1     := -146
Ability 3 Val 2     := 0
Ability 4 Type      := Reduced Maintenance Cost - System
Ability 4 Descr     := Reduces the maintenence costs of all ships in the system by 19%
Ability 4 Val 1     := 19
Ability 4 Val 2     := 0
Ability 5 Type      := Cargo Storage
Ability 5 Descr     := Provides 1221kt cargo space
Ability 5 Val 1     := 1221
Ability 5 Val 2     := 0

Name                := Military Garrison I
Description         := Ground base to strengthen and support your troops
Facility Group      := Ship Support
Facility Family     := 1022
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 11
Cost Minerals       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1     := Troops
Tech Level Req 1    := 1
Number of Abilities := 5
Ability 1 Type      := Planet Value Change - System
Ability 1 Descr     := Increases the value of all planets in the system by  1% each turn. (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 500kt cargo space
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Change Bad Intelligence Chance - System
Ability 3 Descr     := Decreases the chance of bad intel events in system
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Ground Defense
Ability 4 Descr     := Increases Ground Defense by 10%
Ability 4 Val 1     := 10
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Population Happiness
Ability 5 Descr     := Increases population happiness
Ability 5 Val 1     := -10
Ability 5 Val 2     := 0

Name                := Military Garrison II
Description         := Ground base to strengthen and support your troops
Facility Group      := Ship Support
Facility Family     := 1022
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 11
Cost Minerals       := 13500
Cost Organics       := 13500
Cost Radioactives   := 13500
Number of Tech Req  := 1
Tech Area Req 1     := Troops
Tech Level Req 1    := 2
Number of Abilities := 5
Ability 1 Type      := Planet Value Change - System
Ability 1 Descr     := Increases the value of all planets in the system by  1% each turn. (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 625kt cargo space
Ability 2 Val 1     := 625
Ability 2 Val 2     := 0
Ability 3 Type      := Change Bad Intelligence Chance - System
Ability 3 Descr     := Decreases the chance of bad intel events in system
Ability 3 Val 1     := 14
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Ground Defense
Ability 4 Descr     := Increases Ground Defense by 14%
Ability 4 Val 1     := 14
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Population Happiness
Ability 5 Descr     := Increases population happiness
Ability 5 Val 1     := -14
Ability 5 Val 2     := 0

Name                := Military Garrison III
Description         := Ground base to strengthen and support your troops
Facility Group      := Ship Support
Facility Family     := 1022
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 11
Cost Minerals       := 12150
Cost Organics       := 12150
Cost Radioactives   := 12150
Number of Tech Req  := 1
Tech Area Req 1     := Troops
Tech Level Req 1    := 3
Number of Abilities := 5
Ability 1 Type      := Planet Value Change - System
Ability 1 Descr     := Increases the value of all planets in the system by  1% each turn. (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 781kt cargo space
Ability 2 Val 1     := 781
Ability 2 Val 2     := 0
Ability 3 Type      := Change Bad Intelligence Chance - System
Ability 3 Descr     := Decreases the chance of bad intel events in system
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Ground Defense
Ability 4 Descr     := Increases Ground Defense by 20%
Ability 4 Val 1     := 20
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Population Happiness
Ability 5 Descr     := Increases population happiness
Ability 5 Val 1     := -20
Ability 5 Val 2     := 0

Name                := Military Garrison IV
Description         := Ground base to strengthen and support your troops
Facility Group      := Ship Support
Facility Family     := 1022
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 11
Cost Minerals       := 10935
Cost Organics       := 10935
Cost Radioactives   := 10935
Number of Tech Req  := 1
Tech Area Req 1     := Troops
Tech Level Req 1    := 4
Number of Abilities := 5
Ability 1 Type      := Planet Value Change - System
Ability 1 Descr     := Increases the value of all planets in the system by  2% each turn. (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 977kt cargo space
Ability 2 Val 1     := 977
Ability 2 Val 2     := 0
Ability 3 Type      := Change Bad Intelligence Chance - System
Ability 3 Descr     := Decreases the chance of bad intel events in system
Ability 3 Val 1     := 27
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Ground Defense
Ability 4 Descr     := Increases Ground Defense by 27%
Ability 4 Val 1     := 27
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Population Happiness
Ability 5 Descr     := Increases population happiness
Ability 5 Val 1     := -27
Ability 5 Val 2     := 0

Name                := Military Garrison V
Description         := Ground base to strengthen and support your troops
Facility Group      := Ship Support
Facility Family     := 1022
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 11
Cost Minerals       := 9842
Cost Organics       := 9842
Cost Radioactives   := 9842
Number of Tech Req  := 1
Tech Area Req 1     := Troops
Tech Level Req 1    := 5
Number of Abilities := 5
Ability 1 Type      := Planet Value Change - System
Ability 1 Descr     := Increases the value of all planets in the system by  2% each turn. (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 1221kt cargo space
Ability 2 Val 1     := 1221
Ability 2 Val 2     := 0
Ability 3 Type      := Change Bad Intelligence Chance - System
Ability 3 Descr     := Decreases the chance of bad intel events in system
Ability 3 Val 1     := 38
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Ground Defense
Ability 4 Descr     := Increases Ground Defense by 38%
Ability 4 Val 1     := 38
Ability 4 Val 2     := 0
Ability 5 Type      := Planet - Change Population Happiness
Ability 5 Descr     := Increases population happiness
Ability 5 Val 1     := -38
Ability 5 Val 2     := 0

Name                := Planetary Exchange I
Description         := Coordinating facility for all trade on the planet
Facility Group      := Ship Support
Facility Family     := 1020
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 613
Cost Minerals       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1       := Economics
Tech Level Req 1      := 2
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increases all resource generation on a planet by 30%. (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 100 Organics per turn.
Ability 2 Val 1     := -100
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 100 Radioactives per turn.
Ability 3 Val 1     := -100
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Gen Modifier Planet - Organics
Ability 4 Descr     := 
Ability 4 Val 1     := 30
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Gen Modifier Planet - Radioactives
Ability 5 Descr     := 
Ability 5 Val 1     := 30
Ability 5 Val 2     := 0

Name                := Planetary Exchange II
Description         := Coordinating facility for all trade on the planet
Facility Group      := Ship Support
Facility Family     := 1020
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 613
Cost Minerals       := 13500
Cost Organics       := 13500
Cost Radioactives   := 13500
Number of Tech Req  := 1
Tech Area Req 1       := Economics
Tech Level Req 1      := 3
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increases all resource generation on a planet by 36%. (only 1 facility per system effective).
Ability 1 Val 1     := 36
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 90 Organics per turn.
Ability 2 Val 1     := -90
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 90 Radioactives per turn.
Ability 3 Val 1     := -90
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Gen Modifier Planet - Organics
Ability 4 Descr     := 
Ability 4 Val 1     := 36
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Gen Modifier Planet - Radioactives
Ability 5 Descr     := 
Ability 5 Val 1     := 36
Ability 5 Val 2     := 0

Name                := Planetary Exchange III
Description         := Coordinating facility for all trade on the planet
Facility Group      := Ship Support
Facility Family     := 1020
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 613
Cost Minerals       := 12150
Cost Organics       := 12150
Cost Radioactives   := 12150
Number of Tech Req  := 1
Tech Area Req 1       := Economics
Tech Level Req 1      := 4
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increases all resource generation on a planet by 43%. (only 1 facility per system effective).
Ability 1 Val 1     := 43
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 81 Organics per turn.
Ability 2 Val 1     := -81
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 81 Radioactives per turn.
Ability 3 Val 1     := -81
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Gen Modifier Planet - Organics
Ability 4 Descr     := 
Ability 4 Val 1     := 43
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Gen Modifier Planet - Radioactives
Ability 5 Descr     := 
Ability 5 Val 1     := 43
Ability 5 Val 2     := 0

Name                := Planetary Exchange IV
Description         := Coordinating facility for all trade on the planet
Facility Group      := Ship Support
Facility Family     := 1020
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 613
Cost Minerals       := 10935
Cost Organics       := 10935
Cost Radioactives   := 10935
Number of Tech Req  := 1
Tech Area Req 1       := Economics
Tech Level Req 1      := 5
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increases all resource generation on a planet by 52%. (only 1 facility per system effective).
Ability 1 Val 1     := 52
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 73 Organics per turn.
Ability 2 Val 1     := -73
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 73 Radioactives per turn.
Ability 3 Val 1     := -73
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Gen Modifier Planet - Organics
Ability 4 Descr     := 
Ability 4 Val 1     := 52
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Gen Modifier Planet - Radioactives
Ability 5 Descr     := 
Ability 5 Val 1     := 52
Ability 5 Val 2     := 0

Name                := Planetary Exchange V
Description         := Coordinating facility for all trade on the planet
Facility Group      := Ship Support
Facility Family     := 1020
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 613
Cost Minerals       := 9842
Cost Organics       := 9842
Cost Radioactives   := 9842
Number of Tech Req  := 1
Tech Area Req 1       := Economics
Tech Level Req 1      := 6
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increases all resource generation on a planet by 62%. (only 1 facility per system effective).
Ability 1 Val 1     := 62
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 66 Organics per turn.
Ability 2 Val 1     := -66
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 66 Radioactives per turn.
Ability 3 Val 1     := -66
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Gen Modifier Planet - Organics
Ability 4 Descr     := 
Ability 4 Val 1     := 62
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Gen Modifier Planet - Radioactives
Ability 5 Descr     := 
Ability 5 Val 1     := 62
Ability 5 Val 2     := 0

Name                := System Exchange I
Description         := Coordinating facility for all trade in the system
Facility Group      := Ship Support
Facility Family     := 1021
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 633
Cost Minerals       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 1
Tech Area Req 1       := Economics
Tech Level Req 1      := 3
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increases all resource generation in a system by 30%. (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 100 Organics per turn.
Ability 2 Val 1     := -100
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 100 Radioactives per turn.
Ability 3 Val 1     := -100
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Gen Modifier System - Organics
Ability 4 Descr     := 
Ability 4 Val 1     := 30
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Gen Modifier System - Radioactives
Ability 5 Descr     := 
Ability 5 Val 1     := 30
Ability 5 Val 2     := 0

Name                := System Exchange II
Description         := Coordinating facility for all trade in the system
Facility Group      := Ship Support
Facility Family     := 1021
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 633
Cost Minerals       := 13500
Cost Organics       := 13500
Cost Radioactives   := 13500
Number of Tech Req  := 1
Tech Area Req 1       := Economics
Tech Level Req 1      := 4
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increases all resource generation in a system by 36%. (only 1 facility per system effective).
Ability 1 Val 1     := 36
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 90 Organics per turn.
Ability 2 Val 1     := -90
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 90 Radioactives per turn.
Ability 3 Val 1     := -90
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Gen Modifier System - Organics
Ability 4 Descr     := 
Ability 4 Val 1     := 36
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Gen Modifier System - Radioactives
Ability 5 Descr     := 
Ability 5 Val 1     := 36
Ability 5 Val 2     := 0

Name                := System Exchange III
Description         := Coordinating facility for all trade in the system
Facility Group      := Ship Support
Facility Family     := 1021
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 633
Cost Minerals       := 12150
Cost Organics       := 12150
Cost Radioactives   := 12150
Number of Tech Req  := 1
Tech Area Req 1       := Economics
Tech Level Req 1      := 5
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increases all resource generation in a system by 43%. (only 1 facility per system effective).
Ability 1 Val 1     := 43
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 81 Organics per turn.
Ability 2 Val 1     := -81
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 81 Radioactives per turn.
Ability 3 Val 1     := -81
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Gen Modifier System - Organics
Ability 4 Descr     := 
Ability 4 Val 1     := 43
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Gen Modifier System - Radioactives
Ability 5 Descr     := 
Ability 5 Val 1     := 43
Ability 5 Val 2     := 0

Name                := System Exchange IV
Description         := Coordinating facility for all trade in the system
Facility Group      := Ship Support
Facility Family     := 1021
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 633
Cost Minerals       := 10935
Cost Organics       := 10935
Cost Radioactives   := 10935
Number of Tech Req  := 1
Tech Area Req 1       := Economics
Tech Level Req 1      := 6
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increases all resource generation in a system by 52%. (only 1 facility per system effective).
Ability 1 Val 1     := 52
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 73 Organics per turn.
Ability 2 Val 1     := -73
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 73 Radioactives per turn.
Ability 3 Val 1     := -73
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Gen Modifier System - Organics
Ability 4 Descr     := 
Ability 4 Val 1     := 52
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Gen Modifier System - Radioactives
Ability 5 Descr     := 
Ability 5 Val 1     := 52
Ability 5 Val 2     := 0

Name                := System Exchange V
Description         := Coordinating facility for all trade in the system
Facility Group      := Ship Support
Facility Family     := 1021
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 633
Cost Minerals       := 9842
Cost Organics       := 9842
Cost Radioactives   := 9842
Number of Tech Req  := 1
Tech Area Req 1       := Economics
Tech Level Req 1      := 7
Number of Abilities := 5
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increases all resource generation in a system by 62%. (only 1 facility per system effective).
Ability 1 Val 1     := 62
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 66 Organics per turn.
Ability 2 Val 1     := -66
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 66 Radioactives per turn.
Ability 3 Val 1     := -66
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Gen Modifier System - Organics
Ability 4 Descr     := 
Ability 4 Val 1     := 62
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Gen Modifier System - Radioactives
Ability 5 Descr     := 
Ability 5 Val 1     := 62
Ability 5 Val 2     := 0

Name                := Gestation Vats I
Description         := Artificial gestation chambers which greatly increase the reproduction rate of an entire system.
Facility Group      := Population Support
Facility Family     := 34
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 260
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 1
Tech Area Req 1       := Genetics
Tech Level Req 1      := 1
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Gestation Vats II
Description         := Artificial gestation chambers which greatly increase the reproduction rate of an entire system.
Facility Group      := Population Support
Facility Family     := 34
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 260
Cost Minerals       := 1800
Cost Organics       := 5400
Cost Radioactives   := 1800
Number of Tech Req  := 1
Tech Area Req 1       := Genetics
Tech Level Req 1      := 2
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 2% faster (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Gestation Vats III
Description         := Artificial gestation chambers which greatly increase the reproduction rate of an entire system.
Facility Group      := Population Support
Facility Family     := 34
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 260
Cost Minerals       := 1620
Cost Organics       := 4860
Cost Radioactives   := 1620
Number of Tech Req  := 1
Tech Area Req 1       := Genetics
Tech Level Req 1      := 3
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 3% faster (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Gestation Vats IV
Description         := Artificial gestation chambers which greatly increase the reproduction rate of an entire system.
Facility Group      := Population Support
Facility Family     := 34
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 260
Cost Minerals       := 1458
Cost Organics       := 4374
Cost Radioactives   := 1458
Number of Tech Req  := 1
Tech Area Req 1       := Genetics
Tech Level Req 1      := 4
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 4% faster (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Gestation Vats V
Description         := Artificial gestation chambers which greatly increase the reproduction rate of an entire system.
Facility Group      := Population Support
Facility Family     := 34
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 260
Cost Minerals       := 1312
Cost Organics       := 3937
Cost Radioactives   := 1312
Number of Tech Req  := 1
Tech Area Req 1       := Genetics
Tech Level Req 1      := 5
Number of Abilities := 1
Ability 1 Type      := Modify Reproduction - System
Ability 1 Descr     := Populations in this system will reproduce 5% faster (only 1 facility per system effective).
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0

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

Name                := Replicant Center II
Description         := Artificially created population used mainly for labor.
Facility Group      := Population Support
Facility Family     := 35
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 1800
Cost Organics       := 13500
Cost Radioactives   := 1800
Number of Tech Req  := 1
Tech Area Req 1       := Genetics
Tech Level Req 1      := 5
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 15M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0

Name                := Replicant Center III
Description         := Artificially created population used mainly for labor.
Facility Group      := Population Support
Facility Family     := 35
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 1620
Cost Organics       := 12150
Cost Radioactives   := 1620
Number of Tech Req  := 1
Tech Area Req 1       := Genetics
Tech Level Req 1      := 6
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 23M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 23
Ability 1 Val 2     := 0

Name                := Replicant Center IV
Description         := Artificially created population used mainly for labor.
Facility Group      := Population Support
Facility Family     := 35
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 1458
Cost Organics       := 10935
Cost Radioactives   := 1458
Number of Tech Req  := 1
Tech Area Req 1       := Genetics
Tech Level Req 1      := 7
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 34M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 34
Ability 1 Val 2     := 0

Name                := Replicant Center V
Description         := Artificially created population used mainly for labor.
Facility Group      := Population Support
Facility Family     := 35
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 1312
Cost Organics       := 9842
Cost Radioactives   := 1312
Number of Tech Req  := 1
Tech Area Req 1       := Genetics
Tech Level Req 1      := 8
Number of Abilities := 1
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 51M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 51
Ability 1 Val 2     := 0

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

Name                := Medical Lab II
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 1800
Cost Organics       := 7200
Cost Radioactives   := 1800
Number of Tech Req  := 1
Tech Area Req 1       := Medicine
Tech Level Req 1      := 2
Number of Abilities := 3
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 2 plagues in this system.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Medical Lab III
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 1620
Cost Organics       := 6480
Cost Radioactives   := 1620
Number of Tech Req  := 1
Tech Area Req 1       := Medicine
Tech Level Req 1      := 3
Number of Abilities := 3
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 3 plagues in this system.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 2% faster (only 1 facility per system effective).
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Medical Lab IV
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 1458
Cost Organics       := 5832
Cost Radioactives   := 1458
Number of Tech Req  := 1
Tech Area Req 1       := Medicine
Tech Level Req 1      := 4
Number of Abilities := 3
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 4 plagues in this system.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 2% faster (only 1 facility per system effective).
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Medical Lab V
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 36
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 4
Cost Minerals       := 1312
Cost Organics       := 5249
Cost Radioactives   := 1312
Number of Tech Req  := 1
Tech Area Req 1       := Medicine
Tech Level Req 1      := 5
Number of Abilities := 3
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 5 plagues in this system.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 3% faster (only 1 facility per system effective).
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0

Name                := Commercial Medical Lab I
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 1042
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 188
Cost Minerals       := 2000
Cost Organics       := 8000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medicine
Tech Level Req 1    := 1
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 1 plagues in this system.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Organics
Ability 4 Descr     := Uses 100 Organics per turn.
Ability 4 Val 1     := -100
Ability 4 Val 2     := 0
Ability 5 Type      := Generate Points Radioactives
Ability 5 Descr     := Uses 100 Radioactives per turn.
Ability 5 Val 1     := -100
Ability 5 Val 2     := 0

Name                := Commercial Medical Lab II
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 1042
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 188
Cost Minerals       := 1800
Cost Organics       := 7200
Cost Radioactives   := 1800
Number of Tech Req  := 2
Tech Area Req 1     := Medicine
Tech Level Req 1    := 2
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 2 plagues in this system.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 2% faster (only 1 facility per system effective).
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Organics
Ability 4 Descr     := Uses 90 Organics per turn.
Ability 4 Val 1     := -90
Ability 4 Val 2     := 0
Ability 5 Type      := Generate Points Radioactives
Ability 5 Descr     := Uses 90 Radioactives per turn.
Ability 5 Val 1     := -90
Ability 5 Val 2     := 0

Name                := Commercial Medical Lab III
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 1042
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 188
Cost Minerals       := 1620
Cost Organics       := 6480
Cost Radioactives   := 1620
Number of Tech Req  := 2
Tech Area Req 1     := Medicine
Tech Level Req 1    := 3
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 3 plagues in this system.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 4% faster (only 1 facility per system effective).
Ability 2 Val 1     := 4
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 3 Val 1     := 4
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Organics
Ability 4 Descr     := Uses 81 Organics per turn.
Ability 4 Val 1     := -81
Ability 4 Val 2     := 0
Ability 5 Type      := Generate Points Radioactives
Ability 5 Descr     := Uses 81 Radioactives per turn.
Ability 5 Val 1     := -81
Ability 5 Val 2     := 0

Name                := Commercial Medical Lab IV
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 1042
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 188
Cost Minerals       := 1458
Cost Organics       := 5832
Cost Radioactives   := 1458
Number of Tech Req  := 2
Tech Area Req 1     := Medicine
Tech Level Req 1    := 4
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 4 plagues in this system.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 8% faster (only 1 facility per system effective).
Ability 2 Val 1     := 8
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 3 Val 1     := 8
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Organics
Ability 4 Descr     := Uses 73 Organics per turn.
Ability 4 Val 1     := -73
Ability 4 Val 2     := 0
Ability 5 Type      := Generate Points Radioactives
Ability 5 Descr     := Uses 73 Radioactives per turn.
Ability 5 Val 1     := -73
Ability 5 Val 2     := 0

Name                := Commercial Medical Lab V
Description         := Advanced medical center which cures the ill and helps prevent disease.
Facility Group      := Population Support
Facility Family     := 1042
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 188
Cost Minerals       := 1312
Cost Organics       := 5249
Cost Radioactives   := 1312
Number of Tech Req  := 2
Tech Area Req 1     := Medicine
Tech Level Req 1    := 5
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Plague Prevention - System
Ability 1 Descr     := Prevents level 5 plagues in this system.
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0
Ability 2 Type      := Modify Reproduction - System
Ability 2 Descr     := Populations in this system will reproduce 16% faster (only 1 facility per system effective).
Ability 2 Val 1     := 16
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 3 Val 1     := 16
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Organics
Ability 4 Descr     := Uses 66 Organics per turn.
Ability 4 Val 1     := -66
Ability 4 Val 2     := 0
Ability 5 Type      := Generate Points Radioactives
Ability 5 Descr     := Uses 66 Radioactives per turn.
Ability 5 Val 1     := -66
Ability 5 Val 2     := 0

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

Name                := Urban Pacification Center II
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 900
Cost Organics       := 3600
Cost Radioactives   := 900
Number of Tech Req  := 1
Tech Area Req 1       := Medicine
Tech Level Req 1      := 2
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Urban Pacification Center III
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 810
Cost Organics       := 3240
Cost Radioactives   := 810
Number of Tech Req  := 1
Tech Area Req 1       := Medicine
Tech Level Req 1      := 3
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Urban Pacification Center IV
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 729
Cost Organics       := 2916
Cost Radioactives   := 729
Number of Tech Req  := 1
Tech Area Req 1       := Medicine
Tech Level Req 1      := 4
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := Urban Pacification Center V
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 656
Cost Organics       := 2624
Cost Radioactives   := 656
Number of Tech Req  := 1
Tech Area Req 1       := Medicine
Tech Level Req 1      := 5
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1     := 16
Ability 1 Val 2     := 0

Name                := Government Administration Center I
Description         := Government center that solidifies your empire's hold on its territory.
Facility Group      := Primary Facilities
Facility Family     := 1009
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 182
Cost Minerals       := 6000
Cost Organics       := 8000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Political Science
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Protects against bad events
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Protects against enemy intelligence
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Increases system population happiness
Ability 3 Val 1     := -2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Increases plante population happiness
Ability 4 Val 1     := -2
Ability 4 Val 2     := 0

Name                := Government Administration Center II
Description         := Government center that solidifies your empire's hold on its territory.
Facility Group      := Primary Facilities
Facility Family     := 1009
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 182
Cost Minerals       := 5400
Cost Organics       := 7200
Cost Radioactives   := 4500
Number of Tech Req  := 1
Tech Area Req 1     := Political Science
Tech Level Req 1    := 2
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Protects against bad events
Ability 1 Val 1     := -11
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Protects against enemy intelligence
Ability 2 Val 1     := -11
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Increases system population happiness
Ability 3 Val 1     := -2
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Increases plante population happiness
Ability 4 Val 1     := -2
Ability 4 Val 2     := 0

Name                := Government Administration Center III
Description         := Government center that solidifies your empire's hold on its territory.
Facility Group      := Primary Facilities
Facility Family     := 1009
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 182
Cost Minerals       := 4860
Cost Organics       := 6480
Cost Radioactives   := 4050
Number of Tech Req  := 1
Tech Area Req 1     := Political Science
Tech Level Req 1    := 3
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Protects against bad events
Ability 1 Val 1     := -12
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Protects against enemy intelligence
Ability 2 Val 1     := -12
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Increases system population happiness
Ability 3 Val 1     := -3
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Increases plante population happiness
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0

Name                := Government Administration Center IV
Description         := Government center that solidifies your empire's hold on its territory.
Facility Group      := Primary Facilities
Facility Family     := 1009
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 182
Cost Minerals       := 4374
Cost Organics       := 5832
Cost Radioactives   := 3645
Number of Tech Req  := 1
Tech Area Req 1     := Political Science
Tech Level Req 1    := 4
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Protects against bad events
Ability 1 Val 1     := -13
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Protects against enemy intelligence
Ability 2 Val 1     := -13
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Increases system population happiness
Ability 3 Val 1     := -3
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Increases plante population happiness
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0

Name                := Government Administration Center V
Description         := Government center that solidifies your empire's hold on its territory.
Facility Group      := Primary Facilities
Facility Family     := 1009
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 182
Cost Minerals       := 3937
Cost Organics       := 5249
Cost Radioactives   := 3281
Number of Tech Req  := 1
Tech Area Req 1     := Political Science
Tech Level Req 1    := 5
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Protects against bad events
Ability 1 Val 1     := -15
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Protects against enemy intelligence
Ability 2 Val 1     := -15
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := Increases system population happiness
Ability 3 Val 1     := -4
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Population Happiness
Ability 4 Descr     := Increases plante population happiness
Ability 4 Val 1     := -4
Ability 4 Val 2     := 0

Name                := Legislative Center I
Description         := Government center that solidifies your empire's hold on its territory.
Facility Group      := Primary Facilities
Facility Family     := 1012
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 181
Cost Minerals       := 7000
Cost Organics       := 6000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1       := Political Science
Tech Level Req 1      := 2
Number of Abilities := 5
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increases intel and research points in system by 5% each turn
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0
Ability 2 Type      := System Point Generation Modifier - Research
Ability 2 Descr     := 
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Minerals
Ability 3 Descr     := Increases resource output by 5%
Ability 3 Val 1     := 5
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Gen Modifier System - Organics
Ability 4 Descr     := 
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Gen Modifier System - Radioactives
Ability 5 Descr     := 
Ability 5 Val 1     := 5
Ability 5 Val 2     := 0

Name                := Legislative Center II
Description         := Government center that solidifies your empire's hold on its territory.
Facility Group      := Primary Facilities
Facility Family     := 1012
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 181
Cost Minerals       := 6300
Cost Organics       := 5400
Cost Radioactives   := 4500
Number of Tech Req  := 1
Tech Area Req 1       := Political Science
Tech Level Req 1      := 3
Number of Abilities := 5
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increases intel and research points in system by 6% each turn
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0
Ability 2 Type      := System Point Generation Modifier - Research
Ability 2 Descr     := 
Ability 2 Val 1     := 6
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Minerals
Ability 3 Descr     := Increases resource output by 6%
Ability 3 Val 1     := 6
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Gen Modifier System - Organics
Ability 4 Descr     := 
Ability 4 Val 1     := 6
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Gen Modifier System - Radioactives
Ability 5 Descr     := 
Ability 5 Val 1     := 6
Ability 5 Val 2     := 0

Name                := Legislative Center III
Description         := Government center that solidifies your empire's hold on its territory.
Facility Group      := Primary Facilities
Facility Family     := 1012
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 181
Cost Minerals       := 5670
Cost Organics       := 4860
Cost Radioactives   := 4050
Number of Tech Req  := 1
Tech Area Req 1       := Political Science
Tech Level Req 1      := 4
Number of Abilities := 5
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increases intel and research points in system by 7% each turn
Ability 1 Val 1     := 7
Ability 1 Val 2     := 0
Ability 2 Type      := System Point Generation Modifier - Research
Ability 2 Descr     := 
Ability 2 Val 1     := 7
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Minerals
Ability 3 Descr     := Increases resource output by 7%
Ability 3 Val 1     := 7
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Gen Modifier System - Organics
Ability 4 Descr     := 
Ability 4 Val 1     := 7
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Gen Modifier System - Radioactives
Ability 5 Descr     := 
Ability 5 Val 1     := 7
Ability 5 Val 2     := 0

Name                := Legislative Center IV
Description         := Government center that solidifies your empire's hold on its territory.
Facility Group      := Primary Facilities
Facility Family     := 1012
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 181
Cost Minerals       := 5103
Cost Organics       := 4374
Cost Radioactives   := 3645
Number of Tech Req  := 1
Tech Area Req 1       := Political Science
Tech Level Req 1      := 5
Number of Abilities := 5
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increases intel and research points in system by 8% each turn
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0
Ability 2 Type      := System Point Generation Modifier - Research
Ability 2 Descr     := 
Ability 2 Val 1     := 8
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Minerals
Ability 3 Descr     := Increases resource output by 8%
Ability 3 Val 1     := 8
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Gen Modifier System - Organics
Ability 4 Descr     := 
Ability 4 Val 1     := 8
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Gen Modifier System - Radioactives
Ability 5 Descr     := 
Ability 5 Val 1     := 8
Ability 5 Val 2     := 0

Name                := Legislative Center V
Description         := Government center that solidifies your empire's hold on its territory.
Facility Group      := Primary Facilities
Facility Family     := 1012
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 181
Cost Minerals       := 4593
Cost Organics       := 3937
Cost Radioactives   := 3281
Number of Tech Req  := 1
Tech Area Req 1       := Political Science
Tech Level Req 1      := 6
Number of Abilities := 5
Ability 1 Type      := System Point Generation Modifier - Intelligence
Ability 1 Descr     := Increases intel and research points in system by 9% each turn
Ability 1 Val 1     := 9
Ability 1 Val 2     := 0
Ability 2 Type      := System Point Generation Modifier - Research
Ability 2 Descr     := 
Ability 2 Val 1     := 9
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier System - Minerals
Ability 3 Descr     := Increases resource output by 9%
Ability 3 Val 1     := 9
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Gen Modifier System - Organics
Ability 4 Descr     := 
Ability 4 Val 1     := 9
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Gen Modifier System - Radioactives
Ability 5 Descr     := 
Ability 5 Val 1     := 9
Ability 5 Val 2     := 0

Name                := Immigration Center I
Description         := Government center that processes immigrants and encourages immigration
Facility Group      := Primary Facilities
Facility Family     := 1013
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 253
Cost Minerals       := 5000
Cost Organics       := 6000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1       := Immigration
Tech Level Req 1      := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := System population increases by 1M each turn
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Change Population Happiness - System
Ability 2 Descr     := Immigrants take a while to assimilate
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Modify Reproduction - System
Ability 3 Descr     := System population increases faster
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Immigration Center II
Description         := Government center that processes immigrants and encourages immigration
Facility Group      := Primary Facilities
Facility Family     := 1013
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 253
Cost Minerals       := 4500
Cost Organics       := 5400
Cost Radioactives   := 4500
Number of Tech Req  := 1
Tech Area Req 1     := Immigration
Tech Level Req 1    := 2
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := System population increases by 2M each turn
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Change Population Happiness - System
Ability 2 Descr     := Immigrants take a while to assimilate
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Modify Reproduction - System
Ability 3 Descr     := System population increases faster
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Immigration Center III
Description         := Government center that processes immigrants and encourages immigration
Facility Group      := Primary Facilities
Facility Family     := 1013
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 253
Cost Minerals       := 4050
Cost Organics       := 4860
Cost Radioactives   := 4050
Number of Tech Req  := 1
Tech Area Req 1     := Immigration
Tech Level Req 1    := 3
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := System population increases by 3M each turn
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Change Population Happiness - System
Ability 2 Descr     := Immigrants take a while to assimilate
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Modify Reproduction - System
Ability 3 Descr     := System population increases faster
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0

Name                := Immigration Center IV
Description         := Government center that processes immigrants and encourages immigration
Facility Group      := Primary Facilities
Facility Family     := 1013
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 253
Cost Minerals       := 3645
Cost Organics       := 4374
Cost Radioactives   := 3645
Number of Tech Req  := 1
Tech Area Req 1     := Immigration
Tech Level Req 1    := 4
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := System population increases by 4M each turn
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0
Ability 2 Type      := Change Population Happiness - System
Ability 2 Descr     := Immigrants take a while to assimilate
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0
Ability 3 Type      := Modify Reproduction - System
Ability 3 Descr     := System population increases faster
Ability 3 Val 1     := 4
Ability 3 Val 2     := 0

Name                := Immigration Center V
Description         := Government center that processes immigrants and encourages immigration
Facility Group      := Primary Facilities
Facility Family     := 1013
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 253
Cost Minerals       := 3281
Cost Organics       := 3937
Cost Radioactives   := 3281
Number of Tech Req  := 1
Tech Area Req 1     := Immigration
Tech Level Req 1    := 5
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := System population increases by 5M each turn
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0
Ability 2 Type      := Change Population Happiness - System
Ability 2 Descr     := Immigrants take a while to assimilate
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0
Ability 3 Type      := Modify Reproduction - System
Ability 3 Descr     := System population increases faster
Ability 3 Val 1     := 5
Ability 3 Val 2     := 0

Name                := Great Monument
Description         := All the galaxy will see your majesty
Facility Group      := Primary Facilities
Facility Family     := 1010
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 256
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Political Science
Tech Level Req 1    := 2
Number of Abilities := 0

Name                := Space Yard Facility I
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Construction
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 8000
Cost Organics       := 10
Cost Radioactives   := 50
Number of Tech Req  := 1
Tech Area Req 1       := Construction
Tech Level Req 1      := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2000 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2000
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Space Yard Facility II
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Construction
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 8800
Cost Organics       := 11
Cost Radioactives   := 55
Number of Tech Req  := 1
Tech Area Req 1       := Construction
Tech Level Req 1      := 2
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2600 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2600
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2600 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2600
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2600 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2600
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 7 components per turn.
Ability 4 Val 1     := 7
Ability 4 Val 2     := 0

Name                := Space Yard Facility III
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Construction
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 9680
Cost Organics       := 12
Cost Radioactives   := 61
Number of Tech Req  := 1
Tech Area Req 1       := Construction
Tech Level Req 1      := 3
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 3380 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3380
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 3380 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3380
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 3380 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 3380
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 8 components per turn.
Ability 4 Val 1     := 8
Ability 4 Val 2     := 0

Name                := Space Yard Facility IV
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Construction
Facility Family     := 38
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10648
Cost Organics       := 13
Cost Radioactives   := 67
Number of Tech Req  := 1
Tech Area Req 1       := Construction
Tech Level Req 1      := 4
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 4394 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 4394
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 4394 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 4394
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 4394 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 4394
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 11 components per turn.
Ability 4 Val 1     := 11
Ability 4 Val 2     := 0

Name                := Space Yard Facility V
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Construction
Facility Family     := 38
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 11713
Cost Organics       := 15
Cost Radioactives   := 73
Number of Tech Req  := 1
Tech Area Req 1       := Construction
Tech Level Req 1      := 5
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 5712 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 5712
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 5712 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 5712
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 5712 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 5712
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 14 components per turn.
Ability 4 Val 1     := 14
Ability 4 Val 2     := 0

Name                := Space Yard Facility VI
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Construction
Facility Family     := 38
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 12884
Cost Organics       := 16
Cost Radioactives   := 81
Number of Tech Req  := 1
Tech Area Req 1       := Construction
Tech Level Req 1      := 6
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 7426 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 7426
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 7426 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 7426
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 7426 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 7426
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 19 components per turn.
Ability 4 Val 1     := 19
Ability 4 Val 2     := 0

Name                := Space Yard Facility VII
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Construction
Facility Family     := 38
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 14172
Cost Organics       := 18
Cost Radioactives   := 89
Number of Tech Req  := 1
Tech Area Req 1       := Construction
Tech Level Req 1      := 7
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 9654 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 9654
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 9654 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 9654
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 9654 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 9654
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 24 components per turn.
Ability 4 Val 1     := 24
Ability 4 Val 2     := 0

Name                := Space Yard Facility VIII
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Construction
Facility Family     := 38
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 15590
Cost Organics       := 19
Cost Radioactives   := 97
Number of Tech Req  := 1
Tech Area Req 1       := Construction
Tech Level Req 1      := 8
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 12550 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 12550
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 12550 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 12550
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 12550 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 12550
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 31 components per turn.
Ability 4 Val 1     := 31
Ability 4 Val 2     := 0

Name                := Space Yard Facility IX
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Construction
Facility Family     := 38
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 17149
Cost Organics       := 21
Cost Radioactives   := 107
Number of Tech Req  := 1
Tech Area Req 1       := Construction
Tech Level Req 1      := 9
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 16315 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 16315
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 16315 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 16315
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 16315 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 16315
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 41 components per turn.
Ability 4 Val 1     := 41
Ability 4 Val 2     := 0

Name                := Space Yard Facility X
Description         := Large construction facility which allows the construction of ships in space.
Facility Group      := Construction
Facility Family     := 38
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 18864
Cost Organics       := 24
Cost Radioactives   := 118
Number of Tech Req  := 1
Tech Area Req 1       := Construction
Tech Level Req 1      := 10
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 21209 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 21209
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 21209 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 21209
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 21209 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 21209
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 53 components per turn.
Ability 4 Val 1     := 53
Ability 4 Val 2     := 0

Name                := Industrial Space Yard I
Description         := Industrial construction facility which allows the construction of ships in space.
Facility Group      := Construction
Facility Family     := 1043
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 257
Cost Minerals       := 15500
Cost Organics       := 20
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Construction
Tech Level Req 1    := 1
Tech Area Req 2     := Economics
Tech Level Req 2    := 3
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 3500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 3000 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3000
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 3000 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 3000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 6 components per turn.
Ability 4 Val 1     := 6
Ability 4 Val 2     := 0
Ability 5 Type      := Planet Value Change - System
Ability 5 Descr     := Depletes resources from all planets in the system by 1% each year (only 1 facility per system effective).
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Industrial Space Yard II
Description         := Industrial construction facility which allows the construction of ships in space.
Facility Group      := Construction
Facility Family     := 1043
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 257
Cost Minerals       := 17050
Cost Organics       := 22
Cost Radioactives   := 220
Number of Tech Req  := 2
Tech Area Req 1     := Construction
Tech Level Req 1    := 2
Tech Area Req 2     := Economics
Tech Level Req 2    := 3
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 4550 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 4550
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 3900 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3900
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 3900 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 3900
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 8 components per turn.
Ability 4 Val 1     := 8
Ability 4 Val 2     := 0
Ability 5 Type      := Planet Value Change - System
Ability 5 Descr     := Depletes resources from all planets in the system by 1% each year (only 1 facility per system effective).
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Industrial Space Yard III
Description         := Industrial construction facility which allows the construction of ships in space.
Facility Group      := Construction
Facility Family     := 1043
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 257
Cost Minerals       := 18755
Cost Organics       := 24
Cost Radioactives   := 242
Number of Tech Req  := 2
Tech Area Req 1     := Construction
Tech Level Req 1    := 3
Tech Area Req 2     := Economics
Tech Level Req 2    := 3
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 5915 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 5915
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 5070 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 5070
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 5070 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 5070
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 10 components per turn.
Ability 4 Val 1     := 10
Ability 4 Val 2     := 0
Ability 5 Type      := Planet Value Change - System
Ability 5 Descr     := Depletes resources from all planets in the system by 1% each year (only 1 facility per system effective).
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Industrial Space Yard IV
Description         := Industrial construction facility which allows the construction of ships in space.
Facility Group      := Construction
Facility Family     := 1043
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 257
Cost Minerals       := 20631
Cost Organics       := 27
Cost Radioactives   := 266
Number of Tech Req  := 2
Tech Area Req 1     := Construction
Tech Level Req 1    := 4
Tech Area Req 2     := Economics
Tech Level Req 2    := 3
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 7690 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 7690
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 6591 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 6591
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 6591 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 6591
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 13 components per turn.
Ability 4 Val 1     := 13
Ability 4 Val 2     := 0
Ability 5 Type      := Planet Value Change - System
Ability 5 Descr     := Depletes resources from all planets in the system by 1% each year (only 1 facility per system effective).
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Industrial Space Yard V
Description         := Industrial construction facility which allows the construction of ships in space.
Facility Group      := Construction
Facility Family     := 1043
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 257
Cost Minerals       := 22694
Cost Organics       := 29
Cost Radioactives   := 293
Number of Tech Req  := 2
Tech Area Req 1     := Construction
Tech Level Req 1    := 5
Tech Area Req 2     := Economics
Tech Level Req 2    := 3
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 9996 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 9996
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 8568 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 8568
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 8568 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 8568
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 17 components per turn.
Ability 4 Val 1     := 17
Ability 4 Val 2     := 0
Ability 5 Type      := Planet Value Change - System
Ability 5 Descr     := Depletes resources from all planets in the system by 1% each year (only 1 facility per system effective).
Ability 5 Val 1     := -1
Ability 5 Val 2     := 0

Name                := Industrial Space Yard VI
Description         := Industrial construction facility which allows the construction of ships in space.
Facility Group      := Construction
Facility Family     := 1043
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 257
Cost Minerals       := 24963
Cost Organics       := 32
Cost Radioactives   := 322
Number of Tech Req  := 2
Tech Area Req 1     := Construction
Tech Level Req 1    := 6
Tech Area Req 2     := Economics
Tech Level Req 2    := 3
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 12995 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 12995
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 11139 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 11139
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 11139 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 11139
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 22 components per turn.
Ability 4 Val 1     := 22
Ability 4 Val 2     := 0
Ability 5 Type      := Planet Value Change - System
Ability 5 Descr     := Depletes resources from all planets in the system by 2% each year (only 1 facility per system effective).
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Industrial Space Yard VII
Description         := Industrial construction facility which allows the construction of ships in space.
Facility Group      := Construction
Facility Family     := 1043
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 257
Cost Minerals       := 27459
Cost Organics       := 35
Cost Radioactives   := 354
Number of Tech Req  := 2
Tech Area Req 1     := Construction
Tech Level Req 1    := 7
Tech Area Req 2     := Economics
Tech Level Req 2    := 3
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 16894 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 16894
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 14480 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 14480
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 14480 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 14480
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 29 components per turn.
Ability 4 Val 1     := 29
Ability 4 Val 2     := 0
Ability 5 Type      := Planet Value Change - System
Ability 5 Descr     := Depletes resources from all planets in the system by 2% each year (only 1 facility per system effective).
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Industrial Space Yard VIII
Description         := Industrial construction facility which allows the construction of ships in space.
Facility Group      := Construction
Facility Family     := 1043
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 257
Cost Minerals       := 30205
Cost Organics       := 39
Cost Radioactives   := 390
Number of Tech Req  := 2
Tech Area Req 1     := Construction
Tech Level Req 1    := 8
Tech Area Req 2     := Economics
Tech Level Req 2    := 3
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 21962 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 21962
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 18825 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 18825
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 18825 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 18825
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 38 components per turn.
Ability 4 Val 1     := 38
Ability 4 Val 2     := 0
Ability 5 Type      := Planet Value Change - System
Ability 5 Descr     := Depletes resources from all planets in the system by 2% each year (only 1 facility per system effective).
Ability 5 Val 1     := -2
Ability 5 Val 2     := 0

Name                := Industrial Space Yard IX
Description         := Industrial construction facility which allows the construction of ships in space.
Facility Group      := Construction
Facility Family     := 1043
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 257
Cost Minerals       := 33226
Cost Organics       := 43
Cost Radioactives   := 429
Number of Tech Req  := 2
Tech Area Req 1     := Construction
Tech Level Req 1    := 9
Tech Area Req 2     := Economics
Tech Level Req 2    := 3
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 28551 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 28551
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 24472 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 24472
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 24472 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 24472
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 49 components per turn.
Ability 4 Val 1     := 49
Ability 4 Val 2     := 0
Ability 5 Type      := Planet Value Change - System
Ability 5 Descr     := Depletes resources from all planets in the system by 3% each year (only 1 facility per system effective).
Ability 5 Val 1     := -3
Ability 5 Val 2     := 0

Name                := Industrial Space Yard X
Description         := Industrial construction facility which allows the construction of ships in space.
Facility Group      := Construction
Facility Family     := 1043
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 257
Cost Minerals       := 36548
Cost Organics       := 47
Cost Radioactives   := 472
Number of Tech Req  := 2
Tech Area Req 1     := Construction
Tech Level Req 1    := 10
Tech Area Req 2     := Economics
Tech Level Req 2    := 3
Number of Abilities := 5
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 37116 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 37116
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 31813 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 31813
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 31813 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 31813
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 64 components per turn.
Ability 4 Val 1     := 64
Ability 4 Val 2     := 0
Ability 5 Type      := Planet Value Change - System
Ability 5 Descr     := Depletes resources from all planets in the system by 3% each year (only 1 facility per system effective).
Ability 5 Val 1     := -3
Ability 5 Val 2     := 0

Name                := Commercial Repair Facility I
Description         := Large facility which can resupply and provide limited repairs to ships in orbit.
Facility Group      := Primary Facilities
Facility Family     := 1039
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 20000
Cost Organics       := 12500
Cost Radioactives   := 40000
Number of Tech Req  := 2
Tech Area Req 1     := Economics
Tech Level Req 1    := 1
Tech Area Req 2     := Repair/Maintenance
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Component Repair
Ability 2 Descr     := Can repair 3 component per turn.
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 100 Organics per turn.
Ability 3 Val 1     := -100
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Radioactives
Ability 4 Descr     := Uses 100 Radioactives per turn.
Ability 4 Val 1     := -100
Ability 4 Val 2     := 0

Name                := Commercial Repair Facility II
Description         := Large facility which can resupply and provide limited repairs to ships in orbit.
Facility Group      := Primary Facilities
Facility Family     := 1039
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 18000
Cost Organics       := 11250
Cost Radioactives   := 36000
Number of Tech Req  := 2
Tech Area Req 1     := Economics
Tech Level Req 1    := 2
Tech Area Req 2     := Repair/Maintenance
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Component Repair
Ability 2 Descr     := Can repair 4 component per turn.
Ability 2 Val 1     := 4
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 90 Organics per turn.
Ability 3 Val 1     := -90
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Radioactives
Ability 4 Descr     := Uses 90 Radioactives per turn.
Ability 4 Val 1     := -90
Ability 4 Val 2     := 0

Name                := Commercial Repair Facility III
Description         := Large facility which can resupply and provide limited repairs to ships in orbit.
Facility Group      := Primary Facilities
Facility Family     := 1039
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 16200
Cost Organics       := 10125
Cost Radioactives   := 32400
Number of Tech Req  := 2
Tech Area Req 1     := Economics
Tech Level Req 1    := 3
Tech Area Req 2     := Repair/Maintenance
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Component Repair
Ability 2 Descr     := Can repair 5 component per turn.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 81 Organics per turn.
Ability 3 Val 1     := -81
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Radioactives
Ability 4 Descr     := Uses 81 Radioactives per turn.
Ability 4 Val 1     := -81
Ability 4 Val 2     := 0

Name                := Commercial Repair Facility IV
Description         := Large facility which can resupply and provide limited repairs to ships in orbit.
Facility Group      := Primary Facilities
Facility Family     := 1039
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 14580
Cost Organics       := 9113
Cost Radioactives   := 29160
Number of Tech Req  := 2
Tech Area Req 1     := Economics
Tech Level Req 1    := 4
Tech Area Req 2     := Repair/Maintenance
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Component Repair
Ability 2 Descr     := Can repair 7 component per turn.
Ability 2 Val 1     := 7
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 73 Organics per turn.
Ability 3 Val 1     := -73
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Radioactives
Ability 4 Descr     := Uses 73 Radioactives per turn.
Ability 4 Val 1     := -73
Ability 4 Val 2     := 0

Name                := Commercial Repair Facility V
Description         := Large facility which can resupply and provide limited repairs to ships in orbit.
Facility Group      := Primary Facilities
Facility Family     := 1039
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 13122
Cost Organics       := 8201
Cost Radioactives   := 26244
Number of Tech Req  := 2
Tech Area Req 1     := Economics
Tech Level Req 1    := 5
Tech Area Req 2     := Repair/Maintenance
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Component Repair
Ability 2 Descr     := Can repair 9 component per turn.
Ability 2 Val 1     := 9
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 66 Organics per turn.
Ability 3 Val 1     := -66
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Radioactives
Ability 4 Descr     := Uses 66 Radioactives per turn.
Ability 4 Val 1     := -66
Ability 4 Val 2     := 0

Name                := Planetary Gravitational Shield Facility I
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs.
Facility Group      := Shields
Facility Family     := 39
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 20000
Cost Organics       := 1000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1       := Shields
Tech Level Req 1      := 4
Tech Area Req 2     := Antigravity
Tech Level Req 2    := 4
Tech Area Req 3     := Planetary Shields
Tech Level Req 3    := 2
Number of Abilities := 2
Ability 1 Type      := Stop Planet Destroyer
Ability 1 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 1000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0

Name                := Planetary Gravitational Shield Facility II
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs.
Facility Group      := Shields
Facility Family     := 39
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 18000
Cost Organics       := 900
Cost Radioactives   := 4500
Number of Tech Req  := 3
Tech Area Req 1       := Shields
Tech Level Req 1      := 5
Tech Area Req 2     := Antigravity
Tech Level Req 2    := 4
Tech Area Req 3     := Planetary Shields
Tech Level Req 3    := 2
Number of Abilities := 2
Ability 1 Type      := Stop Planet Destroyer
Ability 1 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 1200 pts of shielding for the planet during combat.
Ability 2 Val 1     := 1200
Ability 2 Val 2     := 0

Name                := Planetary Gravitational Shield Facility III
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs.
Facility Group      := Shields
Facility Family     := 39
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 16200
Cost Organics       := 810
Cost Radioactives   := 4050
Number of Tech Req  := 3
Tech Area Req 1       := Shields
Tech Level Req 1      := 6
Tech Area Req 2     := Antigravity
Tech Level Req 2    := 4
Tech Area Req 3     := Planetary Shields
Tech Level Req 3    := 2
Number of Abilities := 2
Ability 1 Type      := Stop Planet Destroyer
Ability 1 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 1440 pts of shielding for the planet during combat.
Ability 2 Val 1     := 1440
Ability 2 Val 2     := 0

Name                := Planetary Gravitational Shield Facility IV
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs.
Facility Group      := Shields
Facility Family     := 39
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 14580
Cost Organics       := 729
Cost Radioactives   := 3645
Number of Tech Req  := 3
Tech Area Req 1       := Shields
Tech Level Req 1      := 7
Tech Area Req 2     := Antigravity
Tech Level Req 2    := 4
Tech Area Req 3     := Planetary Shields
Tech Level Req 3    := 2
Number of Abilities := 2
Ability 1 Type      := Stop Planet Destroyer
Ability 1 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 1728 pts of shielding for the planet during combat.
Ability 2 Val 1     := 1728
Ability 2 Val 2     := 0

Name                := Planetary Gravitational Shield Facility V
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs.
Facility Group      := Shields
Facility Family     := 39
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 13122
Cost Organics       := 656
Cost Radioactives   := 3281
Number of Tech Req  := 3
Tech Area Req 1       := Shields
Tech Level Req 1      := 8
Tech Area Req 2     := Antigravity
Tech Level Req 2    := 4
Tech Area Req 3     := Planetary Shields
Tech Level Req 3    := 2
Number of Abilities := 2
Ability 1 Type      := Stop Planet Destroyer
Ability 1 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 2074 pts of shielding for the planet during combat.
Ability 2 Val 1     := 2074
Ability 2 Val 2     := 0

Name                := System Gravitational Shield Facility I
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system.
Facility Group      := Shields
Facility Family     := 40
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 100000
Cost Organics       := 2000
Cost Radioactives   := 50000
Number of Tech Req  := 3
Tech Area Req 1       := Shields
Tech Level Req 1      := 5
Tech Area Req 2     := Antigravity
Tech Level Req 2    := 4
Tech Area Req 3     := Planetary Shields
Tech Level Req 3    := 3
Number of Abilities := 6
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0
Ability 6 Type      := Planet - Shield Generation
Ability 6 Descr     := Generates 1000 pts of shielding for the planet during combat.
Ability 6 Val 1     := 1000
Ability 6 Val 2     := 0

Name                := System Gravitational Shield Facility II
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system.
Facility Group      := Shields
Facility Family     := 40
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 90000
Cost Organics       := 1800
Cost Radioactives   := 45000
Number of Tech Req  := 3
Tech Area Req 1       := Shields
Tech Level Req 1      := 6
Tech Area Req 2     := Antigravity
Tech Level Req 2    := 4
Tech Area Req 3     := Planetary Shields
Tech Level Req 3    := 3
Number of Abilities := 6
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0
Ability 6 Type      := Planet - Shield Generation
Ability 6 Descr     := Generates 1200 pts of shielding for the planet during combat.
Ability 6 Val 1     := 1200
Ability 6 Val 2     := 0

Name                := System Gravitational Shield Facility III
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system.
Facility Group      := Shields
Facility Family     := 40
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 81000
Cost Organics       := 1620
Cost Radioactives   := 40500
Number of Tech Req  := 3
Tech Area Req 1       := Shields
Tech Level Req 1      := 7
Tech Area Req 2     := Antigravity
Tech Level Req 2    := 4
Tech Area Req 3     := Planetary Shields
Tech Level Req 3    := 3
Number of Abilities := 6
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0
Ability 6 Type      := Planet - Shield Generation
Ability 6 Descr     := Generates 1440 pts of shielding for the planet during combat.
Ability 6 Val 1     := 1440
Ability 6 Val 2     := 0

Name                := System Gravitational Shield Facility IV
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system.
Facility Group      := Shields
Facility Family     := 40
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 72900
Cost Organics       := 1458
Cost Radioactives   := 36450
Number of Tech Req  := 3
Tech Area Req 1       := Shields
Tech Level Req 1      := 8
Tech Area Req 2     := Antigravity
Tech Level Req 2    := 4
Tech Area Req 3     := Planetary Shields
Tech Level Req 3    := 3
Number of Abilities := 6
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0
Ability 6 Type      := Planet - Shield Generation
Ability 6 Descr     := Generates 1728 pts of shielding for the planet during combat.
Ability 6 Val 1     := 1728
Ability 6 Val 2     := 0

Name                := System Gravitational Shield Facility V
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system.
Facility Group      := Shields
Facility Family     := 40
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 65610
Cost Organics       := 1312
Cost Radioactives   := 32805
Number of Tech Req  := 3
Tech Area Req 1       := Shields
Tech Level Req 1      := 9
Tech Area Req 2     := Antigravity
Tech Level Req 2    := 4
Tech Area Req 3     := Planetary Shields
Tech Level Req 3    := 3
Number of Abilities := 6
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0
Ability 6 Type      := Planet - Shield Generation
Ability 6 Descr     := Generates 2074 pts of shielding for the planet during combat.
Ability 6 Val 1     := 2074
Ability 6 Val 2     := 0

Name                := Massive Planetary Shield Generator I
Description         := Massive shield generators which protect an entire planet during combat.
Facility Group      := Shields
Facility Family     := 41
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 267
Cost Minerals       := 30000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1       := Planetary Shields
Tech Level Req 1      := 1
Tech Area Req 2     := Massive Planetary Shielding
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 25000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 25000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator II
Description         := Massive shield generators which protect an entire planet during combat.
Facility Group      := Shields
Facility Family     := 41
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 267
Cost Minerals       := 27000
Cost Organics       := 900
Cost Radioactives   := 9000
Number of Tech Req  := 2
Tech Area Req 1       := Planetary Shields
Tech Level Req 1      := 2
Tech Area Req 2     := Massive Planetary Shielding
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 27500 pts of shielding for the planet during combat.
Ability 1 Val 1     := 27500
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator III
Description         := Massive shield generators which protect an entire planet during combat.
Facility Group      := Shields
Facility Family     := 41
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 267
Cost Minerals       := 24300
Cost Organics       := 810
Cost Radioactives   := 8100
Number of Tech Req  := 2
Tech Area Req 1       := Planetary Shields
Tech Level Req 1      := 3
Tech Area Req 2     := Massive Planetary Shielding
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 30250 pts of shielding for the planet during combat.
Ability 1 Val 1     := 30250
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator IV
Description         := Massive shield generators which protect an entire planet during combat.
Facility Group      := Shields
Facility Family     := 41
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 267
Cost Minerals       := 21870
Cost Organics       := 729
Cost Radioactives   := 7290
Number of Tech Req  := 2
Tech Area Req 1       := Planetary Shields
Tech Level Req 1      := 4
Tech Area Req 2     := Massive Planetary Shielding
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 33275 pts of shielding for the planet during combat.
Ability 1 Val 1     := 33275
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator V
Description         := Massive shield generators which protect an entire planet during combat.
Facility Group      := Shields
Facility Family     := 41
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 267
Cost Minerals       := 19683
Cost Organics       := 656
Cost Radioactives   := 6561
Number of Tech Req  := 2
Tech Area Req 1       := Planetary Shields
Tech Level Req 1      := 5
Tech Area Req 2     := Massive Planetary Shielding
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 36603 pts of shielding for the planet during combat.
Ability 1 Val 1     := 36603
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator VI
Description         := Massive shield generators which protect an entire planet during combat.
Facility Group      := Shields
Facility Family     := 41
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 267
Cost Minerals       := 17715
Cost Organics       := 590
Cost Radioactives   := 5905
Number of Tech Req  := 2
Tech Area Req 1       := Planetary Shields
Tech Level Req 1      := 6
Tech Area Req 2     := Massive Planetary Shielding
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 40263 pts of shielding for the planet during combat.
Ability 1 Val 1     := 40263
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator VII
Description         := Massive shield generators which protect an entire planet during combat.
Facility Group      := Shields
Facility Family     := 41
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 267
Cost Minerals       := 15943
Cost Organics       := 531
Cost Radioactives   := 5314
Number of Tech Req  := 2
Tech Area Req 1       := Planetary Shields
Tech Level Req 1      := 7
Tech Area Req 2     := Massive Planetary Shielding
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 44289 pts of shielding for the planet during combat.
Ability 1 Val 1     := 44289
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator VIII
Description         := Massive shield generators which protect an entire planet during combat.
Facility Group      := Shields
Facility Family     := 41
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 267
Cost Minerals       := 14349
Cost Organics       := 478
Cost Radioactives   := 4783
Number of Tech Req  := 2
Tech Area Req 1       := Planetary Shields
Tech Level Req 1      := 8
Tech Area Req 2     := Massive Planetary Shielding
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 48718 pts of shielding for the planet during combat.
Ability 1 Val 1     := 48718
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator IX
Description         := Massive shield generators which protect an entire planet during combat.
Facility Group      := Shields
Facility Family     := 41
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 267
Cost Minerals       := 12914
Cost Organics       := 430
Cost Radioactives   := 4305
Number of Tech Req  := 2
Tech Area Req 1       := Planetary Shields
Tech Level Req 1      := 9
Tech Area Req 2     := Massive Planetary Shielding
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 53590 pts of shielding for the planet during combat.
Ability 1 Val 1     := 53590
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator X
Description         := Massive shield generators which protect an entire planet during combat.
Facility Group      := Shields
Facility Family     := 41
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 267
Cost Minerals       := 11623
Cost Organics       := 387
Cost Radioactives   := 3874
Number of Tech Req  := 2
Tech Area Req 1       := Planetary Shields
Tech Level Req 1      := 10
Tech Area Req 2     := Massive Planetary Shielding
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 58949 pts of shielding for the planet during combat.
Ability 1 Val 1     := 58949
Ability 1 Val 2     := 0

Name                := Planetary Shield Generator I
Description         := Shield generators which protect an entire planet during combat.
Facility Group      := Shields
Facility Family     := 183
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 183
Cost Minerals       := 15000
Cost Organics       := 500
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1       := Planetary Shields
Tech Level Req 1      := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 2000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Planetary Shield Generator II
Description         := Shield generators which protect an entire planet during combat.
Facility Group      := Shields
Facility Family     := 183
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 183
Cost Minerals       := 13500
Cost Organics       := 450
Cost Radioactives   := 4500
Number of Tech Req  := 1
Tech Area Req 1       := Planetary Shields
Tech Level Req 1      := 2
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 2200 pts of shielding for the planet during combat.
Ability 1 Val 1     := 2200
Ability 1 Val 2     := 0

Name                := Planetary Shield Generator III
Description         := Shield generators which protect an entire planet during combat.
Facility Group      := Shields
Facility Family     := 183
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 183
Cost Minerals       := 12150
Cost Organics       := 405
Cost Radioactives   := 4050
Number of Tech Req  := 1
Tech Area Req 1       := Planetary Shields
Tech Level Req 1      := 3
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 2420 pts of shielding for the planet during combat.
Ability 1 Val 1     := 2420
Ability 1 Val 2     := 0

Name                := Planetary Shield Generator IV
Description         := Shield generators which protect an entire planet during combat.
Facility Group      := Shields
Facility Family     := 183
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 183
Cost Minerals       := 10935
Cost Organics       := 365
Cost Radioactives   := 3645
Number of Tech Req  := 1
Tech Area Req 1       := Planetary Shields
Tech Level Req 1      := 4
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 2662 pts of shielding for the planet during combat.
Ability 1 Val 1     := 2662
Ability 1 Val 2     := 0

Name                := Planetary Shield Generator V
Description         := Shield generators which protect an entire planet during combat.
Facility Group      := Shields
Facility Family     := 183
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 183
Cost Minerals       := 9842
Cost Organics       := 328
Cost Radioactives   := 3281
Number of Tech Req  := 1
Tech Area Req 1       := Planetary Shields
Tech Level Req 1      := 5
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 2928 pts of shielding for the planet during combat.
Ability 1 Val 1     := 2928
Ability 1 Val 2     := 0

Name                := Planetary Shield Generator VI
Description         := Shield generators which protect an entire planet during combat.
Facility Group      := Shields
Facility Family     := 183
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 183
Cost Minerals       := 8857
Cost Organics       := 295
Cost Radioactives   := 2952
Number of Tech Req  := 1
Tech Area Req 1       := Planetary Shields
Tech Level Req 1      := 6
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 3221 pts of shielding for the planet during combat.
Ability 1 Val 1     := 3221
Ability 1 Val 2     := 0

Name                := Planetary Shield Generator VII
Description         := Shield generators which protect an entire planet during combat.
Facility Group      := Shields
Facility Family     := 183
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 183
Cost Minerals       := 7972
Cost Organics       := 266
Cost Radioactives   := 2657
Number of Tech Req  := 1
Tech Area Req 1       := Planetary Shields
Tech Level Req 1      := 7
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 3543 pts of shielding for the planet during combat.
Ability 1 Val 1     := 3543
Ability 1 Val 2     := 0

Name                := Planetary Shield Generator VIII
Description         := Shield generators which protect an entire planet during combat.
Facility Group      := Shields
Facility Family     := 183
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 183
Cost Minerals       := 7174
Cost Organics       := 239
Cost Radioactives   := 2391
Number of Tech Req  := 1
Tech Area Req 1       := Planetary Shields
Tech Level Req 1      := 8
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 3897 pts of shielding for the planet during combat.
Ability 1 Val 1     := 3897
Ability 1 Val 2     := 0

Name                := Planetary Shield Generator IX
Description         := Shield generators which protect an entire planet during combat.
Facility Group      := Shields
Facility Family     := 183
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 183
Cost Minerals       := 6457
Cost Organics       := 215
Cost Radioactives   := 2152
Number of Tech Req  := 1
Tech Area Req 1       := Planetary Shields
Tech Level Req 1      := 9
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 4287 pts of shielding for the planet during combat.
Ability 1 Val 1     := 4287
Ability 1 Val 2     := 0

Name                := Planetary Shield Generator X
Description         := Shield generators which protect an entire planet during combat.
Facility Group      := Shields
Facility Family     := 183
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 183
Cost Minerals       := 5811
Cost Organics       := 194
Cost Radioactives   := 1937
Number of Tech Req  := 1
Tech Area Req 1       := Planetary Shields
Tech Level Req 1      := 10
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 4716 pts of shielding for the planet during combat.
Ability 1 Val 1     := 4716
Ability 1 Val 2     := 0

Name                := Planetary Regenerating Shield Generator I
Description         := Shield generators which protect an entire planet during combat. Shields rgenerate during combat.
Facility Group      := Shields
Facility Family     := 183
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 13
Cost Minerals       := 7000
Cost Organics       := 250
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 1
Tech Area Req 2     := Planetary Shields
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 1000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Shield Regeneration
Ability 2 Descr     := Regenerates 50 shield points per turn.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0

Name                := Planetary Regenerating Shield Generator II
Description         := Shield generators which protect an entire planet during combat. Shields rgenerate during combat.
Facility Group      := Shields
Facility Family     := 183
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 13
Cost Minerals       := 6300
Cost Organics       := 225
Cost Radioactives   := 2700
Number of Tech Req  := 2
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 2
Tech Area Req 2     := Planetary Shields
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 1100 pts of shielding for the planet during combat.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Shield Regeneration
Ability 2 Descr     := Regenerates 55 shield points per turn.
Ability 2 Val 1     := 55
Ability 2 Val 2     := 0

Name                := Planetary Regenerating Shield Generator III
Description         := Shield generators which protect an entire planet during combat. Shields rgenerate during combat.
Facility Group      := Shields
Facility Family     := 183
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 13
Cost Minerals       := 5670
Cost Organics       := 203
Cost Radioactives   := 2430
Number of Tech Req  := 2
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 3
Tech Area Req 2     := Planetary Shields
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 1210 pts of shielding for the planet during combat.
Ability 1 Val 1     := 1210
Ability 1 Val 2     := 0
Ability 2 Type      := Shield Regeneration
Ability 2 Descr     := Regenerates 61 shield points per turn.
Ability 2 Val 1     := 61
Ability 2 Val 2     := 0

Name                := Planetary Regenerating Shield Generator IV
Description         := Shield generators which protect an entire planet during combat. Shields rgenerate during combat.
Facility Group      := Shields
Facility Family     := 183
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 13
Cost Minerals       := 5103
Cost Organics       := 182
Cost Radioactives   := 2187
Number of Tech Req  := 2
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 4
Tech Area Req 2     := Planetary Shields
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 1331 pts of shielding for the planet during combat.
Ability 1 Val 1     := 1331
Ability 1 Val 2     := 0
Ability 2 Type      := Shield Regeneration
Ability 2 Descr     := Regenerates 67 shield points per turn.
Ability 2 Val 1     := 67
Ability 2 Val 2     := 0

Name                := Planetary Regenerating Shield Generator V
Description         := Shield generators which protect an entire planet during combat. Shields rgenerate during combat.
Facility Group      := Shields
Facility Family     := 183
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 13
Cost Minerals       := 4593
Cost Organics       := 164
Cost Radioactives   := 1968
Number of Tech Req  := 2
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 5
Tech Area Req 2     := Planetary Shields
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 1464 pts of shielding for the planet during combat.
Ability 1 Val 1     := 1464
Ability 1 Val 2     := 0
Ability 2 Type      := Shield Regeneration
Ability 2 Descr     := Regenerates 73 shield points per turn.
Ability 2 Val 1     := 73
Ability 2 Val 2     := 0

Name                := Planetary Regenerating Shield Generator VI
Description         := Shield generators which protect an entire planet during combat. Shields rgenerate during combat.
Facility Group      := Shields
Facility Family     := 183
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 13
Cost Minerals       := 4133
Cost Organics       := 148
Cost Radioactives   := 1771
Number of Tech Req  := 2
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 6
Tech Area Req 2     := Planetary Shields
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 1611 pts of shielding for the planet during combat.
Ability 1 Val 1     := 1611
Ability 1 Val 2     := 0
Ability 2 Type      := Shield Regeneration
Ability 2 Descr     := Regenerates 81 shield points per turn.
Ability 2 Val 1     := 81
Ability 2 Val 2     := 0

Name                := Planetary Regenerating Shield Generator VII
Description         := Shield generators which protect an entire planet during combat. Shields rgenerate during combat.
Facility Group      := Shields
Facility Family     := 183
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 13
Cost Minerals       := 3720
Cost Organics       := 133
Cost Radioactives   := 1594
Number of Tech Req  := 2
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 7
Tech Area Req 2     := Planetary Shields
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 1772 pts of shielding for the planet during combat.
Ability 1 Val 1     := 1772
Ability 1 Val 2     := 0
Ability 2 Type      := Shield Regeneration
Ability 2 Descr     := Regenerates 89 shield points per turn.
Ability 2 Val 1     := 89
Ability 2 Val 2     := 0

Name                := Planetary Regenerating Shield Generator VIII
Description         := Shield generators which protect an entire planet during combat. Shields rgenerate during combat.
Facility Group      := Shields
Facility Family     := 183
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 13
Cost Minerals       := 3348
Cost Organics       := 120
Cost Radioactives   := 1435
Number of Tech Req  := 2
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 8
Tech Area Req 2     := Planetary Shields
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 1949 pts of shielding for the planet during combat.
Ability 1 Val 1     := 1949
Ability 1 Val 2     := 0
Ability 2 Type      := Shield Regeneration
Ability 2 Descr     := Regenerates 97 shield points per turn.
Ability 2 Val 1     := 97
Ability 2 Val 2     := 0

Name                := Planetary Regenerating Shield Generator IX
Description         := Shield generators which protect an entire planet during combat. Shields rgenerate during combat.
Facility Group      := Shields
Facility Family     := 183
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 13
Cost Minerals       := 3013
Cost Organics       := 108
Cost Radioactives   := 1291
Number of Tech Req  := 2
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 9
Tech Area Req 2     := Planetary Shields
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 2144 pts of shielding for the planet during combat.
Ability 1 Val 1     := 2144
Ability 1 Val 2     := 0
Ability 2 Type      := Shield Regeneration
Ability 2 Descr     := Regenerates 107 shield points per turn.
Ability 2 Val 1     := 107
Ability 2 Val 2     := 0

Name                := Planetary Regenerating Shield Generator X
Description         := Shield generators which protect an entire planet during combat. Shields rgenerate during combat.
Facility Group      := Shields
Facility Family     := 183
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 13
Cost Minerals       := 2712
Cost Organics       := 97
Cost Radioactives   := 1162
Number of Tech Req  := 2
Tech Area Req 1       := Shield Regeneration
Tech Level Req 1      := 10
Tech Area Req 2     := Planetary Shields
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 2358 pts of shielding for the planet during combat.
Ability 1 Val 1     := 2358
Ability 1 Val 2     := 0
Ability 2 Type      := Shield Regeneration
Ability 2 Descr     := Regenerates 118 shield points per turn.
Ability 2 Val 1     := 118
Ability 2 Val 2     := 0

Name                := Planetary Phased Shield Generator  I
Description         := A phased shield generator which protects an entire planet during combat.
Facility Group      := Shields
Facility Family     := 342
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 223
Cost Minerals       := 10000
Cost Organics       := 500
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1       := Phased Shields
Tech Level Req 1      := 1
Tech Area Req 2     := Planetary Shields
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 2000 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Planetary Phased Shield Generator  II
Description         := A phased shield generator which protects an entire planet during combat.
Facility Group      := Shields
Facility Family     := 342
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 223
Cost Minerals       := 9000
Cost Organics       := 450
Cost Radioactives   := 7200
Number of Tech Req  := 2
Tech Area Req 1       := Phased Shields
Tech Level Req 1      := 2
Tech Area Req 2     := Planetary Shields
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 2200 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 2200
Ability 1 Val 2     := 0

Name                := Planetary Phased Shield Generator  III
Description         := A phased shield generator which protects an entire planet during combat.
Facility Group      := Shields
Facility Family     := 342
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 223
Cost Minerals       := 8100
Cost Organics       := 405
Cost Radioactives   := 6480
Number of Tech Req  := 2
Tech Area Req 1       := Phased Shields
Tech Level Req 1      := 3
Tech Area Req 2     := Planetary Shields
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 2420 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 2420
Ability 1 Val 2     := 0

Name                := Planetary Phased Shield Generator  IV
Description         := A phased shield generator which protects an entire planet during combat.
Facility Group      := Shields
Facility Family     := 342
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 223
Cost Minerals       := 7290
Cost Organics       := 365
Cost Radioactives   := 5832
Number of Tech Req  := 2
Tech Area Req 1       := Phased Shields
Tech Level Req 1      := 4
Tech Area Req 2     := Planetary Shields
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 2662 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 2662
Ability 1 Val 2     := 0

Name                := Planetary Phased Shield Generator  V
Description         := A phased shield generator which protects an entire planet during combat.
Facility Group      := Shields
Facility Family     := 342
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 223
Cost Minerals       := 6561
Cost Organics       := 328
Cost Radioactives   := 5249
Number of Tech Req  := 2
Tech Area Req 1       := Phased Shields
Tech Level Req 1      := 5
Tech Area Req 2     := Planetary Shields
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 2928 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 2928
Ability 1 Val 2     := 0

Name                := Planetary Phased Shield Generator  VI
Description         := A phased shield generator which protects an entire planet during combat.
Facility Group      := Shields
Facility Family     := 342
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 223
Cost Minerals       := 5905
Cost Organics       := 295
Cost Radioactives   := 4724
Number of Tech Req  := 2
Tech Area Req 1       := Phased Shields
Tech Level Req 1      := 6
Tech Area Req 2     := Planetary Shields
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 3221 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 3221
Ability 1 Val 2     := 0

Name                := Planetary Phased Shield Generator  VII
Description         := A phased shield generator which protects an entire planet during combat.
Facility Group      := Shields
Facility Family     := 342
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 223
Cost Minerals       := 5314
Cost Organics       := 266
Cost Radioactives   := 4252
Number of Tech Req  := 2
Tech Area Req 1       := Phased Shields
Tech Level Req 1      := 7
Tech Area Req 2     := Planetary Shields
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 3543 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 3543
Ability 1 Val 2     := 0

Name                := Planetary Phased Shield Generator  VIII
Description         := A phased shield generator which protects an entire planet during combat.
Facility Group      := Shields
Facility Family     := 342
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 223
Cost Minerals       := 4783
Cost Organics       := 239
Cost Radioactives   := 3826
Number of Tech Req  := 2
Tech Area Req 1       := Phased Shields
Tech Level Req 1      := 8
Tech Area Req 2     := Planetary Shields
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 3897 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 3897
Ability 1 Val 2     := 0

Name                := Planetary Phased Shield Generator  IX
Description         := A phased shield generator which protects an entire planet during combat.
Facility Group      := Shields
Facility Family     := 342
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 223
Cost Minerals       := 4305
Cost Organics       := 215
Cost Radioactives   := 3444
Number of Tech Req  := 2
Tech Area Req 1       := Phased Shields
Tech Level Req 1      := 9
Tech Area Req 2     := Planetary Shields
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 4287 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 4287
Ability 1 Val 2     := 0

Name                := Planetary Phased Shield Generator  X
Description         := A phased shield generator which protects an entire planet during combat.
Facility Group      := Shields
Facility Family     := 342
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 223
Cost Minerals       := 3874
Cost Organics       := 194
Cost Radioactives   := 3099
Number of Tech Req  := 2
Tech Area Req 1       := Phased Shields
Tech Level Req 1      := 10
Tech Area Req 2     := Planetary Shields
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Phased Shield Generation
Ability 1 Descr     := Generates 4716 pts of phased shielding for the planet during combat.
Ability 1 Val 1     := 4716
Ability 1 Val 2     := 0

Name                := Planetary Shield Projector I
Description         := Shield projectors enhance the shields of all ships in the system
Facility Group      := Shields
Facility Family     := 184
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 184
Cost Minerals       := 24625
Cost Organics       := 600
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1       := Shield Projection
Tech Level Req 1      := 1
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 50 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0

Name                := Planetary Shield Projector II
Description         := Shield projectors enhance the shields of all ships in the system
Facility Group      := Shields
Facility Family     := 184
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 184
Cost Minerals       := 22163
Cost Organics       := 540
Cost Radioactives   := 5400
Number of Tech Req  := 1
Tech Area Req 1       := Shield Projection
Tech Level Req 1      := 2
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 60 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 60
Ability 1 Val 2     := 0

Name                := Planetary Shield Projector III
Description         := Shield projectors enhance the shields of all ships in the system
Facility Group      := Shields
Facility Family     := 184
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 184
Cost Minerals       := 19946
Cost Organics       := 486
Cost Radioactives   := 4860
Number of Tech Req  := 1
Tech Area Req 1       := Shield Projection
Tech Level Req 1      := 3
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 72 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 72
Ability 1 Val 2     := 0

Name                := Planetary Shield Projector IV
Description         := Shield projectors enhance the shields of all ships in the system
Facility Group      := Shields
Facility Family     := 184
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 184
Cost Minerals       := 17952
Cost Organics       := 437
Cost Radioactives   := 4374
Number of Tech Req  := 1
Tech Area Req 1       := Shield Projection
Tech Level Req 1      := 4
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 86 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 86
Ability 1 Val 2     := 0

Name                := Planetary Shield Projector V
Description         := Shield projectors enhance the shields of all ships in the system
Facility Group      := Shields
Facility Family     := 184
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 184
Cost Minerals       := 16156
Cost Organics       := 394
Cost Radioactives   := 3937
Number of Tech Req  := 1
Tech Area Req 1       := Shield Projection
Tech Level Req 1      := 5
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 104 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 104
Ability 1 Val 2     := 0

Name                := Planetary Shield Projector VI
Description         := Shield projectors enhance the shields of all ships in the system
Facility Group      := Shields
Facility Family     := 184
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 184
Cost Minerals       := 14541
Cost Organics       := 354
Cost Radioactives   := 3543
Number of Tech Req  := 1
Tech Area Req 1       := Shield Projection
Tech Level Req 1      := 6
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 124 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 124
Ability 1 Val 2     := 0

Name                := Planetary Shield Projector VII
Description         := Shield projectors enhance the shields of all ships in the system
Facility Group      := Shields
Facility Family     := 184
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 184
Cost Minerals       := 13087
Cost Organics       := 319
Cost Radioactives   := 3189
Number of Tech Req  := 1
Tech Area Req 1       := Shield Projection
Tech Level Req 1      := 7
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 149 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 149
Ability 1 Val 2     := 0

Name                := Planetary Shield Projector VIII
Description         := Shield projectors enhance the shields of all ships in the system
Facility Group      := Shields
Facility Family     := 184
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 184
Cost Minerals       := 11778
Cost Organics       := 287
Cost Radioactives   := 2870
Number of Tech Req  := 1
Tech Area Req 1       := Shield Projection
Tech Level Req 1      := 8
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 179 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 179
Ability 1 Val 2     := 0

Name                := Planetary Shield Projector IX
Description         := Shield projectors enhance the shields of all ships in the system
Facility Group      := Shields
Facility Family     := 184
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 184
Cost Minerals       := 10600
Cost Organics       := 258
Cost Radioactives   := 2583
Number of Tech Req  := 1
Tech Area Req 1       := Shield Projection
Tech Level Req 1      := 9
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 215 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 215
Ability 1 Val 2     := 0

Name                := Planetary Shield Projector X
Description         := Shield projectors enhance the shields of all ships in the system
Facility Group      := Shields
Facility Family     := 184
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 184
Cost Minerals       := 9540
Cost Organics       := 232
Cost Radioactives   := 2325
Number of Tech Req  := 1
Tech Area Req 1       := Shield Projection
Tech Level Req 1      := 10
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 258 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 258
Ability 1 Val 2     := 0

Name                := Mind Static Shield I
Description         := Mental interference generator.
Facility Group      := Shields
Facility Family     := 1018
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 629
Cost Minerals       := 8000
Cost Organics       := 700
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 1
Tech Area Req 2     := Psychohistory
Tech Level Req 2    := 4
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 50 shield points.
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0
Ability 2 Type      := Combat To Hit Defense Plus
Ability 2 Descr     := Planet is harder to hit
Ability 2 Val 1     := 100
Ability 2 Val 2     := 0
Ability 3 Type      := Cloak Level
Ability 3 Descr     := Blocks level 2 psychic scans
Ability 3 Val 1     := Psychic
Ability 3 Val 2     := 2
Ability 4 Type      := Change Bad Intelligence Chance - System
Ability 4 Descr     := Reduces intelligence vulnerabilities
Ability 4 Val 1     := 10
Ability 4 Val 2     := 0

Name                := Mind Static Shield II
Description         := Mental interference generator.
Facility Group      := Shields
Facility Family     := 1018
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 629
Cost Minerals       := 7200
Cost Organics       := 630
Cost Radioactives   := 5400
Number of Tech Req  := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 2
Tech Area Req 2     := Psychohistory
Tech Level Req 2    := 4
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 55 shield points.
Ability 1 Val 1     := 55
Ability 1 Val 2     := 0
Ability 2 Type      := Combat To Hit Defense Plus
Ability 2 Descr     := Planet is harder to hit
Ability 2 Val 1     := 120
Ability 2 Val 2     := 0
Ability 3 Type      := Cloak Level
Ability 3 Descr     := Blocks level 2 psychic scans
Ability 3 Val 1     := Psychic
Ability 3 Val 2     := 3
Ability 4 Type      := Change Bad Intelligence Chance - System
Ability 4 Descr     := Reduces intelligence vulnerabilities
Ability 4 Val 1     := 12
Ability 4 Val 2     := 0

Name                := Mind Static Shield III
Description         := Mental interference generator.
Facility Group      := Shields
Facility Family     := 1018
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 629
Cost Minerals       := 6480
Cost Organics       := 567
Cost Radioactives   := 4860
Number of Tech Req  := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 3
Tech Area Req 2     := Psychohistory
Tech Level Req 2    := 4
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 61 shield points.
Ability 1 Val 1     := 61
Ability 1 Val 2     := 0
Ability 2 Type      := Combat To Hit Defense Plus
Ability 2 Descr     := Planet is harder to hit
Ability 2 Val 1     := 144
Ability 2 Val 2     := 0
Ability 3 Type      := Cloak Level
Ability 3 Descr     := Blocks level 3 psychic scans
Ability 3 Val 1     := Psychic
Ability 3 Val 2     := 4
Ability 4 Type      := Change Bad Intelligence Chance - System
Ability 4 Descr     := Reduces intelligence vulnerabilities
Ability 4 Val 1     := 14
Ability 4 Val 2     := 0

Name                := Mind Static Shield IV
Description         := Mental interference generator.
Facility Group      := Shields
Facility Family     := 1018
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 629
Cost Minerals       := 5832
Cost Organics       := 510
Cost Radioactives   := 4374
Number of Tech Req  := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 4
Tech Area Req 2     := Psychohistory
Tech Level Req 2    := 4
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 67 shield points.
Ability 1 Val 1     := 67
Ability 1 Val 2     := 0
Ability 2 Type      := Combat To Hit Defense Plus
Ability 2 Descr     := Planet is harder to hit
Ability 2 Val 1     := 173
Ability 2 Val 2     := 0
Ability 3 Type      := Cloak Level
Ability 3 Descr     := Blocks level 4 psychic scans
Ability 3 Val 1     := Psychic
Ability 3 Val 2     := 5
Ability 4 Type      := Change Bad Intelligence Chance - System
Ability 4 Descr     := Reduces intelligence vulnerabilities
Ability 4 Val 1     := 17
Ability 4 Val 2     := 0

Name                := Mind Static Shield V
Description         := Mental interference generator.
Facility Group      := Shields
Facility Family     := 1018
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 629
Cost Minerals       := 5249
Cost Organics       := 459
Cost Radioactives   := 3937
Number of Tech Req  := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 5
Tech Area Req 2     := Psychohistory
Tech Level Req 2    := 4
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 73 shield points.
Ability 1 Val 1     := 73
Ability 1 Val 2     := 0
Ability 2 Type      := Combat To Hit Defense Plus
Ability 2 Descr     := Planet is harder to hit
Ability 2 Val 1     := 207
Ability 2 Val 2     := 0
Ability 3 Type      := Cloak Level
Ability 3 Descr     := Blocks level 5 psychic scans
Ability 3 Val 1     := Psychic
Ability 3 Val 2     := 6
Ability 4 Type      := Change Bad Intelligence Chance - System
Ability 4 Descr     := Reduces intelligence vulnerabilities
Ability 4 Val 1     := 21
Ability 4 Val 2     := 0

Name                := Mind Static Shield VI
Description         := Mental interference generator.
Facility Group      := Shields
Facility Family     := 1018
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 629
Cost Minerals       := 4724
Cost Organics       := 413
Cost Radioactives   := 3543
Number of Tech Req  := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 6
Tech Area Req 2     := Psychohistory
Tech Level Req 2    := 4
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 81 shield points.
Ability 1 Val 1     := 81
Ability 1 Val 2     := 0
Ability 2 Type      := Combat To Hit Defense Plus
Ability 2 Descr     := Planet is harder to hit
Ability 2 Val 1     := 249
Ability 2 Val 2     := 0
Ability 3 Type      := Cloak Level
Ability 3 Descr     := Blocks level 5 psychic scans
Ability 3 Val 1     := Psychic
Ability 3 Val 2     := 6
Ability 4 Type      := Change Bad Intelligence Chance - System
Ability 4 Descr     := Reduces intelligence vulnerabilities
Ability 4 Val 1     := 25
Ability 4 Val 2     := 0

Name                := Mind Static Shield VII
Description         := Mental interference generator.
Facility Group      := Shields
Facility Family     := 1018
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 629
Cost Minerals       := 4252
Cost Organics       := 372
Cost Radioactives   := 3189
Number of Tech Req  := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 7
Tech Area Req 2     := Psychohistory
Tech Level Req 2    := 4
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 89 shield points.
Ability 1 Val 1     := 89
Ability 1 Val 2     := 0
Ability 2 Type      := Combat To Hit Defense Plus
Ability 2 Descr     := Planet is harder to hit
Ability 2 Val 1     := 299
Ability 2 Val 2     := 0
Ability 3 Type      := Cloak Level
Ability 3 Descr     := Blocks level 5 psychic scans
Ability 3 Val 1     := Psychic
Ability 3 Val 2     := 6
Ability 4 Type      := Change Bad Intelligence Chance - System
Ability 4 Descr     := Reduces intelligence vulnerabilities
Ability 4 Val 1     := 30
Ability 4 Val 2     := 0

Name                := Mind Static Shield VIII
Description         := Mental interference generator.
Facility Group      := Shields
Facility Family     := 1018
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 629
Cost Minerals       := 3826
Cost Organics       := 335
Cost Radioactives   := 2870
Number of Tech Req  := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 8
Tech Area Req 2     := Psychohistory
Tech Level Req 2    := 4
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 97 shield points.
Ability 1 Val 1     := 97
Ability 1 Val 2     := 0
Ability 2 Type      := Combat To Hit Defense Plus
Ability 2 Descr     := Planet is harder to hit
Ability 2 Val 1     := 358
Ability 2 Val 2     := 0
Ability 3 Type      := Cloak Level
Ability 3 Descr     := Blocks level 5 psychic scans
Ability 3 Val 1     := Psychic
Ability 3 Val 2     := 6
Ability 4 Type      := Change Bad Intelligence Chance - System
Ability 4 Descr     := Reduces intelligence vulnerabilities
Ability 4 Val 1     := 36
Ability 4 Val 2     := 0

Name                := Mind Static Shield IX
Description         := Mental interference generator.
Facility Group      := Shields
Facility Family     := 1018
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 629
Cost Minerals       := 3444
Cost Organics       := 301
Cost Radioactives   := 2583
Number of Tech Req  := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 9
Tech Area Req 2     := Psychohistory
Tech Level Req 2    := 4
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 107 shield points.
Ability 1 Val 1     := 107
Ability 1 Val 2     := 0
Ability 2 Type      := Combat To Hit Defense Plus
Ability 2 Descr     := Planet is harder to hit
Ability 2 Val 1     := 430
Ability 2 Val 2     := 0
Ability 3 Type      := Cloak Level
Ability 3 Descr     := Blocks level 5 psychic scans
Ability 3 Val 1     := Psychic
Ability 3 Val 2     := 6
Ability 4 Type      := Change Bad Intelligence Chance - System
Ability 4 Descr     := Reduces intelligence vulnerabilities
Ability 4 Val 1     := 43
Ability 4 Val 2     := 0

Name                := Mind Static Shield X
Description         := Mental interference generator.
Facility Group      := Shields
Facility Family     := 1018
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 629
Cost Minerals       := 3099
Cost Organics       := 271
Cost Radioactives   := 2325
Number of Tech Req  := 2
Tech Area Req 1       := Shields
Tech Level Req 1      := 10
Tech Area Req 2     := Psychohistory
Tech Level Req 2    := 4
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 118 shield points.
Ability 1 Val 1     := 118
Ability 1 Val 2     := 0
Ability 2 Type      := Combat To Hit Defense Plus
Ability 2 Descr     := Planet is harder to hit
Ability 2 Val 1     := 516
Ability 2 Val 2     := 0
Ability 3 Type      := Cloak Level
Ability 3 Descr     := Blocks level 5 psychic scans
Ability 3 Val 1     := Psychic
Ability 3 Val 2     := 6
Ability 4 Type      := Change Bad Intelligence Chance - System
Ability 4 Descr     := Reduces intelligence vulnerabilities
Ability 4 Val 1     := 52
Ability 4 Val 2     := 0

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

Name                := Climate Control Facility II
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 7200
Cost Organics       := 7200
Cost Radioactives   := 7200
Number of Tech Req  := 1
Tech Area Req 1       := Terraforming
Tech Level Req 1      := 2
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Climate Control Facility III
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 6480
Cost Organics       := 6480
Cost Radioactives   := 6480
Number of Tech Req  := 1
Tech Area Req 1       := Terraforming
Tech Level Req 1      := 3
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Climate Control Facility IV
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 5832
Cost Organics       := 5832
Cost Radioactives   := 5832
Number of Tech Req  := 1
Tech Area Req 1       := Terraforming
Tech Level Req 1      := 4
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Climate Control Facility V
Description         := Atmospheric conditioning and manipulation improve the conditions of a planet. 
Facility Group      := Planet Modification
Facility Family     := 42
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 52
Cost Minerals       := 5249
Cost Organics       := 5249
Cost Radioactives   := 5249
Number of Tech Req  := 1
Tech Area Req 1       := Terraforming
Tech Level Req 1      := 5
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

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

Name                := Value Improvement Plant II
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 9000
Cost Organics       := 9000
Cost Radioactives   := 9000
Number of Tech Req  := 1
Tech Area Req 1       := Terraforming
Tech Level Req 1      := 5
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 1% each year.
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 1% each year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Value Improvement Plant III
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 8100
Cost Organics       := 8100
Cost Radioactives   := 8100
Number of Tech Req  := 1
Tech Area Req 1       := Terraforming
Tech Level Req 1      := 6
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 1% each year.
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 1% each year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Value Improvement Plant IV
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 7290
Cost Organics       := 7290
Cost Radioactives   := 7290
Number of Tech Req  := 1
Tech Area Req 1       := Terraforming
Tech Level Req 1      := 7
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 2% each year.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 2% each year.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Value Improvement Plant V
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 6561
Cost Organics       := 6561
Cost Radioactives   := 6561
Number of Tech Req  := 1
Tech Area Req 1       := Terraforming
Tech Level Req 1      := 8
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 2% each year.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 2% each year.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Organics Adapter I
Description         := Organism gradually increases organic potential of a planet.
Facility Group      := Organics Extraction
Facility Family     := 104
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 598
Cost Minerals       := 7500
Cost Organics       := 10000
Cost Radioactives   := 7500
Number of Tech Req  := 2
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 5
Tech Area Req 2     := Organic Engineering
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Organics Value
Ability 1 Descr     := Improves the organic value of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Organics Adapter II
Description         := Organism gradually increases organic potential of a planet.
Facility Group      := Organics Extraction
Facility Family     := 104
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 598
Cost Minerals       := 6750
Cost Organics       := 9000
Cost Radioactives   := 6750
Number of Tech Req  := 2
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 6
Tech Area Req 2     := Organic Engineering
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Organics Value
Ability 1 Descr     := Improves the organic value of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Organics Adapter III
Description         := Organism gradually increases organic potential of a planet.
Facility Group      := Organics Extraction
Facility Family     := 104
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 598
Cost Minerals       := 6075
Cost Organics       := 8100
Cost Radioactives   := 6075
Number of Tech Req  := 2
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 7
Tech Area Req 2     := Organic Engineering
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Organics Value
Ability 1 Descr     := Improves the organic value of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Organics Adapter IV
Description         := Organism gradually increases organic potential of a planet.
Facility Group      := Organics Extraction
Facility Family     := 104
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 598
Cost Minerals       := 5468
Cost Organics       := 7290
Cost Radioactives   := 5468
Number of Tech Req  := 2
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 8
Tech Area Req 2     := Organic Engineering
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Organics Value
Ability 1 Descr     := Improves the organic value of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0

Name                := Organics Adapter V
Description         := Organism gradually increases organic potential of a planet.
Facility Group      := Organics Extraction
Facility Family     := 104
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 598
Cost Minerals       := 4921
Cost Organics       := 6561
Cost Radioactives   := 4921
Number of Tech Req  := 2
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 9
Tech Area Req 2     := Organic Engineering
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Organics Value
Ability 1 Descr     := Improves the organic value of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

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

Name                := Atmospheric Modification Plant II
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 13500
Cost Organics       := 13500
Cost Radioactives   := 13500
Number of Tech Req  := 1
Tech Area Req 1       := Terraforming
Tech Level Req 1      := 8
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2.7 years.
Ability 1 Val 1     := 27
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant III
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 12150
Cost Organics       := 12150
Cost Radioactives   := 12150
Number of Tech Req  := 1
Tech Area Req 1       := Terraforming
Tech Level Req 1      := 9
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2.4 years.
Ability 1 Val 1     := 24
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant IV
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 10935
Cost Organics       := 10935
Cost Radioactives   := 10935
Number of Tech Req  := 1
Tech Area Req 1       := Terraforming
Tech Level Req 1      := 10
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2.2 years.
Ability 1 Val 1     := 22
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant V
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 9842
Cost Organics       := 9842
Cost Radioactives   := 9842
Number of Tech Req  := 1
Tech Area Req 1       := Terraforming
Tech Level Req 1      := 11
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2 years.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Commercial Atmosphere Processor I
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.
Facility Group      := Planet Modification
Facility Family     := 1044
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 212
Cost Minerals       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 2
Tech Area Req 1     := Terraforming
Tech Level Req 1    := 7
Tech Area Req 2     := Economics
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2 years.
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 100 Organics per turn.
Ability 2 Val 1     := -100
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 100 Radioactives per turn.
Ability 3 Val 1     := -100
Ability 3 Val 2     := 0

Name                := Commercial Atmosphere Processor II
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.
Facility Group      := Planet Modification
Facility Family     := 1044
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 212
Cost Minerals       := 13500
Cost Organics       := 13500
Cost Radioactives   := 13500
Number of Tech Req  := 2
Tech Area Req 1     := Terraforming
Tech Level Req 1    := 8
Tech Area Req 2     := Economics
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2 years.
Ability 1 Val 1     := 18
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 90 Organics per turn.
Ability 2 Val 1     := -90
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 90 Radioactives per turn.
Ability 3 Val 1     := -90
Ability 3 Val 2     := 0

Name                := Commercial Atmosphere Processor III
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.
Facility Group      := Planet Modification
Facility Family     := 1044
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 212
Cost Minerals       := 12150
Cost Organics       := 12150
Cost Radioactives   := 12150
Number of Tech Req  := 2
Tech Area Req 1     := Terraforming
Tech Level Req 1    := 9
Tech Area Req 2     := Economics
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2 years.
Ability 1 Val 1     := 16
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 81 Organics per turn.
Ability 2 Val 1     := -81
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 81 Radioactives per turn.
Ability 3 Val 1     := -81
Ability 3 Val 2     := 0

Name                := Commercial Atmosphere Processor IV
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.
Facility Group      := Planet Modification
Facility Family     := 1044
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 212
Cost Minerals       := 10935
Cost Organics       := 10935
Cost Radioactives   := 10935
Number of Tech Req  := 2
Tech Area Req 1     := Terraforming
Tech Level Req 1    := 10
Tech Area Req 2     := Economics
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2 years.
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 73 Organics per turn.
Ability 2 Val 1     := -73
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 73 Radioactives per turn.
Ability 3 Val 1     := -73
Ability 3 Val 2     := 0

Name                := Commercial Atmosphere Processor V
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.
Facility Group      := Planet Modification
Facility Family     := 1044
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 212
Cost Minerals       := 9842
Cost Organics       := 9842
Cost Radioactives   := 9842
Number of Tech Req  := 2
Tech Area Req 1     := Terraforming
Tech Level Req 1    := 11
Tech Area Req 2     := Economics
Tech Level Req 2    := 2
Number of Abilities := 3
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2 years.
Ability 1 Val 1     := 13
Ability 1 Val 2     := 0
Ability 2 Type      := Generate Points Organics
Ability 2 Descr     := Uses 66 Organics per turn.
Ability 2 Val 1     := -66
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Radioactives
Ability 3 Descr     := Uses 66 Radioactives per turn.
Ability 3 Val 1     := -66
Ability 3 Val 2     := 0

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

Name                := Events Predictor II
Description         := Massive computer which uses temporal incursions to predict future events.
Facility Group      := Ship Support
Facility Family     := 45
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 7200
Cost Organics       := 7200
Cost Radioactives   := 7200
Number of Tech Req  := 1
Tech Area Req 1       := Timeline Manipulation
Tech Level Req 1      := 2
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 26% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 26
Ability 1 Val 2     := 0

Name                := Events Predictor III
Description         := Massive computer which uses temporal incursions to predict future events.
Facility Group      := Ship Support
Facility Family     := 45
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 6480
Cost Organics       := 6480
Cost Radioactives   := 6480
Number of Tech Req  := 1
Tech Area Req 1       := Timeline Manipulation
Tech Level Req 1      := 3
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 34% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 34
Ability 1 Val 2     := 0

Name                := Events Predictor IV
Description         := Massive computer which uses temporal incursions to predict future events.
Facility Group      := Ship Support
Facility Family     := 45
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 5832
Cost Organics       := 5832
Cost Radioactives   := 5832
Number of Tech Req  := 1
Tech Area Req 1       := Timeline Manipulation
Tech Level Req 1      := 4
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 44% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 44
Ability 1 Val 2     := 0

Name                := Events Predictor V
Description         := Massive computer which uses temporal incursions to predict future events.
Facility Group      := Ship Support
Facility Family     := 45
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 5249
Cost Organics       := 5249
Cost Radioactives   := 5249
Number of Tech Req  := 1
Tech Area Req 1       := Timeline Manipulation
Tech Level Req 1      := 5
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 57% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 57
Ability 1 Val 2     := 0

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

Name                := Temporal Vacation Service II
Description         := Entertainment service which allows populations to view past histories.
Facility Group      := Population Support
Facility Family     := 46
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 27
Cost Minerals       := 3600
Cost Organics       := 3600
Cost Radioactives   := 3600
Number of Tech Req  := 1
Tech Area Req 1       := Timeline Manipulation
Tech Level Req 1      := 4
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Temporal Vacation Service III
Description         := Entertainment service which allows populations to view past histories.
Facility Group      := Population Support
Facility Family     := 46
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 27
Cost Minerals       := 3240
Cost Organics       := 3240
Cost Radioactives   := 3240
Number of Tech Req  := 1
Tech Area Req 1       := Timeline Manipulation
Tech Level Req 1      := 5
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Temporal Vacation Service IV
Description         := Entertainment service which allows populations to view past histories.
Facility Group      := Population Support
Facility Family     := 46
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 27
Cost Minerals       := 2916
Cost Organics       := 2916
Cost Radioactives   := 2916
Number of Tech Req  := 1
Tech Area Req 1       := Timeline Manipulation
Tech Level Req 1      := 6
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Temporal Vacation Service V
Description         := Entertainment service which allows populations to view past histories.
Facility Group      := Population Support
Facility Family     := 46
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 27
Cost Minerals       := 2624
Cost Organics       := 2624
Cost Radioactives   := 2624
Number of Tech Req  := 1
Tech Area Req 1       := Timeline Manipulation
Tech Level Req 1      := 7
Number of Abilities := 1
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Improves the happiness of the populations who live in this system (only 1 facility per system effective).
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0

Name                := Temporal Space Yard Facility I
Description         := Large construction facility which uses temporal folding to allow fast construction of ships in space.
Facility Group      := Construction
Facility Family     := 47
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 20000
Cost Organics       := 2000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 1
Tech Area Req 2     := Temporal Studies
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 3500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 3500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 3500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 3500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 3500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 3500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 5 components per turn.
Ability 4 Val 1     := 5
Ability 4 Val 2     := 0

Name                := Temporal Space Yard Facility II
Description         := Large construction facility which uses temporal folding to allow fast construction of ships in space.
Facility Group      := Construction
Facility Family     := 47
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 22000
Cost Organics       := 2200
Cost Radioactives   := 11000
Number of Tech Req  := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 2
Tech Area Req 2     := Temporal Studies
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 4550 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 4550
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 4550 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 4550
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 4550 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 4550
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 7 components per turn.
Ability 4 Val 1     := 7
Ability 4 Val 2     := 0

Name                := Temporal Space Yard Facility III
Description         := Large construction facility which uses temporal folding to allow fast construction of ships in space.
Facility Group      := Construction
Facility Family     := 47
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 24200
Cost Organics       := 2420
Cost Radioactives   := 12100
Number of Tech Req  := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 3
Tech Area Req 2     := Temporal Studies
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 5915 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 5915
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 5915 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 5915
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 5915 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 5915
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 8 components per turn.
Ability 4 Val 1     := 8
Ability 4 Val 2     := 0

Name                := Temporal Space Yard Facility IV
Description         := Large construction facility which uses temporal folding to allow fast construction of ships in space.
Facility Group      := Construction
Facility Family     := 47
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 26620
Cost Organics       := 2662
Cost Radioactives   := 13310
Number of Tech Req  := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 4
Tech Area Req 2     := Temporal Studies
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 7690 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 7690
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 7690 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 7690
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 7690 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 7690
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 11 components per turn.
Ability 4 Val 1     := 11
Ability 4 Val 2     := 0

Name                := Temporal Space Yard Facility V
Description         := Large construction facility which uses temporal folding to allow fast construction of ships in space.
Facility Group      := Construction
Facility Family     := 47
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 29282
Cost Organics       := 2928
Cost Radioactives   := 14641
Number of Tech Req  := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 5
Tech Area Req 2     := Temporal Studies
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 9996 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 9996
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 9996 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 9996
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 9996 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 9996
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 14 components per turn.
Ability 4 Val 1     := 14
Ability 4 Val 2     := 0

Name                := Temporal Space Yard Facility VI
Description         := Large construction facility which uses temporal folding to allow fast construction of ships in space.
Facility Group      := Construction
Facility Family     := 47
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 32210
Cost Organics       := 3221
Cost Radioactives   := 16105
Number of Tech Req  := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 6
Tech Area Req 2     := Temporal Studies
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 12995 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 12995
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 12995 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 12995
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 12995 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 12995
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 19 components per turn.
Ability 4 Val 1     := 19
Ability 4 Val 2     := 0

Name                := Temporal Space Yard Facility VII
Description         := Large construction facility which uses temporal folding to allow fast construction of ships in space.
Facility Group      := Construction
Facility Family     := 47
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 35431
Cost Organics       := 3543
Cost Radioactives   := 17716
Number of Tech Req  := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 7
Tech Area Req 2     := Temporal Studies
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 16894 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 16894
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 16894 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 16894
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 16894 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 16894
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 24 components per turn.
Ability 4 Val 1     := 24
Ability 4 Val 2     := 0

Name                := Temporal Space Yard Facility VIII
Description         := Large construction facility which uses temporal folding to allow fast construction of ships in space.
Facility Group      := Construction
Facility Family     := 47
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 38974
Cost Organics       := 3897
Cost Radioactives   := 19487
Number of Tech Req  := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 8
Tech Area Req 2     := Temporal Studies
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 21962 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 21962
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 21962 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 21962
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 21962 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 21962
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 31 components per turn.
Ability 4 Val 1     := 31
Ability 4 Val 2     := 0

Name                := Temporal Space Yard Facility IX
Description         := Large construction facility which uses temporal folding to allow fast construction of ships in space.
Facility Group      := Construction
Facility Family     := 47
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 42872
Cost Organics       := 4287
Cost Radioactives   := 21436
Number of Tech Req  := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 9
Tech Area Req 2     := Temporal Studies
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 28551 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 28551
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 28551 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 28551
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 28551 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 28551
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 41 components per turn.
Ability 4 Val 1     := 41
Ability 4 Val 2     := 0

Name                := Temporal Space Yard Facility X
Description         := Large construction facility which uses temporal folding to allow fast construction of ships in space.
Facility Group      := Construction
Facility Family     := 47
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 47159
Cost Organics       := 4716
Cost Radioactives   := 23579
Number of Tech Req  := 2
Tech Area Req 1       := Construction
Tech Level Req 1      := 10
Tech Area Req 2     := Temporal Studies
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 37116 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 37116
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 37116 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 37116
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 37116 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 37116
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 53 components per turn.
Ability 4 Val 1     := 53
Ability 4 Val 2     := 0

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

Name                := Psychic Ship Training Facility II
Description         := Psychic broadcast center which imparts collected ship experience to all ships in a system.
Facility Group      := Ship Support
Facility Family     := 48
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 44
Cost Minerals       := 9000
Cost Organics       := 1800
Cost Radioactives   := 3600
Number of Tech Req  := 2
Tech Area Req 1       := Telepathy
Tech Level Req 1      := 2
Tech Area Req 2     := Military Science
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 3% each turn up to 13% (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 13

Name                := Psychic Ship Training Facility III
Description         := Psychic broadcast center which imparts collected ship experience to all ships in a system.
Facility Group      := Ship Support
Facility Family     := 48
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 44
Cost Minerals       := 8100
Cost Organics       := 1620
Cost Radioactives   := 3240
Number of Tech Req  := 2
Tech Area Req 1       := Telepathy
Tech Level Req 1      := 3
Tech Area Req 2     := Military Science
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 3% each turn up to 17% (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 17

Name                := Psychic Ship Training Facility IV
Description         := Psychic broadcast center which imparts collected ship experience to all ships in a system.
Facility Group      := Ship Support
Facility Family     := 48
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 44
Cost Minerals       := 7290
Cost Organics       := 1458
Cost Radioactives   := 2916
Number of Tech Req  := 2
Tech Area Req 1       := Telepathy
Tech Level Req 1      := 4
Tech Area Req 2     := Military Science
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 4% each turn up to 22% (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 22

Name                := Psychic Ship Training Facility V
Description         := Psychic broadcast center which imparts collected ship experience to all ships in a system.
Facility Group      := Ship Support
Facility Family     := 48
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 44
Cost Minerals       := 6561
Cost Organics       := 1312
Cost Radioactives   := 2624
Number of Tech Req  := 2
Tech Area Req 1       := Telepathy
Tech Level Req 1      := 5
Tech Area Req 2     := Military Science
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 6% each turn up to 29% (only 1 facility per system effective).
Ability 1 Val 1     := 6
Ability 1 Val 2     := 29

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

Name                := Psychic Fleet Training Facility II
Description         := Psychic broadcast center which imparts collected fleet experience to all fleets in a system.
Facility Group      := Ship Support
Facility Family     := 49
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 47
Cost Minerals       := 9900
Cost Organics       := 1800
Cost Radioactives   := 4500
Number of Tech Req  := 2
Tech Area Req 1       := Telepathy
Tech Level Req 1      := 2
Tech Area Req 2     := Military Science
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 3% each turn up to 13% (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 13

Name                := Psychic Fleet Training Facility III
Description         := Psychic broadcast center which imparts collected fleet experience to all fleets in a system.
Facility Group      := Ship Support
Facility Family     := 49
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 47
Cost Minerals       := 8910
Cost Organics       := 1620
Cost Radioactives   := 4050
Number of Tech Req  := 2
Tech Area Req 1       := Telepathy
Tech Level Req 1      := 3
Tech Area Req 2     := Military Science
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 3% each turn up to 17% (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 17

Name                := Psychic Fleet Training Facility IV
Description         := Psychic broadcast center which imparts collected fleet experience to all fleets in a system.
Facility Group      := Ship Support
Facility Family     := 49
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 47
Cost Minerals       := 8019
Cost Organics       := 1458
Cost Radioactives   := 3645
Number of Tech Req  := 2
Tech Area Req 1       := Telepathy
Tech Level Req 1      := 4
Tech Area Req 2     := Military Science
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 4% each turn up to 22% (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 22

Name                := Psychic Fleet Training Facility V
Description         := Psychic broadcast center which imparts collected fleet experience to all fleets in a system.
Facility Group      := Ship Support
Facility Family     := 49
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 47
Cost Minerals       := 7217
Cost Organics       := 1312
Cost Radioactives   := 3281
Number of Tech Req  := 2
Tech Area Req 1       := Telepathy
Tech Level Req 1      := 5
Tech Area Req 2     := Military Science
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 6% each turn up to 29% (only 1 facility per system effective).
Ability 1 Val 1     := 6
Ability 1 Val 2     := 29

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

Name                := Psychic Scanner II
Description         := Psychic scanner which can perform a detailed scan of any enemy ship within the system.
Facility Group      := Primary Facilities
Facility Family     := 50
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 42
Cost Minerals       := 13500
Cost Organics       := 4500
Cost Radioactives   := 13500
Number of Tech Req  := 2
Tech Area Req 1       := Telepathy
Tech Level Req 1      := 2
Tech Area Req 2     := Scanners
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Psychic Scanner III
Description         := Psychic scanner which can perform a detailed scan of any enemy ship within the system.
Facility Group      := Primary Facilities
Facility Family     := 50
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 42
Cost Minerals       := 12150
Cost Organics       := 4050
Cost Radioactives   := 12150
Number of Tech Req  := 2
Tech Area Req 1       := Telepathy
Tech Level Req 1      := 3
Tech Area Req 2     := Scanners
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Psychic Scanner IV
Description         := Psychic scanner which can perform a detailed scan of any enemy ship within the system.
Facility Group      := Primary Facilities
Facility Family     := 50
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 42
Cost Minerals       := 10935
Cost Organics       := 3645
Cost Radioactives   := 10935
Number of Tech Req  := 2
Tech Area Req 1       := Telepathy
Tech Level Req 1      := 4
Tech Area Req 2     := Scanners
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Psychic Scanner V
Description         := Psychic scanner which can perform a detailed scan of any enemy ship within the system.
Facility Group      := Primary Facilities
Facility Family     := 50
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 42
Cost Minerals       := 9842
Cost Organics       := 3281
Cost Radioactives   := 9842
Number of Tech Req  := 2
Tech Area Req 1       := Telepathy
Tech Level Req 1      := 5
Tech Area Req 2     := Scanners
Tech Level Req 2    := 2
Number of Abilities := 1
Ability 1 Type      := Long Range Scanner - System
Ability 1 Descr     := Any ship within the system can be scanned in detail.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Solar Generator I
Description         := Massive solar collectors which can transmute solar energy to raw materials.
Facility Group      := Multi-Resource Extraction
Facility Family     := 51
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 247
Cost Minerals       := 5000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1       := Solar Power
Tech Level Req 1      := 1
Tech Area Req 2     := Crystallurgy
Tech Level Req 2    := 1
Tech Area Req 3     := Radioactives Extraction
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 100 minerals per star each turn.
Ability 1 Val 1     := 100
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 100 organics per star each turn.
Ability 2 Val 1     := 100
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 150 radioactives per star each turn.
Ability 3 Val 1     := 150
Ability 3 Val 2     := 0

Name                := Solar Generator II
Description         := Massive solar collectors which can transmute solar energy to raw materials.
Facility Group      := Multi-Resource Extraction
Facility Family     := 51
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 247
Cost Minerals       := 4500
Cost Organics       := 4500
Cost Radioactives   := 4500
Number of Tech Req  := 3
Tech Area Req 1       := Solar Power
Tech Level Req 1      := 2
Tech Area Req 2     := Crystallurgy
Tech Level Req 2    := 1
Tech Area Req 3     := Radioactives Extraction
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 140 minerals per star each turn.
Ability 1 Val 1     := 140
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 140 organics per star each turn.
Ability 2 Val 1     := 140
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 210 radioactives per star each turn.
Ability 3 Val 1     := 210
Ability 3 Val 2     := 0

Name                := Solar Generator III
Description         := Massive solar collectors which can transmute solar energy to raw materials.
Facility Group      := Multi-Resource Extraction
Facility Family     := 51
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 247
Cost Minerals       := 4050
Cost Organics       := 4050
Cost Radioactives   := 4050
Number of Tech Req  := 3
Tech Area Req 1       := Solar Power
Tech Level Req 1      := 3
Tech Area Req 2     := Crystallurgy
Tech Level Req 2    := 1
Tech Area Req 3     := Radioactives Extraction
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 196 minerals per star each turn.
Ability 1 Val 1     := 196
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 196 organics per star each turn.
Ability 2 Val 1     := 196
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 295 radioactives per star each turn.
Ability 3 Val 1     := 294
Ability 3 Val 2     := 0

Name                := Solar Generator IV
Description         := Massive solar collectors which can transmute solar energy to raw materials.
Facility Group      := Multi-Resource Extraction
Facility Family     := 51
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 247
Cost Minerals       := 3645
Cost Organics       := 3645
Cost Radioactives   := 3645
Number of Tech Req  := 3
Tech Area Req 1       := Solar Power
Tech Level Req 1      := 4
Tech Area Req 2     := Crystallurgy
Tech Level Req 2    := 1
Tech Area Req 3     := Radioactives Extraction
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 274 minerals per star each turn.
Ability 1 Val 1     := 274
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 274 organics per star each turn.
Ability 2 Val 1     := 274
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 412 radioactives per star each turn.
Ability 3 Val 1     := 412
Ability 3 Val 2     := 0

Name                := Solar Generator V
Description         := Massive solar collectors which can transmute solar energy to raw materials.
Facility Group      := Multi-Resource Extraction
Facility Family     := 51
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 247
Cost Minerals       := 3281
Cost Organics       := 3281
Cost Radioactives   := 3281
Number of Tech Req  := 3
Tech Area Req 1       := Solar Power
Tech Level Req 1      := 5
Tech Area Req 2     := Crystallurgy
Tech Level Req 2    := 1
Tech Area Req 3     := Radioactives Extraction
Tech Level Req 3    := 1
Number of Abilities := 3
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 384 minerals per star each turn.
Ability 1 Val 1     := 384
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 384 organics per star each turn.
Ability 2 Val 1     := 384
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 576 radioactives per star each turn.
Ability 3 Val 1     := 576
Ability 3 Val 2     := 0

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

Name                := Crystalline Restructuring Plant II
Description         := Facility which enhances vehicle hulls by adding crystalline matrices to their molecular structure.
Facility Group      := Ship Support
Facility Family     := 52
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 34
Cost Minerals       := 4500
Cost Organics       := 1800
Cost Radioactives   := 4500
Number of Tech Req  := 2
Tech Area Req 1       := Repair/Maintenance
Tech Level Req 1      := 3
Tech Area Req 2     := Crystallurgy
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Reduced Maintenance Cost - System
Ability 1 Descr     := Reduces all vehicle maintenance costs in the system by 13% (only 1 facility per system effective).
Ability 1 Val 1     := 13
Ability 1 Val 2     := 0

Name                := Crystalline Restructuring Plant III
Description         := Facility which enhances vehicle hulls by adding crystalline matrices to their molecular structure.
Facility Group      := Ship Support
Facility Family     := 52
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 34
Cost Minerals       := 4050
Cost Organics       := 1620
Cost Radioactives   := 4050
Number of Tech Req  := 2
Tech Area Req 1       := Repair/Maintenance
Tech Level Req 1      := 4
Tech Area Req 2     := Crystallurgy
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Reduced Maintenance Cost - System
Ability 1 Descr     := Reduces all vehicle maintenance costs in the system by 17% (only 1 facility per system effective).
Ability 1 Val 1     := 17
Ability 1 Val 2     := 0

Name                := Crystalline Restructuring Plant IV
Description         := Facility which enhances vehicle hulls by adding crystalline matrices to their molecular structure.
Facility Group      := Ship Support
Facility Family     := 52
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 34
Cost Minerals       := 3645
Cost Organics       := 1458
Cost Radioactives   := 3645
Number of Tech Req  := 2
Tech Area Req 1       := Repair/Maintenance
Tech Level Req 1      := 5
Tech Area Req 2     := Crystallurgy
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Reduced Maintenance Cost - System
Ability 1 Descr     := Reduces all vehicle maintenance costs in the system by 22% (only 1 facility per system effective).
Ability 1 Val 1     := 22
Ability 1 Val 2     := 0

Name                := Crystalline Restructuring Plant V
Description         := Facility which enhances vehicle hulls by adding crystalline matrices to their molecular structure.
Facility Group      := Ship Support
Facility Family     := 52
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 34
Cost Minerals       := 3281
Cost Organics       := 1312
Cost Radioactives   := 3281
Number of Tech Req  := 2
Tech Area Req 1       := Repair/Maintenance
Tech Level Req 1      := 6
Tech Area Req 2     := Crystallurgy
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Reduced Maintenance Cost - System
Ability 1 Descr     := Reduces all vehicle maintenance costs in the system by 29% (only 1 facility per system effective).
Ability 1 Val 1     := 29
Ability 1 Val 2     := 0

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

Name                := Energy Transmission Lens II
Description         := Massive lens which allows supplemental power to be beamed directly to ships within the system.
Facility Group      := Ship Support
Facility Family     := 53
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 51
Cost Minerals       := 4500
Cost Organics       := 0
Cost Radioactives   := 9000
Number of Tech Req  := 1
Tech Area Req 1       := Crystal Power Lenses
Tech Level Req 1      := 2
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 28 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 28
Ability 1 Val 2     := 0

Name                := Energy Transmission Lens III
Description         := Massive lens which allows supplemental power to be beamed directly to ships within the system.
Facility Group      := Ship Support
Facility Family     := 53
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 51
Cost Minerals       := 4050
Cost Organics       := 0
Cost Radioactives   := 8100
Number of Tech Req  := 1
Tech Area Req 1       := Crystal Power Lenses
Tech Level Req 1      := 3
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 39 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 39
Ability 1 Val 2     := 0

Name                := Energy Transmission Lens IV
Description         := Massive lens which allows supplemental power to be beamed directly to ships within the system.
Facility Group      := Ship Support
Facility Family     := 53
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 51
Cost Minerals       := 3645
Cost Organics       := 0
Cost Radioactives   := 7290
Number of Tech Req  := 1
Tech Area Req 1       := Crystal Power Lenses
Tech Level Req 1      := 4
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 55 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 55
Ability 1 Val 2     := 0

Name                := Energy Transmission Lens V
Description         := Massive lens which allows supplemental power to be beamed directly to ships within the system.
Facility Group      := Ship Support
Facility Family     := 53
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 51
Cost Minerals       := 3281
Cost Organics       := 0
Cost Radioactives   := 6561
Number of Tech Req  := 1
Tech Area Req 1       := Crystal Power Lenses
Tech Level Req 1      := 5
Number of Abilities := 1
Ability 1 Type      := Shield Modifier - System
Ability 1 Descr     := Increases the shield strength of all ships in the system by 77 shield points (only 1 facility per system effective).
Ability 1 Val 1     := 77
Ability 1 Val 2     := 0

Name                := City I
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 61
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 261
Cost Minerals       := 6000
Cost Organics       := 8000
Cost Radioactives   := 4000
Number of Tech Req  := 1
Tech Area Req 1       := Planetary Urbanization
Tech Level Req 1      := 1
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 1200 minerals, 800 orgs and 800 rads each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 800
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 100 research points each turn.
Ability 4 Val 1     := 100
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 100 intelligence points per turn.
Ability 5 Val 1     := 100
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 500 extra cargo/deployment spaces.
Ability 6 Val 1     := 500
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 1000 minerals for an empire.
Ability 7 Val 1     := 1000
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 1000 organics for an empire.
Ability 8 Val 1     := 1000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 1000 radioactives for an empire.
Ability 9 Val 1     := 1000
Ability 9 Val 2     := 0

Name                := City II
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 61
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 261
Cost Minerals       := 5400
Cost Organics       := 7200
Cost Radioactives   := 3600
Number of Tech Req  := 1
Tech Area Req 1       := Planetary Urbanization
Tech Level Req 1      := 2
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 1320 minerals, 880 orgs and 880 rads each turn.
Ability 1 Val 1     := 1320
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 880
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 880
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 110 research points each turn.
Ability 4 Val 1     := 110
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 110 intelligence points per turn.
Ability 5 Val 1     := 110
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 550 extra cargo/deployment spaces.
Ability 6 Val 1     := 550
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 1100 minerals for an empire.
Ability 7 Val 1     := 1100
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 1100 organics for an empire.
Ability 8 Val 1     := 1100
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 1100 radioactives for an empire.
Ability 9 Val 1     := 1100
Ability 9 Val 2     := 0

Name                := City III
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 61
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 261
Cost Minerals       := 4860
Cost Organics       := 6480
Cost Radioactives   := 3240
Number of Tech Req  := 1
Tech Area Req 1       := Planetary Urbanization
Tech Level Req 1      := 3
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 1452 minerals, 968 orgs and 968 rads each turn.
Ability 1 Val 1     := 1452
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 968
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 968
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 100 research points each turn.
Ability 4 Val 1     := 121
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 121 intelligence points per turn.
Ability 5 Val 1     := 121
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 605 extra cargo/deployment spaces.
Ability 6 Val 1     := 605
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 1210 minerals for an empire.
Ability 7 Val 1     := 1210
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 1210 organics for an empire.
Ability 8 Val 1     := 1210
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 1210 radioactives for an empire.
Ability 9 Val 1     := 1210
Ability 9 Val 2     := 0

Name                := City IV
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 61
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 261
Cost Minerals       := 4374
Cost Organics       := 5832
Cost Radioactives   := 2916
Number of Tech Req  := 1
Tech Area Req 1       := Planetary Urbanization
Tech Level Req 1      := 4
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 1597 minerals, 1065 orgs and 1065 rads each turn.
Ability 1 Val 1     := 1597
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1065
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1065
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 133 research points each turn.
Ability 4 Val 1     := 133
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 133 intelligence points per turn.
Ability 5 Val 1     := 133
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 666 extra cargo/deployment spaces.
Ability 6 Val 1     := 666
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 1331 minerals for an empire.
Ability 7 Val 1     := 1331
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 1331 organics for an empire.
Ability 8 Val 1     := 1331
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 1331 radioactives for an empire.
Ability 9 Val 1     := 1331
Ability 9 Val 2     := 0

Name                := City V
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 61
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 261
Cost Minerals       := 3937
Cost Organics       := 5249
Cost Radioactives   := 2624
Number of Tech Req  := 1
Tech Area Req 1       := Planetary Urbanization
Tech Level Req 1      := 5
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 1757 minerals, 1171 orgs and 1171 rads each turn.
Ability 1 Val 1     := 1757
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1171
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1171
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 146 research points each turn.
Ability 4 Val 1     := 146
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 146 intelligence points per turn.
Ability 5 Val 1     := 146
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 732 extra cargo/deployment spaces.
Ability 6 Val 1     := 732
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 1464 minerals for an empire.
Ability 7 Val 1     := 1464
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 1464 organics for an empire.
Ability 8 Val 1     := 1464
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 1464 radioactives for an empire.
Ability 9 Val 1     := 1464
Ability 9 Val 2     := 0

Name                := City VI
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 61
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 261
Cost Minerals       := 3543
Cost Organics       := 4724
Cost Radioactives   := 2362
Number of Tech Req  := 1
Tech Area Req 1       := Planetary Urbanization
Tech Level Req 1      := 6
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 1933 minerals, 1288 orgs and 1288 rads each turn.
Ability 1 Val 1     := 1933
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1288
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1288
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 161 research points each turn.
Ability 4 Val 1     := 161
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 161 intelligence points per turn.
Ability 5 Val 1     := 161
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 805 extra cargo/deployment spaces.
Ability 6 Val 1     := 805
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 1611 minerals for an empire.
Ability 7 Val 1     := 1611
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 1611 organics for an empire.
Ability 8 Val 1     := 1611
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 1611 radioactives for an empire.
Ability 9 Val 1     := 1611
Ability 9 Val 2     := 0

Name                := City VII
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 61
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 261
Cost Minerals       := 3189
Cost Organics       := 4252
Cost Radioactives   := 2126
Number of Tech Req  := 1
Tech Area Req 1       := Planetary Urbanization
Tech Level Req 1      := 7
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 2126 minerals, 1417 orgs and 1417 rads each turn.
Ability 1 Val 1     := 2126
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1417
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1417
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 177 research points each turn.
Ability 4 Val 1     := 177
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 177 intelligence points per turn.
Ability 5 Val 1     := 177
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 886 extra cargo/deployment spaces.
Ability 6 Val 1     := 886
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 1772 minerals for an empire.
Ability 7 Val 1     := 1772
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 1772 organics for an empire.
Ability 8 Val 1     := 1772
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 1772 radioactives for an empire.
Ability 9 Val 1     := 1772
Ability 9 Val 2     := 0

Name                := City VIII
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 61
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 261
Cost Minerals       := 2870
Cost Organics       := 3826
Cost Radioactives   := 1913
Number of Tech Req  := 1
Tech Area Req 1       := Planetary Urbanization
Tech Level Req 1      := 8
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 2338 minerals, 1559 orgs and 1559 rads each turn.
Ability 1 Val 1     := 2338
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1559
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1559
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 195 research points each turn.
Ability 4 Val 1     := 195
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 195 intelligence points per turn.
Ability 5 Val 1     := 195
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 974 extra cargo/deployment spaces.
Ability 6 Val 1     := 974
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 1949 minerals for an empire.
Ability 7 Val 1     := 1949
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 1949 organics for an empire.
Ability 8 Val 1     := 1949
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 1949 radioactives for an empire.
Ability 9 Val 1     := 1949
Ability 9 Val 2     := 0

Name                := City IX
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 61
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 261
Cost Minerals       := 2583
Cost Organics       := 3444
Cost Radioactives   := 1722
Number of Tech Req  := 1
Tech Area Req 1       := Planetary Urbanization
Tech Level Req 1      := 9
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 2572 minerals, 1715 orgs and 1715 rads each turn.
Ability 1 Val 1     := 2572
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1715
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1715
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 214 research points each turn.
Ability 4 Val 1     := 214
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 214 intelligence points per turn.
Ability 5 Val 1     := 214
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 1072 extra cargo/deployment spaces.
Ability 6 Val 1     := 1072
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 2144 minerals for an empire.
Ability 7 Val 1     := 2144
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 2144 organics for an empire.
Ability 8 Val 1     := 2144
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 2144 radioactives for an empire.
Ability 9 Val 1     := 2144
Ability 9 Val 2     := 0

Name                := City X
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 61
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 261
Cost Minerals       := 2325
Cost Organics       := 3099
Cost Radioactives   := 1550
Number of Tech Req  := 1
Tech Area Req 1       := Planetary Urbanization
Tech Level Req 1      := 10
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 2830 minerals, 1886 orgs and 1886 rads each turn.
Ability 1 Val 1     := 2830
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1886
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1886
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 236 research points each turn.
Ability 4 Val 1     := 236
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 236 intelligence points per turn.
Ability 5 Val 1     := 236
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 1179 extra cargo/deployment spaces.
Ability 6 Val 1     := 1179
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 2358 minerals for an empire.
Ability 7 Val 1     := 2358
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 2358 organics for an empire.
Ability 8 Val 1     := 2358
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 2358 radioactives for an empire.
Ability 9 Val 1     := 2358
Ability 9 Val 2     := 0

Name                := Arcology I
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 1005
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 266
Cost Minerals       := 16000
Cost Organics       := 18000
Cost Radioactives   := 14000
Number of Tech Req  := 2
Tech Area Req 1       := Planetary Urbanization
Tech Level Req 1      := 1
Tech Area Req 2     := Megascale Engineering
Tech Level Req 2    := 1
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 2400 minerals, 1600 orgs and 1600 rads each turn.
Ability 1 Val 1     := 2400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1600
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1600
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 200 research points each turn.
Ability 4 Val 1     := 200
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 200 intelligence points per turn.
Ability 5 Val 1     := 200
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 1000 extra cargo/deployment spaces.
Ability 6 Val 1     := 1000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 2000 minerals for an empire.
Ability 7 Val 1     := 2000
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 2000 organics for an empire.
Ability 8 Val 1     := 2000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 2000 radioactives for an empire.
Ability 9 Val 1     := 2000
Ability 9 Val 2     := 0

Name                := Arcology II
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 1005
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 266
Cost Minerals       := 14400
Cost Organics       := 16200
Cost Radioactives   := 12600
Number of Tech Req  := 2
Tech Area Req 1       := Planetary Urbanization
Tech Level Req 1      := 2
Tech Area Req 2     := Megascale Engineering
Tech Level Req 2    := 1
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 2640 minerals, 1760 orgs and 1760 rads each turn.
Ability 1 Val 1     := 2640
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1760
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1760
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 220 research points each turn.
Ability 4 Val 1     := 220
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 220 intelligence points per turn.
Ability 5 Val 1     := 220
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 1100 extra cargo/deployment spaces.
Ability 6 Val 1     := 1100
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 2200 minerals for an empire.
Ability 7 Val 1     := 2200
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 2200 organics for an empire.
Ability 8 Val 1     := 2200
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 2200 radioactives for an empire.
Ability 9 Val 1     := 2200
Ability 9 Val 2     := 0

Name                := Arcology III
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 1005
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 266
Cost Minerals       := 12960
Cost Organics       := 14580
Cost Radioactives   := 11340
Number of Tech Req  := 2
Tech Area Req 1       := Planetary Urbanization
Tech Level Req 1      := 3
Tech Area Req 2     := Megascale Engineering
Tech Level Req 2    := 1
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 2904 minerals, 1936 orgs and 1936 rads each turn.
Ability 1 Val 1     := 2904
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1936
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1936
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 242 research points each turn.
Ability 4 Val 1     := 242
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 242 intelligence points per turn.
Ability 5 Val 1     := 242
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 1210 extra cargo/deployment spaces.
Ability 6 Val 1     := 1210
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 2420 minerals for an empire.
Ability 7 Val 1     := 2420
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 2420 organics for an empire.
Ability 8 Val 1     := 2420
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 2420 radioactives for an empire.
Ability 9 Val 1     := 2420
Ability 9 Val 2     := 0

Name                := Arcology IV
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 1005
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 266
Cost Minerals       := 11664
Cost Organics       := 13122
Cost Radioactives   := 10206
Number of Tech Req  := 2
Tech Area Req 1       := Planetary Urbanization
Tech Level Req 1      := 4
Tech Area Req 2     := Megascale Engineering
Tech Level Req 2    := 1
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 3194 minerals, 2130 orgs and 2130 rads each turn.
Ability 1 Val 1     := 3194
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 2130
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 2130
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 266 research points each turn.
Ability 4 Val 1     := 266
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 266 intelligence points per turn.
Ability 5 Val 1     := 266
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 1331 extra cargo/deployment spaces.
Ability 6 Val 1     := 1331
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 2662 minerals for an empire.
Ability 7 Val 1     := 2662
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 2662 organics for an empire.
Ability 8 Val 1     := 2662
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 2662 radioactives for an empire.
Ability 9 Val 1     := 2662
Ability 9 Val 2     := 0

Name                := Arcology V
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 1005
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 266
Cost Minerals       := 10498
Cost Organics       := 11810
Cost Radioactives   := 9185
Number of Tech Req  := 2
Tech Area Req 1       := Planetary Urbanization
Tech Level Req 1      := 5
Tech Area Req 2     := Megascale Engineering
Tech Level Req 2    := 1
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 3514 minerals, 2343 orgs and 2343 rads each turn.
Ability 1 Val 1     := 3514
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 2343
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 2343
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 293 research points each turn.
Ability 4 Val 1     := 293
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 293 intelligence points per turn.
Ability 5 Val 1     := 293
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 1464 extra cargo/deployment spaces.
Ability 6 Val 1     := 1464
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 2928 minerals for an empire.
Ability 7 Val 1     := 2928
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 2928 organics for an empire.
Ability 8 Val 1     := 2928
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 2928 radioactives for an empire.
Ability 9 Val 1     := 2928
Ability 9 Val 2     := 0

Name                := Arcology VI
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 1005
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 266
Cost Minerals       := 9448
Cost Organics       := 10629
Cost Radioactives   := 8267
Number of Tech Req  := 2
Tech Area Req 1       := Planetary Urbanization
Tech Level Req 1      := 6
Tech Area Req 2     := Megascale Engineering
Tech Level Req 2    := 1
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 3865 minerals, 2577 orgs and 2577 rads each turn.
Ability 1 Val 1     := 3865
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 2577
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 2577
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 322 research points each turn.
Ability 4 Val 1     := 322
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 322 intelligence points per turn.
Ability 5 Val 1     := 322
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 1611 extra cargo/deployment spaces.
Ability 6 Val 1     := 1611
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3221 minerals for an empire.
Ability 7 Val 1     := 3221
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 3221 organics for an empire.
Ability 8 Val 1     := 3221
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 3221 radioactives for an empire.
Ability 9 Val 1     := 3221
Ability 9 Val 2     := 0

Name                := Arcology VII
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 1005
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 266
Cost Minerals       := 8503
Cost Organics       := 9566
Cost Radioactives   := 7440
Number of Tech Req  := 2
Tech Area Req 1       := Planetary Urbanization
Tech Level Req 1      := 7
Tech Area Req 2     := Megascale Engineering
Tech Level Req 2    := 1
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 4252 minerals, 2834 orgs and 2834 rads each turn.
Ability 1 Val 1     := 4252
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 2834
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 2834
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 354 research points each turn.
Ability 4 Val 1     := 354
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 354 intelligence points per turn.
Ability 5 Val 1     := 354
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 1772 extra cargo/deployment spaces.
Ability 6 Val 1     := 1772
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3543 minerals for an empire.
Ability 7 Val 1     := 3543
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 3543 organics for an empire.
Ability 8 Val 1     := 3543
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 3543 radioactives for an empire.
Ability 9 Val 1     := 3543
Ability 9 Val 2     := 0

Name                := Arcology VIII
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 1005
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 266
Cost Minerals       := 7653
Cost Organics       := 8609
Cost Radioactives   := 6696
Number of Tech Req  := 2
Tech Area Req 1       := Planetary Urbanization
Tech Level Req 1      := 8
Tech Area Req 2     := Megascale Engineering
Tech Level Req 2    := 1
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 4677 minerals, 3118 orgs and 3118 rads each turn.
Ability 1 Val 1     := 4677
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 3118
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 3118
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 390 research points each turn.
Ability 4 Val 1     := 390
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 390 intelligence points per turn.
Ability 5 Val 1     := 390
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 1949 extra cargo/deployment spaces.
Ability 6 Val 1     := 1949
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 3897 minerals for an empire.
Ability 7 Val 1     := 3897
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 3897 organics for an empire.
Ability 8 Val 1     := 3897
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 3897 radioactives for an empire.
Ability 9 Val 1     := 3897
Ability 9 Val 2     := 0

Name                := Arcology IX
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 1005
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 266
Cost Minerals       := 6887
Cost Organics       := 7748
Cost Radioactives   := 6027
Number of Tech Req  := 2
Tech Area Req 1       := Planetary Urbanization
Tech Level Req 1      := 9
Tech Area Req 2     := Megascale Engineering
Tech Level Req 2    := 1
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 5145 minerals, 3430 orgs and 3430 rads each turn.
Ability 1 Val 1     := 5145
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 3430
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 3430
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 429 research points each turn.
Ability 4 Val 1     := 429
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 429 intelligence points per turn.
Ability 5 Val 1     := 429
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 2144 extra cargo/deployment spaces.
Ability 6 Val 1     := 2144
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 4287 minerals for an empire.
Ability 7 Val 1     := 4287
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 4287 organics for an empire.
Ability 8 Val 1     := 4287
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 4287 radioactives for an empire.
Ability 9 Val 1     := 4287
Ability 9 Val 2     := 0

Name                := Arcology X
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 1005
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 266
Cost Minerals       := 6199
Cost Organics       := 6974
Cost Radioactives   := 5424
Number of Tech Req  := 2
Tech Area Req 1       := Planetary Urbanization
Tech Level Req 1      := 10
Tech Area Req 2     := Megascale Engineering
Tech Level Req 2    := 1
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 5659 minerals, 3773 orgs and 3773 rads each turn.
Ability 1 Val 1     := 5659
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 3773
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 3773
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 472 research points each turn.
Ability 4 Val 1     := 472
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 472 intelligence points per turn.
Ability 5 Val 1     := 472
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 2358 extra cargo/deployment spaces.
Ability 6 Val 1     := 2358
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 4716  minerals for an empire.
Ability 7 Val 1     := 4716
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 4716 organics for an empire.
Ability 8 Val 1     := 4716
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 4716 radioactives for an empire.
Ability 9 Val 1     := 4716
Ability 9 Val 2     := 0

Name                := Orbital Tower I
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 1006
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 179
Cost Minerals       := 32000
Cost Organics       := 36000
Cost Radioactives   := 28000
Number of Tech Req  := 2
Tech Area Req 1       := Planetary Urbanization
Tech Level Req 1      := 1
Tech Area Req 2     := Megascale Engineering
Tech Level Req 2    := 2
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 9600 minerals, 6400 orgs and 6400 rads each turn.
Ability 1 Val 1     := 9600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 6400
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 6400
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 800 research points each turn.
Ability 4 Val 1     := 800
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 800 intelligence points per turn.
Ability 5 Val 1     := 800
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 4000 extra cargo/deployment spaces.
Ability 6 Val 1     := 4000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 8000 minerals for an empire.
Ability 7 Val 1     := 8000
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 8000 organics for an empire.
Ability 8 Val 1     := 8000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 8000 radioactives for an empire.
Ability 9 Val 1     := 8000
Ability 9 Val 2     := 0

Name                := Orbital Tower II
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 1006
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 179
Cost Minerals       := 28800
Cost Organics       := 32400
Cost Radioactives   := 25200
Number of Tech Req  := 2
Tech Area Req 1       := Planetary Urbanization
Tech Level Req 1      := 2
Tech Area Req 2     := Megascale Engineering
Tech Level Req 2    := 2
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 10560 minerals, 7040 orgs and 7040 rads each turn.
Ability 1 Val 1     := 10560
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 7040
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 7040
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 880 research points each turn.
Ability 4 Val 1     := 880
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 880 intelligence points per turn.
Ability 5 Val 1     := 880
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 4400 extra cargo/deployment spaces.
Ability 6 Val 1     := 4400
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 8800 minerals for an empire.
Ability 7 Val 1     := 8800
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 8800 organics for an empire.
Ability 8 Val 1     := 8800
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 8800 radioactives for an empire.
Ability 9 Val 1     := 8800
Ability 9 Val 2     := 0

Name                := Orbital Tower III
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 1006
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 179
Cost Minerals       := 25920
Cost Organics       := 29160
Cost Radioactives   := 22680
Number of Tech Req  := 2
Tech Area Req 1       := Planetary Urbanization
Tech Level Req 1      := 3
Tech Area Req 2     := Megascale Engineering
Tech Level Req 2    := 2
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 11616 minerals, 7744 orgs and 7744 rads each turn.
Ability 1 Val 1     := 11616
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 7744
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 7744
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 968 research points each turn.
Ability 4 Val 1     := 968
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 968 intelligence points per turn.
Ability 5 Val 1     := 968
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 4840 extra cargo/deployment spaces.
Ability 6 Val 1     := 4840
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 9680 minerals for an empire.
Ability 7 Val 1     := 9680
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 9680 organics for an empire.
Ability 8 Val 1     := 9680
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 9680 radioactives for an empire.
Ability 9 Val 1     := 9680
Ability 9 Val 2     := 0

Name                := Orbital Tower IV
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 1006
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 179
Cost Minerals       := 23328
Cost Organics       := 26244
Cost Radioactives   := 20412
Number of Tech Req  := 2
Tech Area Req 1       := Planetary Urbanization
Tech Level Req 1      := 4
Tech Area Req 2     := Megascale Engineering
Tech Level Req 2    := 2
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 12778 minerals, 8518 orgs and 8518 rads each turn.
Ability 1 Val 1     := 12778
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 8518
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 8518
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 1065 research points each turn.
Ability 4 Val 1     := 1065
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 1065 intelligence points per turn.
Ability 5 Val 1     := 1065
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 5324 extra cargo/deployment spaces.
Ability 6 Val 1     := 5324
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 10648 minerals for an empire.
Ability 7 Val 1     := 10648
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 10648 organics for an empire.
Ability 8 Val 1     := 10648
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 10648 radioactives for an empire.
Ability 9 Val 1     := 10648
Ability 9 Val 2     := 0

Name                := Orbital Tower V
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 1006
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 179
Cost Minerals       := 20995
Cost Organics       := 23620
Cost Radioactives   := 18371
Number of Tech Req  := 2
Tech Area Req 1       := Planetary Urbanization
Tech Level Req 1      := 5
Tech Area Req 2     := Megascale Engineering
Tech Level Req 2    := 2
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 14055 minerals, 9370 orgs and 9370 rads each turn.
Ability 1 Val 1     := 14055
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 9370
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 9370
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 1171 research points each turn.
Ability 4 Val 1     := 1171
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 1171 intelligence points per turn.
Ability 5 Val 1     := 1171
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 5856 extra cargo/deployment spaces.
Ability 6 Val 1     := 5856
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 11713 minerals for an empire.
Ability 7 Val 1     := 11713
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 11713 organics for an empire.
Ability 8 Val 1     := 11713
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 11713 radioactives for an empire.
Ability 9 Val 1     := 11713
Ability 9 Val 2     := 0

Name                := Orbital Tower VI
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 1006
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 179
Cost Minerals       := 18896
Cost Organics       := 21258
Cost Radioactives   := 16534
Number of Tech Req  := 2
Tech Area Req 1       := Planetary Urbanization
Tech Level Req 1      := 6
Tech Area Req 2     := Megascale Engineering
Tech Level Req 2    := 2
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 15461 minerals, 10307 orgs and 10307 rads each turn.
Ability 1 Val 1     := 15461
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 10307
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 10307
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 1288 research points each turn.
Ability 4 Val 1     := 1288
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 1288 intelligence points per turn.
Ability 5 Val 1     := 1288
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 6442 extra cargo/deployment spaces.
Ability 6 Val 1     := 6442
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 12884 minerals for an empire.
Ability 7 Val 1     := 12884
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 12884 organics for an empire.
Ability 8 Val 1     := 12884
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 12884 radioactives for an empire.
Ability 9 Val 1     := 12884
Ability 9 Val 2     := 0

Name                := Orbital Tower VII
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 1006
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 179
Cost Minerals       := 17006
Cost Organics       := 19132
Cost Radioactives   := 14880
Number of Tech Req  := 2
Tech Area Req 1       := Planetary Urbanization
Tech Level Req 1      := 7
Tech Area Req 2     := Megascale Engineering
Tech Level Req 2    := 2
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 17007 minerals, 11338 orgs and 11338 rads each turn.
Ability 1 Val 1     := 17007
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 11338
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 11338
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 1417 research points each turn.
Ability 4 Val 1     := 1417
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 1417 intelligence points per turn.
Ability 5 Val 1     := 1417
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 7086 extra cargo/deployment spaces.
Ability 6 Val 1     := 7086
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 14172 minerals for an empire.
Ability 7 Val 1     := 14172
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 14172 organics for an empire.
Ability 8 Val 1     := 14172
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 14172 radioactives for an empire.
Ability 9 Val 1     := 14172
Ability 9 Val 2     := 0

Name                := Orbital Tower VIII
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 1006
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 179
Cost Minerals       := 15306
Cost Organics       := 17219
Cost Radioactives   := 13392
Number of Tech Req  := 2
Tech Area Req 1       := Planetary Urbanization
Tech Level Req 1      := 8
Tech Area Req 2     := Megascale Engineering
Tech Level Req 2    := 2
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 18708 minerals, 12472 orgs and 12472 rads each turn.
Ability 1 Val 1     := 18708
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 12472
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 12472
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 1559 research points each turn.
Ability 4 Val 1     := 1559
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 1559 bintelligence points per turn.
Ability 5 Val 1     := 1559
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 7795 extra cargo/deployment spaces.
Ability 6 Val 1     := 7795
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 15590 minerals for an empire.
Ability 7 Val 1     := 15590
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 15590 organics for an empire.
Ability 8 Val 1     := 15590
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 15590 radioactives for an empire.
Ability 9 Val 1     := 15590
Ability 9 Val 2     := 0

Name                := Orbital Tower IX
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 1006
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 179
Cost Minerals       := 13775
Cost Organics       := 15497
Cost Radioactives   := 12053
Number of Tech Req  := 2
Tech Area Req 1       := Planetary Urbanization
Tech Level Req 1      := 9
Tech Area Req 2     := Megascale Engineering
Tech Level Req 2    := 2
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 20578 minerals, 13719 orgs and 13719 rads each turn.
Ability 1 Val 1     := 20578
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 13719
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 13719
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 1715 research points each turn.
Ability 4 Val 1     := 1715
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 1715 intelligence points per turn.
Ability 5 Val 1     := 1715
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 8574 extra cargo/deployment spaces.
Ability 6 Val 1     := 8574
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 17149 minerals for an empire.
Ability 7 Val 1     := 17149
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 17149 organics for an empire.
Ability 8 Val 1     := 17149
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 17149 radioactives for an empire.
Ability 9 Val 1     := 17149
Ability 9 Val 2     := 0

Name                := Orbital Tower X
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 1006
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 179
Cost Minerals       := 12397
Cost Organics       := 13947
Cost Radioactives   := 10848
Number of Tech Req  := 2
Tech Area Req 1       := Planetary Urbanization
Tech Level Req 1      := 10
Tech Area Req 2     := Megascale Engineering
Tech Level Req 2    := 2
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 22636 minerals, 15091 orgs and 15091 rads each turn.
Ability 1 Val 1     := 22636
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 15091
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 15091
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 1886 research points each turn.
Ability 4 Val 1     := 1886
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 1886 intelligence points per turn.
Ability 5 Val 1     := 1886
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 9432 extra cargo/deployment spaces.
Ability 6 Val 1     := 9432
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 18864  minerals for an empire.
Ability 7 Val 1     := 18864
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 18864  organics for an empire.
Ability 8 Val 1     := 18864
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 18864 radioactives for an empire.
Ability 9 Val 1     := 18864
Ability 9 Val 2     := 0

Name                := Orbital Ring I
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 1007
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 262
Cost Minerals       := 64000
Cost Organics       := 72000
Cost Radioactives   := 56000
Number of Tech Req  := 2
Tech Area Req 1       := Planetary Urbanization
Tech Level Req 1      := 1
Tech Area Req 2     := Megascale Engineering
Tech Level Req 2    := 3
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 38400 minerals, 25600 orgs and 25600 rads each turn.
Ability 1 Val 1     := 38400
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 25600
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 25600
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 3200 research points each turn.
Ability 4 Val 1     := 3200
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 3200 intelligence points per turn.
Ability 5 Val 1     := 3200
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 16000 extra cargo/deployment spaces.
Ability 6 Val 1     := 16000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 32000 minerals for an empire.
Ability 7 Val 1     := 32000
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 32000 organics for an empire.
Ability 8 Val 1     := 32000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 32000 radioactives for an empire.
Ability 9 Val 1     := 32000
Ability 9 Val 2     := 0

Name                := Orbital Ring II
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 1007
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 262
Cost Minerals       := 57600
Cost Organics       := 64800
Cost Radioactives   := 50400
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Urbanization
Tech Level Req 1    := 2
Tech Area Req 2     := Megascale Engineering
Tech Level Req 2    := 3
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 42240 minerals, 28160 orgs and 28160 rads each turn.
Ability 1 Val 1     := 42240
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 28160
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 28160
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 3520 research points each turn.
Ability 4 Val 1     := 3520
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 3520 intelligence points per turn.
Ability 5 Val 1     := 3520
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 17600 extra cargo/deployment spaces.
Ability 6 Val 1     := 17600
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 35200 minerals for an empire.
Ability 7 Val 1     := 35200
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 35200 organics for an empire.
Ability 8 Val 1     := 35200
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 35200 radioactives for an empire.
Ability 9 Val 1     := 35200
Ability 9 Val 2     := 0

Name                := Orbital Ring III
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 1007
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 262
Cost Minerals       := 51840
Cost Organics       := 58320
Cost Radioactives   := 45360
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Urbanization
Tech Level Req 1    := 3
Tech Area Req 2     := Megascale Engineering
Tech Level Req 2    := 3
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 46464 minerals, 30976 orgs and 30976 rads each turn.
Ability 1 Val 1     := 46464
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 30976
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 30976
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 3872 research points each turn.
Ability 4 Val 1     := 3872
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 3872 intelligence points per turn.
Ability 5 Val 1     := 3872
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 19360 extra cargo/deployment spaces.
Ability 6 Val 1     := 19360
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 38720 minerals for an empire.
Ability 7 Val 1     := 38720
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 38720 organics for an empire.
Ability 8 Val 1     := 38720
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 38720 radioactives for an empire.
Ability 9 Val 1     := 38720
Ability 9 Val 2     := 0

Name                := Orbital Ring IV
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 1007
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 262
Cost Minerals       := 46656
Cost Organics       := 52488
Cost Radioactives   := 40824
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Urbanization
Tech Level Req 1    := 4
Tech Area Req 2     := Megascale Engineering
Tech Level Req 2    := 3
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 51110 minerals, 34074 orgs and 34074 rads each turn.
Ability 1 Val 1     := 51110
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 34074
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 34074
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 4259 research points each turn.
Ability 4 Val 1     := 4259
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 4259 intelligence points per turn.
Ability 5 Val 1     := 4259
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 21296 extra cargo/deployment spaces.
Ability 6 Val 1     := 21296
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 42529 minerals for an empire.
Ability 7 Val 1     := 42592
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 42529 organics for an empire.
Ability 8 Val 1     := 42592
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 42529 radioactives for an empire.
Ability 9 Val 1     := 42592
Ability 9 Val 2     := 0

Name                := Orbital Ring V
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 1007
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 262
Cost Minerals       := 41990
Cost Organics       := 47239
Cost Radioactives   := 36742
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Urbanization
Tech Level Req 1    := 5
Tech Area Req 2     := Megascale Engineering
Tech Level Req 2    := 3
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 56221 minerals, 37481 orgs and 37481 rads each turn.
Ability 1 Val 1     := 56221
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 37481
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 37481
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 4685 research points each turn.
Ability 4 Val 1     := 4685
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 4685 intelligence points per turn.
Ability 5 Val 1     := 4685
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 23426 extra cargo/deployment spaces.
Ability 6 Val 1     := 23426
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 46851 minerals for an empire.
Ability 7 Val 1     := 46851
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 46851 organics for an empire.
Ability 8 Val 1     := 46851
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 46851 radioactives for an empire.
Ability 9 Val 1     := 46851
Ability 9 Val 2     := 0

Name                := Orbital Ring VI
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 1007
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 262
Cost Minerals       := 37791
Cost Organics       := 42515
Cost Radioactives   := 33067
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Urbanization
Tech Level Req 1    := 6
Tech Area Req 2     := Megascale Engineering
Tech Level Req 2    := 3
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 61844 minerals, 41229 orgs and 41229 rads each turn.
Ability 1 Val 1     := 61844
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 41229
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 41229
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 5154 research points each turn.
Ability 4 Val 1     := 5154
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 5154 intelligence points per turn.
Ability 5 Val 1     := 5154
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 25768 extra cargo/deployment spaces.
Ability 6 Val 1     := 25768
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 51536 minerals for an empire.
Ability 7 Val 1     := 51536
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 51536 organics for an empire.
Ability 8 Val 1     := 51536
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 51536 radioactives for an empire.
Ability 9 Val 1     := 51536
Ability 9 Val 2     := 0

Name                := Orbital Ring VII
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 1007
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 262
Cost Minerals       := 34012
Cost Organics       := 38264
Cost Radioactives   := 29761
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Urbanization
Tech Level Req 1    := 7
Tech Area Req 2     := Megascale Engineering
Tech Level Req 2    := 3
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 68028 minerals, 45352 orgs and 45352 rads each turn.
Ability 1 Val 1     := 68028
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 45352
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 45352
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 5668 research points each turn.
Ability 4 Val 1     := 5669
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 5669 intelligence points per turn.
Ability 5 Val 1     := 5669
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 28345 extra cargo/deployment spaces.
Ability 6 Val 1     := 28345
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 56690 minerals for an empire.
Ability 7 Val 1     := 56690
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 56690 organics for an empire.
Ability 8 Val 1     := 56690
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 56690 radioactives for an empire.
Ability 9 Val 1     := 56690
Ability 9 Val 2     := 0

Name                := Orbital Ring VIII
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 1007
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 262
Cost Minerals       := 30611
Cost Organics       := 34437
Cost Radioactives   := 26785
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Urbanization
Tech Level Req 1    := 8
Tech Area Req 2     := Megascale Engineering
Tech Level Req 2    := 3
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 74831 minerals, 49887 orgs and 49887 rads each turn.
Ability 1 Val 1     := 74831
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 49887
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 49887
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 6236 research points each turn.
Ability 4 Val 1     := 6236
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 6236 intelligence points per turn.
Ability 5 Val 1     := 6236
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 31179 extra cargo/deployment spaces.
Ability 6 Val 1     := 31179
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 62359 minerals for an empire.
Ability 7 Val 1     := 62359
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 62359 organics for an empire.
Ability 8 Val 1     := 62359
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 62359 radioactives for an empire.
Ability 9 Val 1     := 62359
Ability 9 Val 2     := 0

Name                := Orbital Ring IX
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 1007
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 262
Cost Minerals       := 27550
Cost Organics       := 30994
Cost Radioactives   := 24106
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Urbanization
Tech Level Req 1    := 9
Tech Area Req 2     := Megascale Engineering
Tech Level Req 2    := 3
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 82314 minerals, 54876 orgs and 54876 rads each turn.
Ability 1 Val 1     := 82314
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 54876
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 54876
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 6859 research points each turn.
Ability 4 Val 1     := 6859
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 6859 intelligence points per turn.
Ability 5 Val 1     := 6859
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 34297 extra cargo/deployment spaces.
Ability 6 Val 1     := 34297
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 68595 minerals for an empire.
Ability 7 Val 1     := 68595
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 68595 organics for an empire.
Ability 8 Val 1     := 68595
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 68595 radioactives for an empire.
Ability 9 Val 1     := 68595
Ability 9 Val 2     := 0

Name                := Orbital Ring X
Description         := Cities represent entire communities. Later Cities contain Space Ports and Resupply Depots.
Facility Group      := Primary Facilities
Facility Family     := 1007
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 262
Cost Minerals       := 24795
Cost Organics       := 27894
Cost Radioactives   := 21696
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Urbanization
Tech Level Req 1    := 10
Tech Area Req 2     := Megascale Engineering
Tech Level Req 2    := 3
Number of Abilities := 9
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 90545 minerals, 60363 orgs and 60363 rads each turn.
Ability 1 Val 1     := 90545
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 60363
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 60363
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 7545 research points each turn.
Ability 4 Val 1     := 7545
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 7545 intelligence points per turn.
Ability 5 Val 1     := 7545
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 37727 extra cargo/deployment spaces.
Ability 6 Val 1     := 37727
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 75454 minerals for an empire.
Ability 7 Val 1     := 75454
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 75454 organics for an empire.
Ability 8 Val 1     := 75454
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 75454 radioactives for an empire.
Ability 9 Val 1     := 75454
Ability 9 Val 2     := 0

Name                := Crystal City I
Description         := 
Facility Group      := Primary Facilities
Facility Family     := 542
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 177
Cost Minerals       := 9000
Cost Organics       := 3000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1       := Planetary Urbanization
Tech Level Req 1      := 1
Tech Area Req 2     := Crystallurgy
Tech Level Req 2    := 1
Number of Abilities := 12
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 800 minerals, 800 orgs and 1200 rads each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 800
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 100 research points each turn.
Ability 4 Val 1     := 100
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 100 intelligence points per turn.
Ability 5 Val 1     := 100
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 500 extra cargo/deployment spaces.
Ability 6 Val 1     := 500
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 1000 minerals for an empire.
Ability 7 Val 1     := 1000
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 1000 organics for an empire.
Ability 8 Val 1     := 1000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 1000 radioactives for an empire.
Ability 9 Val 1     := 1000
Ability 9 Val 2     := 0
Ability 10 Type      := Solar Resource Generation - Minerals
Ability 10 Descr     := Crystalline generators create 400 Minerals, 250 Radioactives per turn.
Ability 10 Val 1     := 400
Ability 10 Val 2     := 0
Ability 11 Type      := Solar Resource Generation - Radioactives
Ability 11 Descr     := 
Ability 11 Val 1     := 250
Ability 11 Val 2     := 0
Ability 12 Type      := Shield Modifier - System
Ability 12 Descr     := Transmission Center. The shield strength of all ships in the Home System increases by 50 shield points
Ability 12 Val 1     := 50
Ability 12 Val 2     := 0

Name                := Crystal City II
Description         := 
Facility Group      := Primary Facilities
Facility Family     := 542
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 177
Cost Minerals       := 8100
Cost Organics       := 2700
Cost Radioactives   := 7200
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Urbanization
Tech Level Req 1    := 2
Tech Area Req 2     := Crystallurgy
Tech Level Req 2    := 1
Number of Abilities := 12
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 880 minerals, 880 orgs and 1320 rads each turn.
Ability 1 Val 1     := 880
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 880
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1320
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 110 research points each turn.
Ability 4 Val 1     := 110
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 110 intelligence points per turn.
Ability 5 Val 1     := 110
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 550 extra cargo/deployment spaces.
Ability 6 Val 1     := 550
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 1100 minerals for an empire.
Ability 7 Val 1     := 1100
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 1100 organics for an empire.
Ability 8 Val 1     := 1100
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 1100 radioactives for an empire.
Ability 9 Val 1     := 1100
Ability 9 Val 2     := 0
Ability 10 Type      := Solar Resource Generation - Minerals
Ability 10 Descr     := Crystalline generators create 440 Minerals, 275 Radioactives per turn.
Ability 10 Val 1     := 440
Ability 10 Val 2     := 0
Ability 11 Type      := Solar Resource Generation - Radioactives
Ability 11 Descr     := 
Ability 11 Val 1     := 275
Ability 11 Val 2     := 0
Ability 12 Type      := Shield Modifier - System
Ability 12 Descr     := Transmission Center. The shield strength of all ships in the Home System increases by 60 shield points
Ability 12 Val 1     := 60
Ability 12 Val 2     := 0

Name                := Crystal City III
Description         := 
Facility Group      := Primary Facilities
Facility Family     := 542
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 177
Cost Minerals       := 7290
Cost Organics       := 2430
Cost Radioactives   := 6480
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Urbanization
Tech Level Req 1    := 3
Tech Area Req 2     := Crystallurgy
Tech Level Req 2    := 1
Number of Abilities := 12
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 968 minerals, 968 orgs and 1452 rads each turn.
Ability 1 Val 1     := 968
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 968
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1452
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 121 research points each turn.
Ability 4 Val 1     := 121
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 121 intelligence points per turn.
Ability 5 Val 1     := 121
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 605 extra cargo/deployment spaces.
Ability 6 Val 1     := 605
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 1210 minerals for an empire.
Ability 7 Val 1     := 1210
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 1210 organics for an empire.
Ability 8 Val 1     := 1210
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 1210 radioactives for an empire.
Ability 9 Val 1     := 1210
Ability 9 Val 2     := 0
Ability 10 Type      := Solar Resource Generation - Minerals
Ability 10 Descr     := Crystalline generators create 484 Minerals, 303 Radioactives per turn.
Ability 10 Val 1     := 484
Ability 10 Val 2     := 0
Ability 11 Type      := Solar Resource Generation - Radioactives
Ability 11 Descr     := 
Ability 11 Val 1     := 303
Ability 11 Val 2     := 0
Ability 12 Type      := Shield Modifier - System
Ability 12 Descr     := Transmission Center. The shield strength of all ships in the Home System increases by 72 shield points
Ability 12 Val 1     := 72
Ability 12 Val 2     := 0

Name                := Crystal City IV
Description         := 
Facility Group      := Primary Facilities
Facility Family     := 542
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 177
Cost Minerals       := 6561
Cost Organics       := 2187
Cost Radioactives   := 5832
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Urbanization
Tech Level Req 1    := 4
Tech Area Req 2     := Crystallurgy
Tech Level Req 2    := 1
Number of Abilities := 12
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 1065 minerals, 1065 orgs and 1597 rads each turn.
Ability 1 Val 1     := 1065
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1065
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1597
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 133 research points each turn.
Ability 4 Val 1     := 133
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 133 intelligence points per turn.
Ability 5 Val 1     := 133
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 666 extra cargo/deployment spaces.
Ability 6 Val 1     := 666
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 1331 minerals for an empire.
Ability 7 Val 1     := 1331
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 1331 organics for an empire.
Ability 8 Val 1     := 1331
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 1331 radioactives for an empire.
Ability 9 Val 1     := 1331
Ability 9 Val 2     := 0
Ability 10 Type      := Solar Resource Generation - Minerals
Ability 10 Descr     := Crystalline generators create 532 Minerals, 333 Radioactives per turn.
Ability 10 Val 1     := 532
Ability 10 Val 2     := 0
Ability 11 Type      := Solar Resource Generation - Radioactives
Ability 11 Descr     := 
Ability 11 Val 1     := 333
Ability 11 Val 2     := 0
Ability 12 Type      := Shield Modifier - System
Ability 12 Descr     := Transmission Center. The shield strength of all ships in the Home System increases by 86 shield points
Ability 12 Val 1     := 86
Ability 12 Val 2     := 0

Name                := Crystal City V
Description         := 
Facility Group      := Primary Facilities
Facility Family     := 542
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 177
Cost Minerals       := 5905
Cost Organics       := 1968
Cost Radioactives   := 5249
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Urbanization
Tech Level Req 1    := 5
Tech Area Req 2     := Crystallurgy
Tech Level Req 2    := 1
Number of Abilities := 12
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 1171 minerals, 1171 orgs and 1757 rads each turn.
Ability 1 Val 1     := 1171
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1171
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1757
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 146 research points each turn.
Ability 4 Val 1     := 146
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 146 intelligence points per turn.
Ability 5 Val 1     := 146
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 732 extra cargo/deployment spaces.
Ability 6 Val 1     := 732
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 1464 minerals for an empire.
Ability 7 Val 1     := 1464
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 1464 organics for an empire.
Ability 8 Val 1     := 1464
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 1464 radioactives for an empire.
Ability 9 Val 1     := 1464
Ability 9 Val 2     := 0
Ability 10 Type      := Solar Resource Generation - Minerals
Ability 10 Descr     := Crystalline generators create 586 Minerals, 366 Radioactives per turn.
Ability 10 Val 1     := 586
Ability 10 Val 2     := 0
Ability 11 Type      := Solar Resource Generation - Radioactives
Ability 11 Descr     := 
Ability 11 Val 1     := 366
Ability 11 Val 2     := 0
Ability 12 Type      := Shield Modifier - System
Ability 12 Descr     := Transmission Center. The shield strength of all ships in the Home System increases by 104 shield points
Ability 12 Val 1     := 104
Ability 12 Val 2     := 0

Name                := Crystal City VI
Description         := 
Facility Group      := Primary Facilities
Facility Family     := 542
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 177
Cost Minerals       := 5314
Cost Organics       := 1771
Cost Radioactives   := 4724
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Urbanization
Tech Level Req 1    := 6
Tech Area Req 2     := Crystallurgy
Tech Level Req 2    := 1
Number of Abilities := 12
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 1288 minerals, 1288 orgs and 1933 rads each turn.
Ability 1 Val 1     := 1288
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1288
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1933
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 161 research points each turn.
Ability 4 Val 1     := 161
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 161 intelligence points per turn.
Ability 5 Val 1     := 161
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 805 extra cargo/deployment spaces.
Ability 6 Val 1     := 805
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 1611 minerals for an empire.
Ability 7 Val 1     := 1611
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 1611 organics for an empire.
Ability 8 Val 1     := 1611
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 1611 radioactives for an empire.
Ability 9 Val 1     := 1611
Ability 9 Val 2     := 0
Ability 10 Type      := Solar Resource Generation - Minerals
Ability 10 Descr     := Crystalline generators create 644 Minerals, 403 Radioactives per turn.
Ability 10 Val 1     := 644
Ability 10 Val 2     := 0
Ability 11 Type      := Solar Resource Generation - Radioactives
Ability 11 Descr     := 
Ability 11 Val 1     := 403
Ability 11 Val 2     := 0
Ability 12 Type      := Shield Modifier - System
Ability 12 Descr     := Transmission Center. The shield strength of all ships in the Home System increases by 124 shield points
Ability 12 Val 1     := 124
Ability 12 Val 2     := 0

Name                := Crystal City VII
Description         := 
Facility Group      := Primary Facilities
Facility Family     := 542
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 177
Cost Minerals       := 4783
Cost Organics       := 1594
Cost Radioactives   := 4252
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Urbanization
Tech Level Req 1    := 7
Tech Area Req 2     := Crystallurgy
Tech Level Req 2    := 1
Number of Abilities := 12
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 1417 minerals, 1417 orgs and 2126 rads each turn.
Ability 1 Val 1     := 1417
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1417
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 2126
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 177 research points each turn.
Ability 4 Val 1     := 177
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 177 intelligence points per turn.
Ability 5 Val 1     := 177
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 886 extra cargo/deployment spaces.
Ability 6 Val 1     := 886
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 1772 minerals for an empire.
Ability 7 Val 1     := 1772
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 1772 organics for an empire.
Ability 8 Val 1     := 1772
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 1772 radioactives for an empire.
Ability 9 Val 1     := 1772
Ability 9 Val 2     := 0
Ability 10 Type      := Solar Resource Generation - Minerals
Ability 10 Descr     := Crystalline generators create 709 Minerals, 443 Radioactives per turn.
Ability 10 Val 1     := 709
Ability 10 Val 2     := 0
Ability 11 Type      := Solar Resource Generation - Radioactives
Ability 11 Descr     := 
Ability 11 Val 1     := 443
Ability 11 Val 2     := 0
Ability 12 Type      := Shield Modifier - System
Ability 12 Descr     := Transmission Center. The shield strength of all ships in the Home System increases by 149 shield points
Ability 12 Val 1     := 149
Ability 12 Val 2     := 0

Name                := Crystal City VIII
Description         := 
Facility Group      := Primary Facilities
Facility Family     := 542
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 177
Cost Minerals       := 4305
Cost Organics       := 1435
Cost Radioactives   := 3826
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Urbanization
Tech Level Req 1    := 8
Tech Area Req 2     := Crystallurgy
Tech Level Req 2    := 1
Number of Abilities := 12
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 1559 minerals, 1559 orgs and 2338 rads each turn.
Ability 1 Val 1     := 1559
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1559
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 2338
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 195 research points each turn.
Ability 4 Val 1     := 195
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 195 intelligence points per turn.
Ability 5 Val 1     := 195
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 974 extra cargo/deployment spaces.
Ability 6 Val 1     := 974
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 1949 minerals for an empire.
Ability 7 Val 1     := 1949
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 1949 organics for an empire.
Ability 8 Val 1     := 1949
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 1949 radioactives for an empire.
Ability 9 Val 1     := 1949
Ability 9 Val 2     := 0
Ability 10 Type      := Solar Resource Generation - Minerals
Ability 10 Descr     := Crystalline generators create 779 Minerals, 487 Radioactives per turn.
Ability 10 Val 1     := 779
Ability 10 Val 2     := 0
Ability 11 Type      := Solar Resource Generation - Radioactives
Ability 11 Descr     := 
Ability 11 Val 1     := 487
Ability 11 Val 2     := 0
Ability 12 Type      := Shield Modifier - System
Ability 12 Descr     := Transmission Center. The shield strength of all ships in the Home System increases by 179 shield points
Ability 12 Val 1     := 179
Ability 12 Val 2     := 0

Name                := Crystal City IX
Description         := 
Facility Group      := Primary Facilities
Facility Family     := 542
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 177
Cost Minerals       := 3874
Cost Organics       := 1291
Cost Radioactives   := 3444
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Urbanization
Tech Level Req 1    := 9
Tech Area Req 2     := Crystallurgy
Tech Level Req 2    := 1
Number of Abilities := 12
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 1715 minerals, 1715 orgs and 2572 rads each turn.
Ability 1 Val 1     := 1715
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1715
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 2572
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 214 research points each turn.
Ability 4 Val 1     := 214
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 214 intelligence points per turn.
Ability 5 Val 1     := 214
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 1072 extra cargo/deployment spaces.
Ability 6 Val 1     := 1072
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 2144 minerals for an empire.
Ability 7 Val 1     := 2144
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 2144 organics for an empire.
Ability 8 Val 1     := 2144
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 2144 radioactives for an empire.
Ability 9 Val 1     := 2144
Ability 9 Val 2     := 0
Ability 10 Type      := Solar Resource Generation - Minerals
Ability 10 Descr     := Crystalline generators create 857 Minerals, 536 Radioactives per turn.
Ability 10 Val 1     := 857
Ability 10 Val 2     := 0
Ability 11 Type      := Solar Resource Generation - Radioactives
Ability 11 Descr     := 
Ability 11 Val 1     := 536
Ability 11 Val 2     := 0
Ability 12 Type      := Shield Modifier - System
Ability 12 Descr     := Transmission Center. The shield strength of all ships in the Home System increases by 215 shield points
Ability 12 Val 1     := 215
Ability 12 Val 2     := 0

Name                := Crystal City X
Description         := 
Facility Group      := Primary Facilities
Facility Family     := 542
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 177
Cost Minerals       := 3487
Cost Organics       := 1162
Cost Radioactives   := 3099
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Urbanization
Tech Level Req 1    := 10
Tech Area Req 2     := Crystallurgy
Tech Level Req 2    := 1
Number of Abilities := 12
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 1886 minerals, 1886 orgs and 2830 rads each turn.
Ability 1 Val 1     := 1886
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1886
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 2830
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 236 research points each turn.
Ability 4 Val 1     := 236
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 236 intelligence points per turn.
Ability 5 Val 1     := 236
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 1179 extra cargo/deployment spaces.
Ability 6 Val 1     := 1179
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 2358 minerals for an empire.
Ability 7 Val 1     := 2358
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 2358 organics for an empire.
Ability 8 Val 1     := 2358
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 2358 radioactives for an empire.
Ability 9 Val 1     := 2358
Ability 9 Val 2     := 0
Ability 10 Type      := Solar Resource Generation - Minerals
Ability 10 Descr     := Crystalline generators create 943 Minerals, 589 Radioactives per turn.
Ability 10 Val 1     := 943
Ability 10 Val 2     := 0
Ability 11 Type      := Solar Resource Generation - Radioactives
Ability 11 Descr     := 
Ability 11 Val 1     := 589
Ability 11 Val 2     := 0
Ability 12 Type      := Shield Modifier - System
Ability 12 Descr     := Transmission Center. The shield strength of all ships in the Home System increases by 258 shield points
Ability 12 Val 1     := 258
Ability 12 Val 2     := 0

Name                := Organic City I
Description         := The developed homeland of a space-age civilization, roughly continental in size, including hundreds of cities, parks, infrastructure, Education, arts, religions, sciences, industry, etc.
Facility Group      := Primary Facilities
Facility Family     := 544
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 254
Cost Minerals       := 2000
Cost Organics       := 12000
Cost Radioactives   := 4000
Number of Tech Req  := 2
Tech Area Req 1       := Planetary Urbanization
Tech Level Req 1      := 1
Tech Area Req 2     := Organic Engineering
Tech Level Req 2    := 1
Number of Abilities := 12
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 800 minerals, 1200 orgs and 800 rads each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1200
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 100 research points each turn.
Ability 4 Val 1     := 100
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 100 intelligence points per turn.
Ability 5 Val 1     := 100
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 500 extra cargo/deployment spaces.
Ability 6 Val 1     := 500
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 1000 minerals for an empire.
Ability 7 Val 1     := 1000
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 1000 organics for an empire.
Ability 8 Val 1     := 1000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 1000 radioactives for an empire.
Ability 9 Val 1     := 1000
Ability 9 Val 2     := 0
Ability 10 Type      := Component Repair
Ability 10 Descr     := Organic maintenance systems heal 2 components per turn
Ability 10 Val 1     := 2
Ability 10 Val 2     := 0
Ability 11 Type      := Resource Generation - Minerals
Ability 11 Descr     := Organic Extractors generate 400 minerals, 250 orgs per turn
Ability 11 Val 1     := 400
Ability 11 Val 2     := 0
Ability 12 Type      := Resource Generation - Radioactives
Ability 12 Descr     := 
Ability 12 Val 1     := 250
Ability 12 Val 2     := 0

Name                := Organic City II
Description         := The developed homeland of a space-age civilization, roughly continental in size, including hundreds of cities, parks, infrastructure, Education, arts, religions, sciences, industry, etc.
Facility Group      := Primary Facilities
Facility Family     := 544
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 254
Cost Minerals       := 1800
Cost Organics       := 10800
Cost Radioactives   := 3600
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Urbanization
Tech Level Req 1    := 2
Tech Area Req 2     := Organic Engineering
Tech Level Req 2    := 1
Number of Abilities := 12
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 880 minerals, 1320 orgs and 880 rads each turn.
Ability 1 Val 1     := 880
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1320
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 880
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 110 research points each turn.
Ability 4 Val 1     := 110
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 110 intelligence points per turn.
Ability 5 Val 1     := 110
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 550 extra cargo/deployment spaces.
Ability 6 Val 1     := 550
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 1100 minerals for an empire.
Ability 7 Val 1     := 1100
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 1100 organics for an empire.
Ability 8 Val 1     := 1100
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 1100 radioactives for an empire.
Ability 9 Val 1     := 1100
Ability 9 Val 2     := 0
Ability 10 Type      := Component Repair
Ability 10 Descr     := Organic maintenance systems heal 3 components per turn
Ability 10 Val 1     := 3
Ability 10 Val 2     := 0
Ability 11 Type      := Resource Generation - Minerals
Ability 11 Descr     := Organic Extractors generate 440 minerals, 275 orgs per turn
Ability 11 Val 1     := 440
Ability 11 Val 2     := 0
Ability 12 Type      := Resource Generation - Radioactives
Ability 12 Descr     := 
Ability 12 Val 1     := 275
Ability 12 Val 2     := 0

Name                := Organic City III
Description         := The developed homeland of a space-age civilization, roughly continental in size, including hundreds of cities, parks, infrastructure, Education, arts, religions, sciences, industry, etc.
Facility Group      := Primary Facilities
Facility Family     := 544
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 254
Cost Minerals       := 1620
Cost Organics       := 9720
Cost Radioactives   := 3240
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Urbanization
Tech Level Req 1    := 3
Tech Area Req 2     := Organic Engineering
Tech Level Req 2    := 1
Number of Abilities := 12
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 968 minerals, 1452 orgs and 968 rads each turn.
Ability 1 Val 1     := 968
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1452
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 968
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 121 research points each turn.
Ability 4 Val 1     := 121
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 121 intelligence points per turn.
Ability 5 Val 1     := 121
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 605 extra cargo/deployment spaces.
Ability 6 Val 1     := 605
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 1210 minerals for an empire.
Ability 7 Val 1     := 1210
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 1210 organics for an empire.
Ability 8 Val 1     := 1210
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 1210 radioactives for an empire.
Ability 9 Val 1     := 1210
Ability 9 Val 2     := 0
Ability 10 Type      := Component Repair
Ability 10 Descr     := Organic maintenance systems heal 3 components per turn
Ability 10 Val 1     := 3
Ability 10 Val 2     := 0
Ability 11 Type      := Resource Generation - Minerals
Ability 11 Descr     := Organic Extractors generate 484 minerals, 303 orgs per turn
Ability 11 Val 1     := 484
Ability 11 Val 2     := 0
Ability 12 Type      := Resource Generation - Radioactives
Ability 12 Descr     := 
Ability 12 Val 1     := 303
Ability 12 Val 2     := 0

Name                := Organic City IV
Description         := The developed homeland of a space-age civilization, roughly continental in size, including hundreds of cities, parks, infrastructure, Education, arts, religions, sciences, industry, etc.
Facility Group      := Primary Facilities
Facility Family     := 544
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 254
Cost Minerals       := 1458
Cost Organics       := 8748
Cost Radioactives   := 2916
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Urbanization
Tech Level Req 1    := 4
Tech Area Req 2     := Organic Engineering
Tech Level Req 2    := 1
Number of Abilities := 12
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 1065 minerals, 1597 orgs and 1065 rads each turn.
Ability 1 Val 1     := 1065
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1597
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1065
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 133 research points each turn.
Ability 4 Val 1     := 133
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 133 intelligence points per turn.
Ability 5 Val 1     := 133
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 666 extra cargo/deployment spaces.
Ability 6 Val 1     := 666
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 1331 minerals for an empire.
Ability 7 Val 1     := 1331
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 1331 organics for an empire.
Ability 8 Val 1     := 1331
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 1331 radioactives for an empire.
Ability 9 Val 1     := 1331
Ability 9 Val 2     := 0
Ability 10 Type      := Component Repair
Ability 10 Descr     := Organic maintenance systems heal 4 components per turn
Ability 10 Val 1     := 4
Ability 10 Val 2     := 0
Ability 11 Type      := Resource Generation - Minerals
Ability 11 Descr     := Organic Extractors generate 532 minerals, 333 orgs per turn
Ability 11 Val 1     := 532
Ability 11 Val 2     := 0
Ability 12 Type      := Resource Generation - Radioactives
Ability 12 Descr     := 
Ability 12 Val 1     := 333
Ability 12 Val 2     := 0

Name                := Organic City V
Description         := The developed homeland of a space-age civilization, roughly continental in size, including hundreds of cities, parks, infrastructure, Education, arts, religions, sciences, industry, etc.
Facility Group      := Primary Facilities
Facility Family     := 544
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 254
Cost Minerals       := 1312
Cost Organics       := 7873
Cost Radioactives   := 2624
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Urbanization
Tech Level Req 1    := 5
Tech Area Req 2     := Organic Engineering
Tech Level Req 2    := 1
Number of Abilities := 12
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 1171 minerals, 1757 orgs and 1171 rads each turn.
Ability 1 Val 1     := 1171
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1757
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1171
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 146 research points each turn.
Ability 4 Val 1     := 146
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 146 intelligence points per turn.
Ability 5 Val 1     := 146
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 732 extra cargo/deployment spaces.
Ability 6 Val 1     := 732
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 1464 minerals for an empire.
Ability 7 Val 1     := 1464
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 1464 organics for an empire.
Ability 8 Val 1     := 1464
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 1464 radioactives for an empire.
Ability 9 Val 1     := 1464
Ability 9 Val 2     := 0
Ability 10 Type      := Component Repair
Ability 10 Descr     := Organic maintenance systems heal 6 components per turn
Ability 10 Val 1     := 6
Ability 10 Val 2     := 0
Ability 11 Type      := Resource Generation - Minerals
Ability 11 Descr     := Organic Extractors generate 586 minerals, 366 orgs per turn
Ability 11 Val 1     := 586
Ability 11 Val 2     := 0
Ability 12 Type      := Resource Generation - Radioactives
Ability 12 Descr     := 
Ability 12 Val 1     := 366
Ability 12 Val 2     := 0

Name                := Organic City VI
Description         := The developed homeland of a space-age civilization, roughly continental in size, including hundreds of cities, parks, infrastructure, Education, arts, religions, sciences, industry, etc.
Facility Group      := Primary Facilities
Facility Family     := 544
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 254
Cost Minerals       := 1181
Cost Organics       := 7086
Cost Radioactives   := 2362
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Urbanization
Tech Level Req 1    := 6
Tech Area Req 2     := Organic Engineering
Tech Level Req 2    := 1
Number of Abilities := 12
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 1288 minerals, 1933 orgs and 1288 rads each turn.
Ability 1 Val 1     := 1288
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 1933
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1288
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 161 research points each turn.
Ability 4 Val 1     := 161
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 161 intelligence points per turn.
Ability 5 Val 1     := 161
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 805 extra cargo/deployment spaces.
Ability 6 Val 1     := 805
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 1611 minerals for an empire.
Ability 7 Val 1     := 1611
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 1611 organics for an empire.
Ability 8 Val 1     := 1611
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 1611 radioactives for an empire.
Ability 9 Val 1     := 1611
Ability 9 Val 2     := 0
Ability 10 Type      := Component Repair
Ability 10 Descr     := Organic maintenance systems heal 7 components per turn
Ability 10 Val 1     := 7
Ability 10 Val 2     := 0
Ability 11 Type      := Resource Generation - Minerals
Ability 11 Descr     := Organic Extractors generate 644 minerals, 403 orgs per turn
Ability 11 Val 1     := 644
Ability 11 Val 2     := 0
Ability 12 Type      := Resource Generation - Radioactives
Ability 12 Descr     := 
Ability 12 Val 1     := 403
Ability 12 Val 2     := 0

Name                := Organic City VII
Description         := The developed homeland of a space-age civilization, roughly continental in size, including hundreds of cities, parks, infrastructure, Education, arts, religions, sciences, industry, etc.
Facility Group      := Primary Facilities
Facility Family     := 544
Roman Numeral       := 7
Restrictions        := None
Pic Num             := 254
Cost Minerals       := 1063
Cost Organics       := 6377
Cost Radioactives   := 2126
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Urbanization
Tech Level Req 1    := 7
Tech Area Req 2     := Organic Engineering
Tech Level Req 2    := 1
Number of Abilities := 12
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 1417 minerals, 2126 orgs and 1417 rads each turn.
Ability 1 Val 1     := 1417
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 2126
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1417
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 177 research points each turn.
Ability 4 Val 1     := 177
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 177 intelligence points per turn.
Ability 5 Val 1     := 177
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 886 extra cargo/deployment spaces.
Ability 6 Val 1     := 886
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 1772 minerals for an empire.
Ability 7 Val 1     := 1772
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 1772 organics for an empire.
Ability 8 Val 1     := 1772
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 1772 radioactives for an empire.
Ability 9 Val 1     := 1772
Ability 9 Val 2     := 0
Ability 10 Type      := Component Repair
Ability 10 Descr     := Organic maintenance systems heal 10 components per turn
Ability 10 Val 1     := 10
Ability 10 Val 2     := 0
Ability 11 Type      := Resource Generation - Minerals
Ability 11 Descr     := Organic Extractors generate 709 minerals, 443 orgs per turn
Ability 11 Val 1     := 709
Ability 11 Val 2     := 0
Ability 12 Type      := Resource Generation - Radioactives
Ability 12 Descr     := 
Ability 12 Val 1     := 443
Ability 12 Val 2     := 0

Name                := Organic City VIII
Description         := The developed homeland of a space-age civilization, roughly continental in size, including hundreds of cities, parks, infrastructure, Education, arts, religions, sciences, industry, etc.
Facility Group      := Primary Facilities
Facility Family     := 544
Roman Numeral       := 8
Restrictions        := None
Pic Num             := 254
Cost Minerals       := 957
Cost Organics       := 5740
Cost Radioactives   := 1913
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Urbanization
Tech Level Req 1    := 8
Tech Area Req 2     := Organic Engineering
Tech Level Req 2    := 1
Number of Abilities := 12
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 1559 minerals, 2338 orgs and 1559 rads each turn.
Ability 1 Val 1     := 1559
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 2338
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1559
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 195 research points each turn.
Ability 4 Val 1     := 195
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 195 intelligence points per turn.
Ability 5 Val 1     := 195
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 974 extra cargo/deployment spaces.
Ability 6 Val 1     := 974
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 1949 minerals for an empire.
Ability 7 Val 1     := 1949
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 1949 organics for an empire.
Ability 8 Val 1     := 1949
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 1949 radioactives for an empire.
Ability 9 Val 1     := 1949
Ability 9 Val 2     := 0
Ability 10 Type      := Component Repair
Ability 10 Descr     := Organic maintenance systems heal 13 components per turn
Ability 10 Val 1     := 13
Ability 10 Val 2     := 0
Ability 11 Type      := Resource Generation - Minerals
Ability 11 Descr     := Organic Extractors generate 779 minerals, 487 orgs per turn
Ability 11 Val 1     := 779
Ability 11 Val 2     := 0
Ability 12 Type      := Resource Generation - Radioactives
Ability 12 Descr     := 
Ability 12 Val 1     := 487
Ability 12 Val 2     := 0

Name                := Organic City IX
Description         := The developed homeland of a space-age civilization, roughly continental in size, including hundreds of cities, parks, infrastructure, Education, arts, religions, sciences, industry, etc.
Facility Group      := Primary Facilities
Facility Family     := 544
Roman Numeral       := 9
Restrictions        := None
Pic Num             := 254
Cost Minerals       := 861
Cost Organics       := 5166
Cost Radioactives   := 1722
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Urbanization
Tech Level Req 1    := 9
Tech Area Req 2     := Organic Engineering
Tech Level Req 2    := 1
Number of Abilities := 12
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 1715 minerals, 2572 orgs and 1715 rads each turn.
Ability 1 Val 1     := 1715
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 2572
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1715
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 214 research points each turn.
Ability 4 Val 1     := 214
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 214 intelligence points per turn.
Ability 5 Val 1     := 214
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 1072 extra cargo/deployment spaces.
Ability 6 Val 1     := 1072
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 2144 minerals for an empire.
Ability 7 Val 1     := 2144
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 2144 organics for an empire.
Ability 8 Val 1     := 2144
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 2144 radioactives for an empire.
Ability 9 Val 1     := 2144
Ability 9 Val 2     := 0
Ability 10 Type      := Component Repair
Ability 10 Descr     := Organic maintenance systems heal 16 components per turn
Ability 10 Val 1     := 16
Ability 10 Val 2     := 0
Ability 11 Type      := Resource Generation - Minerals
Ability 11 Descr     := Organic Extractors generate 857 minerals, 536 orgs per turn
Ability 11 Val 1     := 857
Ability 11 Val 2     := 0
Ability 12 Type      := Resource Generation - Radioactives
Ability 12 Descr     := 
Ability 12 Val 1     := 536
Ability 12 Val 2     := 0

Name                := Organic City X
Description         := The developed homeland of a space-age civilization, roughly continental in size, including hundreds of cities, parks, infrastructure, Education, arts, religions, sciences, industry, etc.
Facility Group      := Primary Facilities
Facility Family     := 544
Roman Numeral       := 10
Restrictions        := None
Pic Num             := 254
Cost Minerals       := 775
Cost Organics       := 4649
Cost Radioactives   := 1550
Number of Tech Req  := 2
Tech Area Req 1     := Planetary Urbanization
Tech Level Req 1    := 10
Tech Area Req 2     := Organic Engineering
Tech Level Req 2    := 1
Number of Abilities := 12
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Nets 1886 minerals, 2830 orgs and 1886 rads each turn.
Ability 1 Val 1     := 1886
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 2830
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1886
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := Generates 236 research points each turn.
Ability 4 Val 1     := 236
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 236 intelligence points per turn.
Ability 5 Val 1     := 236
Ability 5 Val 2     := 0
Ability 6 Type      := Cargo Storage
Ability 6 Descr     := Provides 1179 extra cargo/deployment spaces.
Ability 6 Val 1     := 1179
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Mineral
Ability 7 Descr     := Can store 2358 minerals for an empire.
Ability 7 Val 1     := 2358
Ability 7 Val 2     := 0
Ability 8 Type      := Resource Storage - Organics
Ability 8 Descr     := Can store 2358 organics for an empire.
Ability 8 Val 1     := 2358
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Radioactives
Ability 9 Descr     := Can store 2358 radioactives for an empire.
Ability 9 Val 1     := 2358
Ability 9 Val 2     := 0
Ability 10 Type      := Component Repair
Ability 10 Descr     := Organic maintenance systems heal 21 components per turn
Ability 10 Val 1     := 21
Ability 10 Val 2     := 0
Ability 11 Type      := Resource Generation - Minerals
Ability 11 Descr     := Organic Extractors generate 943 minerals, 589 orgs per turn
Ability 11 Val 1     := 943
Ability 11 Val 2     := 0
Ability 12 Type      := Resource Generation - Radioactives
Ability 12 Descr     := 
Ability 12 Val 1     := 589
Ability 12 Val 2     := 0

Name                := Irradiation Facility I
Description         := Increases the radioactives value of a planet at the expense of other resources.
Facility Group      := Radioactives Extraction
Facility Family     := 43
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 1000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 1
Tech Area Req 2     := Industry
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Decreases the mineral value of the planet by 1% per year.
Ability 1 Val 1     := -1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Decreases the organics value of the planet by 1% per year.
Ability 2 Val 1     := -1
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Increases the radioactives value of the planet by 1% each year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Irradiation Facility II
Description         := Increases the radioactives value of a planet at the expense of other resources.
Facility Group      := Radioactives Extraction
Facility Family     := 43
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 900
Cost Organics       := 900
Cost Radioactives   := 9000
Number of Tech Req  := 2
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 2
Tech Area Req 2     := Industry
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Decreases the mineral value of the planet by 1% per year.
Ability 1 Val 1     := -1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Decreases the organics value of the planet by 1% per year.
Ability 2 Val 1     := -1
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Increases the radioactives value of the planet by 1% each year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Irradiation Facility III
Description         := Increases the radioactives value of a planet at the expense of other resources.
Facility Group      := Radioactives Extraction
Facility Family     := 43
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 810
Cost Organics       := 810
Cost Radioactives   := 8100
Number of Tech Req  := 2
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 3
Tech Area Req 2     := Industry
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Decreases the mineral value of the planet by 2% per year.
Ability 1 Val 1     := -2
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Decreases the organics value of the planet by 2% per year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Increases the radioactives value of the planet by 2% each year.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Irradiation Facility IV
Description         := Increases the radioactives value of a planet at the expense of other resources.
Facility Group      := Radioactives Extraction
Facility Family     := 43
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 729
Cost Organics       := 729
Cost Radioactives   := 7290
Number of Tech Req  := 2
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 4
Tech Area Req 2     := Industry
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Decreases the mineral value of the planet by 2% per year.
Ability 1 Val 1     := -2
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Decreases the organics value of the planet by 2% per year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Increases the radioactives value of the planet by 2% each year.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Irradiation Facility V
Description         := Increases the radioactives value of a planet at the expense of other resources.
Facility Group      := Radioactives Extraction
Facility Family     := 43
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 656
Cost Organics       := 656
Cost Radioactives   := 6561
Number of Tech Req  := 2
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 5
Tech Area Req 2     := Industry
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Decreases the mineral value of the planet by 3% per year.
Ability 1 Val 1     := -3
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Decreases the organics value of the planet by 3% per year.
Ability 2 Val 1     := -3
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Increases the radioactives value of the planet by 3% each year.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0

Name                := Minerals Enhancement Facility I
Description         := Increases the minerals value of a planet at the expense of other resources.
Facility Group      := Minerals Extraction
Facility Family     := 55
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 122
Cost Minerals       := 10000
Cost Organics       := 1000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 1
Tech Area Req 2     := Industry
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Increases the mineral value of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Decreases the organics value of the planet by 1% each year.
Ability 2 Val 1     := -1
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Decreases the radioactives value of the planet by 1% each year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0

Name                := Minerals Enhancement Facility II
Description         := Increases the minerals value of a planet at the expense of other resources.
Facility Group      := Minerals Extraction
Facility Family     := 55
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 122
Cost Minerals       := 9000
Cost Organics       := 900
Cost Radioactives   := 900
Number of Tech Req  := 2
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 2
Tech Area Req 2     := Industry
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Increases the mineral value of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Decreases the organics value of the planet by 1% each year.
Ability 2 Val 1     := -1
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Decreases the radioactives value of the planet by 1% each year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0

Name                := Minerals Enhancement Facility III
Description         := Increases the minerals value of a planet at the expense of other resources.
Facility Group      := Minerals Extraction
Facility Family     := 55
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 122
Cost Minerals       := 8100
Cost Organics       := 810
Cost Radioactives   := 810
Number of Tech Req  := 2
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 3
Tech Area Req 2     := Industry
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Increases the mineral value of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Decreases the organics value of the planet by 2% each year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Decreases the radioactives value of the planet by 2% each year.
Ability 3 Val 1     := -2
Ability 3 Val 2     := 0

Name                := Minerals Enhancement Facility IV
Description         := Increases the minerals value of a planet at the expense of other resources.
Facility Group      := Minerals Extraction
Facility Family     := 55
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 122
Cost Minerals       := 7290
Cost Organics       := 729
Cost Radioactives   := 729
Number of Tech Req  := 2
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 4
Tech Area Req 2     := Industry
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Increases the mineral value of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Decreases the organics value of the planet by 2% each year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Decreases the radioactives value of the planet by 2% each year.
Ability 3 Val 1     := -2
Ability 3 Val 2     := 0

Name                := Minerals Enhancement Facility V
Description         := Increases the minerals value of a planet at the expense of other resources.
Facility Group      := Minerals Extraction
Facility Family     := 55
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 122
Cost Minerals       := 6561
Cost Organics       := 656
Cost Radioactives   := 656
Number of Tech Req  := 2
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 5
Tech Area Req 2     := Industry
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Increases the mineral value of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Decreases the organics value of the planet by 3% each year.
Ability 2 Val 1     := -3
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Decreases the radioactives value of the planet by 3% each year.
Ability 3 Val 1     := -3
Ability 3 Val 2     := 0

Name                := Ecological Sanctuary I
Description         := Increases the organics value of a planet at the expense of other resources.
Facility Group      := Organics Extraction
Facility Family     := 56
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 162
Cost Minerals       := 1000
Cost Organics       := 10000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 1
Tech Area Req 2     := Industry
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Decreases the mineral value of the planet by 1% each year.
Ability 1 Val 1     := -1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organics value of the planet by 1% each year.
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Decreases the radioactives value of the planet by 1% each year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0

Name                := Ecological Sanctuary II
Description         := Increases the organics value of a planet at the expense of other resources.
Facility Group      := Organics Extraction
Facility Family     := 56
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 162
Cost Minerals       := 900
Cost Organics       := 9000
Cost Radioactives   := 900
Number of Tech Req  := 2
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 2
Tech Area Req 2     := Industry
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Decreases the mineral value of the planet by 1% each year.
Ability 1 Val 1     := -1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organics value of the planet by 1% each year.
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Decreases the radioactives value of the planet by 1% each year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0

Name                := Ecological Sanctuary III
Description         := Increases the organics value of a planet at the expense of other resources.
Facility Group      := Organics Extraction
Facility Family     := 56
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 162
Cost Minerals       := 810
Cost Organics       := 8100
Cost Radioactives   := 810
Number of Tech Req  := 2
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 3
Tech Area Req 2     := Industry
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Decreases the mineral value of the planet by 2% each year.
Ability 1 Val 1     := -2
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organics value of the planet by 2% each year.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Decreases the radioactives value of the planet by 2% each year.
Ability 3 Val 1     := -2
Ability 3 Val 2     := 0

Name                := Ecological Sanctuary IV
Description         := Increases the organics value of a planet at the expense of other resources.
Facility Group      := Organics Extraction
Facility Family     := 56
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 162
Cost Minerals       := 729
Cost Organics       := 7290
Cost Radioactives   := 729
Number of Tech Req  := 2
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 4
Tech Area Req 2     := Industry
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Decreases the mineral value of the planet by 2% each year.
Ability 1 Val 1     := -2
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organics value of the planet by 2% each year.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Decreases the radioactives value of the planet by 2% each year.
Ability 3 Val 1     := -2
Ability 3 Val 2     := 0

Name                := Ecological Sanctuary V
Description         := Increases the organics value of a planet at the expense of other resources.
Facility Group      := Organics Extraction
Facility Family     := 56
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 162
Cost Minerals       := 656
Cost Organics       := 6561
Cost Radioactives   := 656
Number of Tech Req  := 2
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 5
Tech Area Req 2     := Industry
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Decreases the mineral value of the planet by 3% each year.
Ability 1 Val 1     := -3
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organics value of the planet by 3% each year.
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Decreases the radioactives value of the planet by 3% each year.
Ability 3 Val 1     := -3
Ability 3 Val 2     := 0

Name                := Commercial Ecology Center I
Description         := A Research Center dedicated to the organization of planet improvement projects.
Facility Group      := Planet Modification
Facility Family     := 1045
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 242
Cost Minerals       := 2000
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1       := Terraforming
Tech Level Req 1      := 1
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Planet Value Change - System
Ability 1 Descr     := Increases the value of all planets in the system by 1% each year (only 1 facility per system effective).
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0
Ability 2 Type      := Planet Conditions Change - System
Ability 2 Descr     := Improves the conditions of all planets in the system by 1% each year (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 100 Organics per turn.
Ability 3 Val 1     := 100
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Radioactives
Ability 4 Descr     := Uses 100 Radioactives per turn.
Ability 4 Val 1     := 100
Ability 4 Val 2     := 0

Name                := Commercial Ecology Center II
Description         := A Research Center dedicated to the organization of planet improvement projects.
Facility Group      := Planet Modification
Facility Family     := 1045
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 242
Cost Minerals       := 1800
Cost Organics       := 5400
Cost Radioactives   := 1800
Number of Tech Req  := 2
Tech Area Req 1       := Terraforming
Tech Level Req 1      := 2
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Planet Value Change - System
Ability 1 Descr     := Increases the value of all planets in the system by 2% each year (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Planet Conditions Change - System
Ability 2 Descr     := Improves the conditions of all planets in the system by 2% each year (only 1 facility per system effective).
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 110 Organics per turn.
Ability 3 Val 1     := 110
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Radioactives
Ability 4 Descr     := Uses 110 Radioactives per turn.
Ability 4 Val 1     := 110
Ability 4 Val 2     := 0

Name                := Commercial Ecology Center III
Description         := A Research Center dedicated to the organization of planet improvement projects.
Facility Group      := Planet Modification
Facility Family     := 1045
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 242
Cost Minerals       := 1620
Cost Organics       := 4860
Cost Radioactives   := 1620
Number of Tech Req  := 2
Tech Area Req 1       := Terraforming
Tech Level Req 1      := 3
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Planet Value Change - System
Ability 1 Descr     := Increases the value of all planets in the system by 3% each year (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Planet Conditions Change - System
Ability 2 Descr     := Improves the conditions of all planets in the system by 3% each year (only 1 facility per system effective).
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 121 Organics per turn.
Ability 3 Val 1     := 121
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Radioactives
Ability 4 Descr     := Uses 121 Radioactives per turn.
Ability 4 Val 1     := 121
Ability 4 Val 2     := 0

Name                := Commercial Ecology Center IV
Description         := A Research Center dedicated to the organization of planet improvement projects.
Facility Group      := Planet Modification
Facility Family     := 1045
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 242
Cost Minerals       := 1458
Cost Organics       := 4374
Cost Radioactives   := 1458
Number of Tech Req  := 2
Tech Area Req 1       := Terraforming
Tech Level Req 1      := 4
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Planet Value Change - System
Ability 1 Descr     := Increases the value of all planets in the system by 4% each year (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0
Ability 2 Type      := Planet Conditions Change - System
Ability 2 Descr     := Improves the conditions of all planets in the system by 4% each year (only 1 facility per system effective).
Ability 2 Val 1     := 4
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 133 Organics per turn.
Ability 3 Val 1     := 133
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Radioactives
Ability 4 Descr     := Uses 133 Radioactives per turn.
Ability 4 Val 1     := 133
Ability 4 Val 2     := 0

Name                := Commercial Ecology Center V
Description         := A Research Center dedicated to the organization of planet improvement projects.
Facility Group      := Planet Modification
Facility Family     := 1045
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 242
Cost Minerals       := 1312
Cost Organics       := 3937
Cost Radioactives   := 1312
Number of Tech Req  := 2
Tech Area Req 1       := Terraforming
Tech Level Req 1      := 5
Tech Area Req 2     := Economics
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Planet Value Change - System
Ability 1 Descr     := Increases the value of all planets in the system by 5% each year (only 1 facility per system effective).
Ability 1 Val 1     := 5
Ability 1 Val 2     := 0
Ability 2 Type      := Planet Conditions Change - System
Ability 2 Descr     := Improves the conditions of all planets in the system by 5% each year (only 1 facility per system effective).
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Organics
Ability 3 Descr     := Uses 146 Organics per turn.
Ability 3 Val 1     := 146
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Radioactives
Ability 4 Descr     := Uses 146 Radioactives per turn.
Ability 4 Val 1     := 146
Ability 4 Val 2     := 0

Name                := Industrial Replicator I
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Primary Facilities
Facility Family     := 1023
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1       := Advanced Holography
Tech Level Req 1      := 1
Tech Area Req 2     := Industry
Tech Level Req 2    := 2
Number of Abilities := 7
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 30% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Minerals
Ability 2 Descr     := Increases resouce production on a planet by 10%
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Gen Modifier Planet - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 10
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Stores 10000 of each resource
Ability 5 Val 1     := 10000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := 
Ability 6 Val 1     := 10000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := 
Ability 7 Val 1     := 10000
Ability 7 Val 2     := 0

Name                := Industrial Replicator II
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Primary Facilities
Facility Family     := 1023
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 9000
Cost Organics       := 9000
Cost Radioactives   := 9000
Number of Tech Req  := 2
Tech Area Req 1       := Advanced Holography
Tech Level Req 1      := 2
Tech Area Req 2     := Industry
Tech Level Req 2    := 2
Number of Abilities := 7
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 27% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 27
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Minerals
Ability 2 Descr     := Increases resouce production on a planet by 12%
Ability 2 Val 1     := 12
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 12
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Gen Modifier Planet - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 12
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Stores 11000kt of each resource
Ability 5 Val 1     := 11000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := 
Ability 6 Val 1     := 11000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := 
Ability 7 Val 1     := 11000
Ability 7 Val 2     := 0

Name                := Industrial Replicator III
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Primary Facilities
Facility Family     := 1023
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 8100
Cost Organics       := 8100
Cost Radioactives   := 8100
Number of Tech Req  := 2
Tech Area Req 1       := Advanced Holography
Tech Level Req 1      := 3
Tech Area Req 2     := Industry
Tech Level Req 2    := 2
Number of Abilities := 7
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 24% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 24
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Minerals
Ability 2 Descr     := Increases resouce production on a planet by 15%
Ability 2 Val 1     := 14
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 14
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Gen Modifier Planet - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 14
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Stores 12100 of each resource
Ability 5 Val 1     := 12100
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := 
Ability 6 Val 1     := 12100
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := 
Ability 7 Val 1     := 12100
Ability 7 Val 2     := 0

Name                := Industrial Replicator IV
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Primary Facilities
Facility Family     := 1023
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 7290
Cost Organics       := 7290
Cost Radioactives   := 7290
Number of Tech Req  := 2
Tech Area Req 1       := Advanced Holography
Tech Level Req 1      := 4
Tech Area Req 2     := Industry
Tech Level Req 2    := 2
Number of Abilities := 7
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 22% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 22
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Minerals
Ability 2 Descr     := Increases resouce production on a planet by 17%
Ability 2 Val 1     := 17
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 17
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Gen Modifier Planet - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 17
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Stores 13310 of each resource
Ability 5 Val 1     := 13310
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := 
Ability 6 Val 1     := 13310
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := 
Ability 7 Val 1     := 13310
Ability 7 Val 2     := 0

Name                := Industrial Replicator V
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Primary Facilities
Facility Family     := 1023
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 6561
Cost Organics       := 6561
Cost Radioactives   := 6561
Number of Tech Req  := 2
Tech Area Req 1       := Advanced Holography
Tech Level Req 1      := 5
Tech Area Req 2     := Industry
Tech Level Req 2    := 2
Number of Abilities := 7
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 20% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Minerals
Ability 2 Descr     := Increases resouce production on a planet by 21%
Ability 2 Val 1     := 21
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 21
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Gen Modifier Planet - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 21
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Stores 14641 of each resource
Ability 5 Val 1     := 14641
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := 
Ability 6 Val 1     := 14641
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := 
Ability 7 Val 1     := 14641
Ability 7 Val 2     := 0

Name                := Holosuite Facility I
Description         := Many holodecks keep a system's populations happy. Provides basic training to all ship crews in the sector.
Facility Group      := Population Support
Facility Family     := 1024
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 624
Cost Minerals       := 4000
Cost Organics       := 1000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1       := Advanced Holography
Tech Level Req 1      := 1
Tech Area Req 2     := Military Science
Tech Level Req 2    := 2
Number of Abilities := 2
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system by 2% (only 1 facility per system effective).
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Ship Training
Ability 2 Descr     := Ships in this sector will improve by 1% each turn up to 5% (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 5

Name                := Holosuite Facility II
Description         := Many holodecks keep a system's populations happy. Provides basic training to all ship crews in the sector.
Facility Group      := Population Support
Facility Family     := 1024
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 624
Cost Minerals       := 3600
Cost Organics       := 900
Cost Radioactives   := 5400
Number of Tech Req  := 2
Tech Area Req 1       := Advanced Holography
Tech Level Req 1      := 2
Tech Area Req 2     := Military Science
Tech Level Req 2    := 2
Number of Abilities := 2
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system by 3% (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Ship Training
Ability 2 Descr     := Ships in this sector will improve by 1% each turn up to 7% (only 1 facility per system effective).
Ability 2 Val 1     := 1
Ability 2 Val 2     := 7

Name                := Holosuite Facility III
Description         := Many holodecks keep a system's populations happy. Provides basic training to all ship crews in the sector.
Facility Group      := Population Support
Facility Family     := 1024
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 624
Cost Minerals       := 3240
Cost Organics       := 810
Cost Radioactives   := 4860
Number of Tech Req  := 2
Tech Area Req 1       := Advanced Holography
Tech Level Req 1      := 3
Tech Area Req 2     := Military Science
Tech Level Req 2    := 2
Number of Abilities := 2
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system by 3% (only 1 facility per system effective).
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Ship Training
Ability 2 Descr     := Ships in this sector will improve by 2% each turn up to 8% (only 1 facility per system effective).
Ability 2 Val 1     := 2
Ability 2 Val 2     := 8

Name                := Holosuite Facility IV
Description         := Many holodecks keep a system's populations happy. Provides basic training to all ship crews in the sector.
Facility Group      := Population Support
Facility Family     := 1024
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 624
Cost Minerals       := 2916
Cost Organics       := 729
Cost Radioactives   := 4374
Number of Tech Req  := 2
Tech Area Req 1       := Advanced Holography
Tech Level Req 1      := 4
Tech Area Req 2     := Military Science
Tech Level Req 2    := 2
Number of Abilities := 2
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system by 4% (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0
Ability 2 Type      := Ship Training
Ability 2 Descr     := Ships in this sector will improve by 2% each turn up to 11% (only 1 facility per system effective).
Ability 2 Val 1     := 2
Ability 2 Val 2     := 11

Name                := Holosuite Facility V
Description         := Many holodecks keep a system's populations happy. Provides basic training to all ship crews in the sector.
Facility Group      := Population Support
Facility Family     := 1024
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 624
Cost Minerals       := 2624
Cost Organics       := 656
Cost Radioactives   := 3937
Number of Tech Req  := 2
Tech Area Req 1       := Advanced Holography
Tech Level Req 1      := 5
Tech Area Req 2     := Military Science
Tech Level Req 2    := 2
Number of Abilities := 2
Ability 1 Type      := Change Population Happiness - System
Ability 1 Descr     := Populations will grow happier in this system by 6% (only 1 facility per system effective).
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0
Ability 2 Type      := Ship Training
Ability 2 Descr     := Ships in this sector will improve by 3% each turn up to 14% (only 1 facility per system effective).
Ability 2 Val 1     := 3
Ability 2 Val 2     := 14

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

