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FACILITY DATA FILE - The Star Trek Mod - By Atrocities 
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          |/ /  .. . '   .\ \|
         |/ /            ..\ \|
       \|/ |: .   ._|_ .. . | \|/
        \/ |   _|_ .| . .:  | \/
       \ / |.   |  .  .    .| \ /
        \||| .  . .  _|_   .|||/
       \__| \  . :.  .|.  ./ |__/
         __| \_  .    .. _/ |__
          __|  `-______-'  |__
             -,____  ____,-
               ---'  `---
           The Star Trek Mod

Name:
  The name of this facility

Description:
  A general description for this facility.

Facility Group:
  General categorization for this facility.
  Used Values:
    Resource Extraction, Research, Intelligence, Resupply, Storage, Ship Support,
    Population Support, Planet Modification, Religious, Shields, Miscellaneous
  
Facility Family:
  A unique identifier for all facilities of the same family.

Roman Numeral:
  Numeric representation of the facilities level in relation to its family.

Restrictions:
  Not Used.

Pic Num:
  The index into the Facilities bitmap.

Cost Minerals, Cost Organics, Cost Radioactives:
  The cost of the facility in each resource type.

Number of Tech Req, Tech Area Req #, Tech Level Req #:
  The number of tech areas required, the required area and its level.

Number Of Abilities, Ability # Type, Ability # Descr, Ability # Val 1, Ability # Val 2:
  The number of abilities for this facility, the ability's type, description, and
  parameter values.

AI Tags:
	01	Monolith Facility
	02	Trade Center
	03	Fortress Facility
	04	Expanded Construction Yard Project A
	05	Expanded Construction Yard Project B
	06	Repair Yard
	07	Facility - Ship Training
	08	Facility - Fleet Training
	09	Intelligence Secret (Bad Events)
	10	Recolonization Facitlity
	11	Penal Colony Mining
	12	Utopia Planitia Project
	13	- not used -
	14	System Capital

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*BEGIN*
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Name                := Bio-Industrial Complex I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 487
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 500 minerals each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1000 mineral units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Bio-Industrial Complex II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 487
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 600 minerals each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2000 mineral units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Bio-Industrial Complex III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 487
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 700 minerals each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3000 mineral units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Bio-Industrial Complex IV
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 487
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4000 mineral units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Bio-Industrial Complex V
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 487
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 5000 mineral units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Bio-Industrial Complex VI
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 487
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 6000 mineral units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Bio-Industrial Replicator I
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 5000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
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                := Bio-Industrial Replicator II
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 6000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Bio-Industrial Replicator III
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 7000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Bio-Industrial 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             := 495
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 10000 minerals for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Bio-Industrial 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             := 495
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Technology
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                := Bio-Industrial 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             := 495
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 30000 minerals for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Bio-Industrial 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             := 495
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 40000 minerals for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Bio-Industrial 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             := 495
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 50000 minerals for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Bio-reclamation Complex I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 494
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 500 organics each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1000 organic units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Bio-reclamation Complex II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 494
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 600 organics each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2000 organic units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Bio-reclamation Complex III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 494
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 700 organics each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3000 organic units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Bio-reclamation Complex IV
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 494
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 4
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     := Facility has a storage silo that can store 4000 organic units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Bio-reclamation Complex V
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 494
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 900 organics each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 5000 organic units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Bio-reclamation Complex VI
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 494
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 4
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     := Facility has a storage silo that can store 6000 organic units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Bio-reclamation Replicator I
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 484
Cost Minerals       := 5000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 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                := Bio-reclamation Replicator II
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 484
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Bio-reclamation Replicator III
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 484
Cost Minerals       := 7000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Bio-reclamation 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             := 496
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 10000 organics for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Bio-reclamation 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             := 496
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Technology
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                := Bio-reclamation 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             := 496
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 30000 organics for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Bio-reclamation 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             := 496
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 40000 organics for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Bio-reclamation 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             := 496
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 50000 organics for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Bio-Extraction Complex I
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 500 radioactives each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1000 radioactive units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Bio-Extraction Complex II
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 600 radioactives each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2000 radioactive units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Bio-Extraction Complex III
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 700 radioactives each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3000 radioactive units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Bio-Extraction Complex IV
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 800 radioactives each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4000 radioactive units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Bio-Extraction Complex V
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 900 radioactives each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 5000 radioactive units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Bio-Extraction Complex VI
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 483
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1000 radioactives each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 6000 radioactive units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Bio-Extraction Replicator I
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 485
Cost Minerals       := 5000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
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                := Bio-Extraction Replicator II
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 485
Cost Minerals       := 6000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Bio-Extraction Replicator III
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 485
Cost Minerals       := 7000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Bio-Extraction 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             := 497
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 10000 radioactives for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Bio-Extraction 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             := 497
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Technology
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                := Bio-Extraction 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             := 497
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 30000 radioactives for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Bio-Extraction 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             := 497
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 40000 radioactives for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Bio-Extraction 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             := 497
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 50000 radioactives for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Monolith Facility I
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 492
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 800 organics each turn.
Ability 2 Val 1     := 800
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 800 radioactives each turn.
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 5000 organics for an empire.
Ability 5 Val 1     := 5000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 5000 organics for an empire.
Ability 6 Val 1     := 5000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 5000 organics for an empire.
Ability 7 Val 1     := 5000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility II
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 492
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 900 organics each turn.
Ability 2 Val 1     := 900
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 900 radioactives each turn.
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 6000 organics for an empire.
Ability 5 Val 1     := 6000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 6000 organics for an empire.
Ability 6 Val 1     := 6000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 6000 organics for an empire.
Ability 7 Val 1     := 6000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility III
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 492
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1000 organics each turn.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1000 radioactives each turn.
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 7000 organics for an empire.
Ability 5 Val 1     := 7000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 7000 organics for an empire.
Ability 6 Val 1     := 7000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 7000 organics for an empire.
Ability 7 Val 1     := 7000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility IV
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 492
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1100 minerals each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1100 organics each turn.
Ability 2 Val 1     := 1100
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1100 radioactives each turn.
Ability 3 Val 1     := 1100
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 8000 organics for an empire.
Ability 5 Val 1     := 8000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 8000 organics for an empire.
Ability 6 Val 1     := 8000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 8000 organics for an empire.
Ability 7 Val 1     := 8000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility V
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 492
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1200 organics each turn.
Ability 2 Val 1     := 1200
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1200 radioactives each turn.
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 9000 organics for an empire.
Ability 5 Val 1     := 9000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 9000 organics for an empire.
Ability 6 Val 1     := 9000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 9000 organics for an empire.
Ability 7 Val 1     := 9000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Larval Drone Mining I
Description         := Mining facility worked by defective units to the death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 482
Cost Minerals       := 1000
Cost Organics       := 5000
Cost Radioactives   := 1000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 2% a year.
Ability 3 Val 1     := -2
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Larval Drone Mining II
Description         := Mining facility worked by defective units to the death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 482
Cost Minerals       := 1000
Cost Organics       := 5000
Cost Radioactives   := 1000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1100 minerals each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 5% a year.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Larval Drone Mining III
Description         := Mining facility worked by defective units to the death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 482
Cost Minerals       := 1000
Cost Organics       := 5000
Cost Radioactives   := 1000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 5% a year.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Suetiopod Complex I
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 488
Cost Minerals       := 15000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 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                := Suetiopod Complex II
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 488
Cost Minerals       := 15000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 20% (only 1 facility per planet effective).
Ability 2 Val 1     := 20
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 20% (only 1 facility per planet effective).
Ability 3 Val 1     := 20
Ability 3 Val 2     := 0

Name                := Suetiopod Complex III
Description         := Robotic workers who will increase all production on a planet.
Facility Group      := Resource Extraction
Facility Family     := 19
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 488
Cost Minerals       := 15000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Robotics
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier Planet - Organics
Ability 2 Descr     := Increase organic production on a planet by 30% (only 1 facility per planet effective).
Ability 2 Val 1     := 30
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr     := Increase radioactive production on a planet by 30% (only 1 facility per planet effective).
Ability 3 Val 1     := 30
Ability 3 Val 2     := 0

Name                := Resource Converter I
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 491
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 50% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 50
Ability 1 Val 2     := 0

Name                := Resource Converter II
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 491
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 40% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Resource Converter III
Description         := Massive molecular converter which can transform resources to different types.
Facility Group      := Resource Extraction
Facility Family     := 30
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 491
Cost Minerals       := 6000
Cost Organics       := 6000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Conversion
Ability 1 Descr     := Converts between resource types with a 30% loss of material (only 1 facility per system effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Ultra - Recycler I
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 486
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 40% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0

Name                := Ultra - Recycler II
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 486
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 60% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 60
Ability 1 Val 2     := 0

Name                := Ultra - Recycler III
Description         := Advanced recycling techniques for reclaiming used resources.
Facility Group      := Resource Extraction
Facility Family     := 31
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 486
Cost Minerals       := 4000
Cost Organics       := 4000
Cost Radioactives   := 4000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Reclamation
Ability 1 Descr     := Items scrapped in this sector will reclaim 80% of their original resource value (only 1 facility per planet effective).
Ability 1 Val 1     := 80
Ability 1 Val 2     := 0

Name                := Climate Control Spoo-Pod 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             := 598
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 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 Spoo-Pod 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             := 598
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
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 Spoo-Pod 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             := 598
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0

Name                := Value Improvement Plant I
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 599
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 4
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
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             := 599
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 5
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 2% each year.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 2% each year.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 2% each year.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0

Name                := Value Improvement Plant III
Description         := Massive planet reprocessors which improve the value of a planet. 
Facility Group      := Planet Modification
Facility Family     := 43
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 599
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 6
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Change Minerals Value
Ability 1 Descr     := Improves the mineral value of the planet by 3% each year.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Organics Value
Ability 2 Descr     := Improves the organic value of the planet by 3% each year.
Ability 2 Val 1     := 3
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Radioactives Value
Ability 3 Descr     := Improves the radioactive value of the planet by 3% each year.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0

Name                := Atmospheric Modification Plant I
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 481
Cost Minerals       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 7
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
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             := 481
Cost Minerals       := 13000
Cost Organics       := 13000
Cost Radioactives   := 13000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 8
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2.5 years.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant III
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 481
Cost Minerals       := 11000
Cost Organics       := 11000
Cost Radioactives   := 11000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 9
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
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                := Research Center I
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 596
Cost Minerals       := 1500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 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     := 85
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 596
Cost Minerals       := 2000
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
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

Name                := Research Center III
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 596
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 700 research points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Research Center IV
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 596
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 4
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 800 research points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Research Center V
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 596
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 5
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 900 research points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Central Computer Complex I
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 597
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Central Computer Complex II
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 597
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Central Computer Complex III
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 597
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Intelligence Center I
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 680
Cost Minerals       := 1500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 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     := 86
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 680
Cost Minerals       := 2000
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
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

Name                := Intelligence Center III
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 680
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 700 intelligence points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Intel Nexus I
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 692
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
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.
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Intel Nexus II
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 692
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -20
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Intel Nexus III
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 692
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -30
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -30
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Pod 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             := 686
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Pod 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             := 686
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Pod 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             := 686
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Intelligence
Ability 1 Descr     := Increase all intelligence generation on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Space Dome
Description         := Facility which processes all generated resources in its system and makes them available for the empire.
Facility Group      := Commerce Infrastructure
Facility Family     := 7
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 740
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 1
Tech Area Req 1     := 8472 Technology
Tech Level Req 1    := 1
Number of Abilities := 5
Ability 1 Type      := Spaceport
Ability 1 Descr     := Acts as a spaceport for this system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Has huge cargo storage bays.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Minerals
Ability 3 Descr     := Generates 100 mineral resource income
Ability 3 Val 1     := 100
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Organics
Ability 4 Descr     := Generates 100 organic resource income
Ability 4 Val 1     := 100
Ability 4 Val 2     := 0
Ability 5 Type      := Generate Points Radioactives
Ability 5 Descr     := Generates 100 radioactive resource income
Ability 5 Val 1     := 100
Ability 5 Val 2     := 0

Name                := Commerce Dome I
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 736
Cost Minerals       := 1000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 300 minerals per star each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 300 organics per star each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 300 radioactives per star each turn.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 500 extra unit spaces on a planet.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Commerce Dome II
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 736
Cost Minerals       := 1000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 400 minerals per star each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 400 organics per star each turn.
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 400 radioactives per star each turn.
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 600 extra unit spaces on a planet.
Ability 4 Val 1     := 600
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Commerce Dome III
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 736
Cost Minerals       := 1000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 500 minerals per star each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 500 organics per star each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 500 radioactives per star each turn.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 700 extra unit spaces on a planet.
Ability 4 Val 1     := 700
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Relocator Nexus I
Description         := The Relocator Nexus is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 735
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 10M per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Relocator Nexus II
Description         := The Relocator Nexus is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 735
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 20M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Relocator Nexus III
Description         := The Relocator Nexus is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 738
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 40M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Resupply Dome
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Commerce Infrastructure
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 704
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Resupply
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Can store 500kt in cargo
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0

Name                := Cargo Bladder 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             := 498
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1000kt of storage space.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Cargo Bladder 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             := 498
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Cargo Bladder 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             := 498
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0

Name                := Cargo Bladder 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             := 498
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 4000 extra unit spaces on a planet.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0

Name                := Cargo Bladder 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             := 498
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 5000 extra unit spaces on a planet.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Cargo Bladder VI
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 498
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 6
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 6000 extra unit spaces on a planet.
Ability 1 Val 1     := 6000
Ability 1 Val 2     := 0

Name                := Bio-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             := 737
Cost Minerals       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Bio-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             := 737
Cost Minerals       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Bio-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             := 737
Cost Minerals       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 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             := 738
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 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             := 738
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 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     := 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             := 738
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 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     := 3
Ability 1 Val 2     := 0

Name                := Construction Dome I
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 730
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Dome II
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 730
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 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     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Dome III
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 730
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Expanded Construction Dome Project A
Description         := Expansion project designed to be upgraded into 2nd Construction Dome.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 724
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 04
Ability 1 Descr     := Must UPGRADE to Expanded Construction Dome A.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Dome A
Description         := An expansion yard that increases the construction rate of Construction Domes.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 730
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 04
Ability 4 Descr     := This is an UPGRADE facility.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Expanded Construction Dome Project B
Description         := Expansion project designed to be upgraded into 3rd Construction Dome.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 724
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 05
Ability 1 Descr     := Must UPGRADE to Expanded Construction Dome B.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Dome B
Description         := An expansion yard that increases the construction rate of Construction Domess.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 730
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 05
Ability 4 Descr     := This is an UPGRADE facility.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Repair Dome I
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 6 components per turn.
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 5%.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Dome II
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 8 components per turn.
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 8%.
Ability 2 Val 1     := 8
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Dome III
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 10 components per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs. 
Facility Group      := Planetary Defense
Facility Family     := 39
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 768
Cost Minerals       := 20000
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 7
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Stop Planet Destroyer
Ability 1 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := System Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system. 
Facility Group      := Planetary Defense
Facility Family     := 40
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 774
Cost Minerals       := 100000
Cost Organics       := 2000
Cost Radioactives   := 50000
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 8
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Planetary Bioelectric Field I
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 780
Cost Minerals       := 30000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Planetary Bioelectric Field II
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 780
Cost Minerals       := 30000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 8000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 8000
Ability 1 Val 2     := 0

Name                := Fortress Facility I
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 739
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := 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
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility II
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 739
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 2000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility III
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 739
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 3000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Sector Command I
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 740
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 4% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Sector Command II
Description         := Massive computer which uses temporal incursions to predict future events.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 740
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 8% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := Terrasphere Complex I
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 810
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 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 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Terrasphere Complex II
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 810
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Terrasphere Complex III
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 810
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Terraplex Doom I
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 822
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 4
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 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 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Terraplex Doom II
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 822
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 5
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Terraplex Doom III
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 822
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Omniplex Training Hub
Description         := Provides for enhance ship training and weapon damage within the system they are in.
Facility Group      := Military Infrastructure
Facility Family     := 505
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 114
Cost Minerals       := 1000
Cost Organics       := 10000
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Damage Modifier - System
Ability 2 Descr     := Gives a 5% damage bonus to all of our weapons used in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 07
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Omnicore System Hub
Description         := Provides for enhance fleet training and give a combat bonus within any system that they constructed in.
Facility Group      := Military Infrastructure
Facility Family     := 506
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 135
Cost Minerals       := 1000
Cost Organics       := 10000
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 5% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 08
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Central Hive Complex
Description         := System Capital.
Facility Group      := Commerce Infrastructure
Facility Family     := 20
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 786
Cost Minerals       := 5000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := 8472 Technology
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 10%.
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%.
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%.
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 14
Ability 4 Descr     := Only Once facility allowed per system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 500 minerals each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1000 mineral units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 600 minerals each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2000 mineral units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 700 minerals each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3000 mineral units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility IV
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4000 mineral units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility V
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 5000 mineral units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VI
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 6000 mineral units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Replicator I
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 5000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
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 Replicator II
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 6000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Mineral Replicator III
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 7000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Mineral 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       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 10000 minerals for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Technology
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 III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 30000 minerals for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 40000 minerals for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage 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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 50000 minerals for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Organics Farm Facility I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 500 organics each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1000 organic units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 600 organics each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2000 organic units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 700 organics each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3000 organic units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility IV
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 4
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     := Facility has a storage silo that can store 4000 organic units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility V
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 900 organics each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 5000 organic units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VI
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 4
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     := Facility has a storage silo that can store 6000 organic units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organic Replicator I
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 5000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 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                := Organic Replicator II
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Organic Replicator III
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 7000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := 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       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Technology
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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Technology
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 III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 30000 organics for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 40000 organics for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage 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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 50000 organics for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Radioactives Extraction Facility I
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 500 radioactives each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1000 radioactive units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility II
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 600 radioactives each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2000 radioactive units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility III
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 700 radioactives each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3000 radioactive units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility IV
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 800 radioactives each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4000 radioactive units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility V
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 900 radioactives each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 5000 radioactive units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility VI
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1000 radioactives each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 6000 radioactive units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Replicator I
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 5000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
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 Replicator II
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 6000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Radioactives Replicator III
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 7000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := 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       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 10000 radioactives for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Technology
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 III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 30000 radioactives for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 40000 radioactives for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage 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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 50000 radioactives for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Monolith Facility I
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 800 organics each turn.
Ability 2 Val 1     := 800
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 800 radioactives each turn.
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 5000 organics for an empire.
Ability 5 Val 1     := 5000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 5000 organics for an empire.
Ability 6 Val 1     := 5000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 5000 organics for an empire.
Ability 7 Val 1     := 5000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility II
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 900 organics each turn.
Ability 2 Val 1     := 900
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 900 radioactives each turn.
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 6000 organics for an empire.
Ability 5 Val 1     := 6000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 6000 organics for an empire.
Ability 6 Val 1     := 6000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 6000 organics for an empire.
Ability 7 Val 1     := 6000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility III
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1000 organics each turn.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1000 radioactives each turn.
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 7000 organics for an empire.
Ability 5 Val 1     := 7000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 7000 organics for an empire.
Ability 6 Val 1     := 7000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 7000 organics for an empire.
Ability 7 Val 1     := 7000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility IV
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1100 minerals each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1100 organics each turn.
Ability 2 Val 1     := 1100
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1100 radioactives each turn.
Ability 3 Val 1     := 1100
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 8000 organics for an empire.
Ability 5 Val 1     := 8000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 8000 organics for an empire.
Ability 6 Val 1     := 8000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 8000 organics for an empire.
Ability 7 Val 1     := 8000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility V
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1200 organics each turn.
Ability 2 Val 1     := 1200
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1200 radioactives each turn.
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 9000 organics for an empire.
Ability 5 Val 1     := 9000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 9000 organics for an empire.
Ability 6 Val 1     := 9000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 9000 organics for an empire.
Ability 7 Val 1     := 9000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Drone Programming Center I
Description         := Drone Programming Center designed to rehabilitate defective drones through hard labor.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 5% a year.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Drone Programming Center II
Description         := Drone Programming Center designed to rehabilitate defective drones through hard labor.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1100 minerals each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 5% a year.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Drone Programming Center III
Description         := Drone Programming Center designed to rehabilitate defective drones through hard labor.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 5% a year.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

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

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

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

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

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

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

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

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

Name                := 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  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

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

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

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

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

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

Name                := Atmospheric Modification Plant I
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 7
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
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       := 13000
Cost Organics       := 13000
Cost Radioactives   := 13000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 8
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2.5 years.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant III
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 11000
Cost Organics       := 11000
Cost Radioactives   := 11000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 9
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
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                := Research Nexus I
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 1500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 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 Nexus II
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2000
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
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

Name                := Research Nexus III
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 700 research points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Research Nexus IV
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 4
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 800 research points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Research Nexus V
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 5
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 900 research points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Central Computer Complex I
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Central Computer Complex II
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Central Computer Complex III
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Intelligence Nexus I
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 1500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 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 Nexus II
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2000
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
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

Name                := Intelligence Nexus III
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 700 intelligence points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Secret Nexus I
Description         := Specialized intelligence drones dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system effective).
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system effective).
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Secret Nexus II
Description         := Specialized intelligence drones dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -20
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Secret Nexus III
Description         := Specialized intelligence drones dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system eff.
Ability 1 Val 1     := -30
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system eff.
Ability 2 Val 1     := -30
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

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

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

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

Name                := Space Port
Description         := Facility which processes all generated resources in its system and makes them available for the empire.
Facility Group      := Commerce Infrastructure
Facility Family     := 7
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 7
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 1
Tech Area Req 1     := Borg Technology
Tech Level Req 1    := 1
Number of Abilities := 5
Ability 1 Type      := Spaceport
Ability 1 Descr     := Acts as a spaceport for this system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Has huge cargo storage bays.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Minerals
Ability 3 Descr     := Generates 100 mineral resource income
Ability 3 Val 1     := 100
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Organics
Ability 4 Descr     := Generates 100 organic resource income
Ability 4 Val 1     := 100
Ability 4 Val 2     := 0
Ability 5 Type      := Generate Points Radioactives
Ability 5 Descr     := Generates 100 radioactive resource income
Ability 5 Val 1     := 100
Ability 5 Val 2     := 0

Name                := Assimilation Center I
Description         := Centeral hub for newely assimilated races.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 500
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 300 minerals per star each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 300 organics per star each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 300 radioactives per star each turn.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 500 extra unit spaces on a planet.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Assimilation Center II
Description         := Centeral hub for newely assimilated races.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 500
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 400 minerals per star each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 400 organics per star each turn.
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 400 radioactives per star each turn.
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 600 extra unit spaces on a planet.
Ability 4 Val 1     := 600
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Assimilation Center III
Description         := Centeral hub for newely assimilated races.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 500
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 500 minerals per star each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 500 organics per star each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 500 radioactives per star each turn.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 700 extra unit spaces on a planet.
Ability 4 Val 1     := 700
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Assimilation Nexus I
Description         := The Assimilation Nexus is responsible for attracting new drones to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 10M per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Assimilation Nexus II
Description         := The Assimilation Nexus is responsible for attracting new drones to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 20M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Assimilation Nexus III
Description         := The Assimilation Nexus is responsible for attracting new drones to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 40M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Resupply Nexus
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Commerce Infrastructure
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 35
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Resupply
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Can store 500kt in cargo
Ability 2 Val 1     := 500
Ability 2 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       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1000kt of storage space.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Cargo Facility II
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Cargo Facility III
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0

Name                := Cargo Facility IV
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 4000 extra unit spaces on a planet.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0

Name                := 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       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 5000 extra unit spaces on a planet.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Cargo Facility VI
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 6
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 6000 extra unit spaces on a planet.
Ability 1 Val 1     := 6000
Ability 1 Val 2     := 0

Name                := Drone Maturation Chamber 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       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Drone Maturation Chamber 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       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Drone Maturation Chamber 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       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Hive 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  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 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                := Hive Center II
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 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     := 2
Ability 1 Val 2     := 0

Name                := Hive Center III
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 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     := 3
Ability 1 Val 2     := 0

Name                := Construction Yard I
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard II
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 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 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard III
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project A
Description         := Expansion project designed to be upgraded into 2nd Construction Yard facility.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 04
Ability 1 Descr     := Must UPGRADE to Expanded Construction Yard A.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Facility A
Description         := An expansion yard that increases the construction rate of Construction Yards.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 04
Ability 4 Descr     := This is an UPGRADE facility.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project B
Description         := Expansion project designed to be upgraded into 3rd Construction Yard facility.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 05
Ability 1 Descr     := Must UPGRADE to Expanded Construction Yard B.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Facility B
Description         := An expansion yard that increases the construction rate of Construction Yards.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 05
Ability 4 Descr     := This is an UPGRADE facility.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Repair Yard I
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 6 components per turn.
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 5%.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard II
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 8 components per turn.
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 8%.
Ability 2 Val 1     := 8
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard III
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 10 components per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs. 
Facility Group      := Planetary Defense
Facility Family     := 39
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 20000
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 7
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Stop Planet Destroyer
Ability 1 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := System Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system. 
Facility Group      := Planetary Defense
Facility Family     := 40
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 100000
Cost Organics       := 2000
Cost Radioactives   := 50000
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 8
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Massive Planetary Shield Generator I
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 30000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Regenerates 500 shield points per turn.
Ability 2 Val 1       := 500
Ability 2 Val 2       := 0

Name                := Massive Planetary Shield Generator II
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 30000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 8000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 8000
Ability 1 Val 2     := 0
Ability 2 Type        := Shield Regeneration
Ability 2 Descr       := Regenerates 800 shield points per turn.
Ability 2 Val 1       := 800
Ability 2 Val 2       := 0

Name                := Fortress Facility I
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := 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
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility II
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 2000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility III
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 3000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Central Nexus I
Description         := Gives combat orders to ships and fleets within the system.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 4% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Central Nexus II
Description         := Gives combat orders to ships and fleets within the system.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 8% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := Ship Training Facility I
Description         := Center dedicated to training drone crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 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 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Ship Training Facility II
Description         := Center dedicated to training drone crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Ship Training Facility III
Description         := Center dedicated to training drone crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Fleet Training Facility I
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 4
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 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 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Fleet Training Facility II
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 5
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Fleet Training Facility III
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Omniplex Training Matrix
Description         := Provides for enhance ship training and weapon damage within the system they are in.
Facility Group      := Military Infrastructure
Facility Family     := 505
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 33
Cost Minerals       := 1000
Cost Organics       := 10000
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Damage Modifier - System
Ability 2 Descr     := Gives a 5% damage bonus to all of our weapons used in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 07
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Omniplex System Nexus
Description         := Provides for enhance fleet training and give a combat bonus within any system that they constructed in.
Facility Group      := Military Infrastructure
Facility Family     := 507
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 34
Cost Minerals       := 1000
Cost Organics       := 10000
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 5% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 08
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Central Matrix Complex
Description         := System Capital.
Facility Group      := Commerce Infrastructure
Facility Family     := 20
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 533
Cost Minerals       := 5000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Borg Technology
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 10%.
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%.
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%.
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 14
Ability 4 Descr     := Only Once facility allowed per system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 500 minerals each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1000 mineral units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 600 minerals each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2000 mineral units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 700 minerals each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3000 mineral units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility IV
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4000 mineral units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility V
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 5000 mineral units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VI
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 6000 mineral units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Replicator I
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 5000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
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 Replicator II
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 6000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Mineral Replicator III
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 7000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Mineral 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       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 10000 minerals for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Technology
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 III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 30000 minerals for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 40000 minerals for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage 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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 50000 minerals for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Organics Farm Facility I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 500 organics each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1000 organic units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 600 organics each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2000 organic units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 700 organics each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3000 organic units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility IV
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 4
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     := Facility has a storage silo that can store 4000 organic units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility V
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 900 organics each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 5000 organic units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VI
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 4
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     := Facility has a storage silo that can store 6000 organic units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organic Replicator I
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 5000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 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                := Organic Replicator II
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Organic Replicator III
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 7000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := 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       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Technology
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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Technology
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 III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 30000 organics for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 40000 organics for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage 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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 50000 organics for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Radioactives Extraction Facility I
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 500 radioactives each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1000 radioactive units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility II
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 600 radioactives each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2000 radioactive units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility III
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 700 radioactives each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3000 radioactive units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility IV
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 800 radioactives each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4000 radioactive units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility V
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 900 radioactives each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 5000 radioactive units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility VI
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1000 radioactives each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 6000 radioactive units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Replicator I
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 5000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
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 Replicator II
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 6000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Radioactives Replicator III
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 7000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := 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       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 10000 radioactives for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Technology
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 III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 30000 radioactives for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 40000 radioactives for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage 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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 50000 radioactives for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Monolith Facility I
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 800 organics each turn.
Ability 2 Val 1     := 800
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 800 radioactives each turn.
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 5000 organics for an empire.
Ability 5 Val 1     := 5000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 5000 organics for an empire.
Ability 6 Val 1     := 5000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 5000 organics for an empire.
Ability 7 Val 1     := 5000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility II
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 900 organics each turn.
Ability 2 Val 1     := 900
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 900 radioactives each turn.
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 6000 organics for an empire.
Ability 5 Val 1     := 6000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 6000 organics for an empire.
Ability 6 Val 1     := 6000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 6000 organics for an empire.
Ability 7 Val 1     := 6000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility III
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1000 organics each turn.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1000 radioactives each turn.
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 7000 organics for an empire.
Ability 5 Val 1     := 7000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 7000 organics for an empire.
Ability 6 Val 1     := 7000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 7000 organics for an empire.
Ability 7 Val 1     := 7000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility IV
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1100 minerals each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1100 organics each turn.
Ability 2 Val 1     := 1100
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1100 radioactives each turn.
Ability 3 Val 1     := 1100
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 8000 organics for an empire.
Ability 5 Val 1     := 8000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 8000 organics for an empire.
Ability 6 Val 1     := 8000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 8000 organics for an empire.
Ability 7 Val 1     := 8000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility V
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1200 organics each turn.
Ability 2 Val 1     := 1200
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1200 radioactives each turn.
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 9000 organics for an empire.
Ability 5 Val 1     := 9000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 9000 organics for an empire.
Ability 6 Val 1     := 9000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 9000 organics for an empire.
Ability 7 Val 1     := 9000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Prison Mining Operation I
Description         := Prison mining facility designed to rehabilitate criminals through hard labor.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 5% a year.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Prison Mining Operation II
Description         := Prison mining facility designed to rehabilitate criminals through hard labor.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1100 minerals each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 5% a year.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Prison Mining Operation III
Description         := Prison mining facility designed to rehabilitate criminals through hard labor.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 5% a year.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

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

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

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

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

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

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

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

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

Name                := 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  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

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

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

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

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

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

Name                := Atmospheric Modification Plant I
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 7
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
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       := 13000
Cost Organics       := 13000
Cost Radioactives   := 13000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 8
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2.5 years.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant III
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 11000
Cost Organics       := 11000
Cost Radioactives   := 11000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 9
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
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                := Research Center I
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 1500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 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     := 85
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2000
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
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

Name                := Research Center III
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 700 research points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Research Center IV
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 4
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 800 research points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Research Center V
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 5
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 900 research points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Central Computer Complex I
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Central Computer Complex II
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Central Computer Complex III
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Intelligence Center I
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 1500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 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     := 86
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2000
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
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

Name                := Intelligence Center III
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 700 intelligence points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Secret Service I
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system effective).
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system effective).
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Secret Service II
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events.
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -20
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Secret Service III
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system eff.
Ability 1 Val 1     := -30
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system eff.
Ability 2 Val 1     := -30
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

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

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

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

Name                := Space Port
Description         := Facility which processes all generated resources in its system and makes them available for the empire.
Facility Group      := Commerce Infrastructure
Facility Family     := 7
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 7
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 1
Tech Area Req 1     := Breen Technology
Tech Level Req 1    := 1
Number of Abilities := 5
Ability 1 Type      := Spaceport
Ability 1 Descr     := Acts as a spaceport for this system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Has huge cargo storage bays.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Minerals
Ability 3 Descr     := Generates 100 mineral resource income
Ability 3 Val 1     := 100
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Organics
Ability 4 Descr     := Generates 100 organic resource income
Ability 4 Val 1     := 100
Ability 4 Val 2     := 0
Ability 5 Type      := Generate Points Radioactives
Ability 5 Descr     := Generates 100 radioactive resource income
Ability 5 Val 1     := 100
Ability 5 Val 2     := 0

Name                := Trade Center I
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 500
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 300 minerals per star each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 300 organics per star each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 300 radioactives per star each turn.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 500 extra unit spaces on a planet.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Trade Center II
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 500
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 400 minerals per star each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 400 organics per star each turn.
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 400 radioactives per star each turn.
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 600 extra unit spaces on a planet.
Ability 4 Val 1     := 600
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Trade Center III
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 500
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 500 minerals per star each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 500 organics per star each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 500 radioactives per star each turn.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 700 extra unit spaces on a planet.
Ability 4 Val 1     := 700
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Colonization Office I
Description         := The Colonization Office is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 10M per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Colonization Office II
Description         := The Colonization Office is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 20M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Colonization Office III
Description         := The Colonization Office is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 40M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Resupply Depot
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Commerce Infrastructure
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 35
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Resupply
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Can store 500kt in cargo
Ability 2 Val 1     := 500
Ability 2 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       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1000kt of storage space.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Cargo Facility II
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Cargo Facility III
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0

Name                := Cargo Facility IV
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 4000 extra unit spaces on a planet.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0

Name                := 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       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 5000 extra unit spaces on a planet.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Cargo Facility VI
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 6
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 6000 extra unit spaces on a planet.
Ability 1 Val 1     := 6000
Ability 1 Val 2     := 0

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       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 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       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 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       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 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  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 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       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 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     := 2
Ability 1 Val 2     := 0

Name                := Urban Pacification Center III
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 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     := 3
Ability 1 Val 2     := 0

Name                := Construction Yard I
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard II
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 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 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard III
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project A
Description         := Expansion project designed to be upgraded into 2nd Construction Yard facility.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 04
Ability 1 Descr     := Must UPGRADE to Expanded Construction Yard A.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard A
Description         := An expansion yard that increases the construction rate of Construction Yards.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 04
Ability 4 Descr     := This is an UPGRADE facility only.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project B
Description         := Expansion project designed to be upgraded into 3rd Construction Yard facility.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 05
Ability 1 Descr     := Must UPGRADE to Expanded Construction Yard B.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard B
Description         := An expansion yard that increases the construction rate of Construction Yards.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 05
Ability 4 Descr     := This is an UPGRADE facility only.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Repair Yard I
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 6 components per turn.
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 5%.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard II
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 8 components per turn.
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 8%.
Ability 2 Val 1     := 8
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard III
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 10 components per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs. 
Facility Group      := Planetary Defense
Facility Family     := 39
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 20000
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 7
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Stop Planet Destroyer
Ability 1 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := System Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system. 
Facility Group      := Planetary Defense
Facility Family     := 40
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 100000
Cost Organics       := 2000
Cost Radioactives   := 50000
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 8
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Massive Planetary Shield Generator I
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 30000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator II
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 30000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 8000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 8000
Ability 1 Val 2     := 0

Name                := Fortress Facility I
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := 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
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility II
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 2000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility III
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 3000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := System Command I
Description         := Gives combat orders to ships and fleets within the system.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 4% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := System Command II
Description         := Gives combat orders to ships and fleets within the system.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 8% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := Ship Training Facility I
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 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 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Ship Training Facility II
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Ship Training Facility III
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Fleet Training Facility I
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 4
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 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 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Fleet Training Facility II
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 5
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Fleet Training Facility III
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Omniplex Training Center
Description         := Provides for enhance ship training and weapon damage within the system they are in.
Facility Group      := Military Infrastructure
Facility Family     := 505
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 742
Cost Minerals       := 1000
Cost Organics       := 10000
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Damage Modifier - System
Ability 2 Descr     := Gives a 5% damage bonus to all of our weapons used in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 07
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Omniplex System Control
Description         := Provides for enhance fleet training and give a combat bonus within any system that they constructed in.
Facility Group      := Military Infrastructure
Facility Family     := 507
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 746
Cost Minerals       := 1000
Cost Organics       := 10000
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 5% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 08
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Systme Capital
Description         := System Capital.
Facility Group      := Commerce Infrastructure
Facility Family     := 20
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 533
Cost Minerals       := 5000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Breen Technology
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 10%.
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%.
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%.
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 14
Ability 4 Descr     := Only Once facility allowed per system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 500 minerals each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1000 mineral units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 600 minerals each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2000 mineral units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 700 minerals each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3000 mineral units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility IV
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4000 mineral units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility V
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 5000 mineral units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VI
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 6000 mineral units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Replicator I
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 5000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
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 Replicator II
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 6000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Mineral Replicator III
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 7000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Mineral 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       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 10000 minerals for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Technology
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 III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 30000 minerals for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 40000 minerals for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage 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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 50000 minerals for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Organics Farm Facility I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 500 organics each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1000 organic units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 600 organics each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2000 organic units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 700 organics each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3000 organic units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility IV
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
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     := Facility has a storage silo that can store 4000 organic units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility V
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 900 organics each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 5000 organic units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VI
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
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     := Facility has a storage silo that can store 6000 organic units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organic Replicator I
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 5000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 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                := Organic Replicator II
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Organic Replicator III
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 7000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := 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       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Technology
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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Technology
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 III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 30000 organics for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 40000 organics for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage 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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 50000 organics for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Radioactives Extraction Facility I
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 500 radioactives each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1000 radioactive units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility II
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 600 radioactives each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2000 radioactive units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility III
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 700 radioactives each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3000 radioactive units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility IV
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 800 radioactives each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4000 radioactive units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility V
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 900 radioactives each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 5000 radioactive units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility VI
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1000 radioactives each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 6000 radioactive units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Replicator I
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 5000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
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 Replicator II
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 6000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Radioactives Replicator III
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 7000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := 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       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 10000 radioactives for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Technology
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 III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 30000 radioactives for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 40000 radioactives for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage 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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 50000 radioactives for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Monolith Facility I
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 800 organics each turn.
Ability 2 Val 1     := 800
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 800 radioactives each turn.
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 5000 organics for an empire.
Ability 5 Val 1     := 5000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 5000 organics for an empire.
Ability 6 Val 1     := 5000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 5000 organics for an empire.
Ability 7 Val 1     := 5000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility II
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 900 organics each turn.
Ability 2 Val 1     := 900
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 900 radioactives each turn.
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 6000 organics for an empire.
Ability 5 Val 1     := 6000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 6000 organics for an empire.
Ability 6 Val 1     := 6000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 6000 organics for an empire.
Ability 7 Val 1     := 6000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility III
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1000 organics each turn.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1000 radioactives each turn.
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 7000 organics for an empire.
Ability 5 Val 1     := 7000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 7000 organics for an empire.
Ability 6 Val 1     := 7000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 7000 organics for an empire.
Ability 7 Val 1     := 7000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility IV
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1100 minerals each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1100 organics each turn.
Ability 2 Val 1     := 1100
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1100 radioactives each turn.
Ability 3 Val 1     := 1100
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 8000 organics for an empire.
Ability 5 Val 1     := 8000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 8000 organics for an empire.
Ability 6 Val 1     := 8000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 8000 organics for an empire.
Ability 7 Val 1     := 8000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility V
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1200 organics each turn.
Ability 2 Val 1     := 1200
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1200 radioactives each turn.
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 9000 organics for an empire.
Ability 5 Val 1     := 9000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 9000 organics for an empire.
Ability 6 Val 1     := 9000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 9000 organics for an empire.
Ability 7 Val 1     := 9000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Work Camp I
Description         := Work Camps are mining facilities designed to rehabilitate criminals through hard labor.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 5% a year.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Work Camp II
Description         := Work Camps are mining facilities designed to rehabilitate criminals through hard labor.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1100 minerals each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 5% a year.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Work Camp III
Description         := Work Camps are mining facilities designed to rehabilitate criminals through hard labor.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 5% a year.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

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

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

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

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

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

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

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

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

Name                := 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  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

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

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

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

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

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

Name                := Atmospheric Modification Plant I
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 7
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
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       := 13000
Cost Organics       := 13000
Cost Radioactives   := 13000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 8
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2.5 years.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant III
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 11000
Cost Organics       := 11000
Cost Radioactives   := 11000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 9
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
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                := Research Center I
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 1500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 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     := 85
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2000
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
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

Name                := Research Center III
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 700 research points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Research Center IV
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 4
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 800 research points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Research Center V
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 5
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 900 research points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Central Computer Complex I
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Central Computer Complex II
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Central Computer Complex III
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Intelligence Center I
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 1500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 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     := 86
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2000
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
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

Name                := Intelligence Center III
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 700 intelligence points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Obsidian Order I
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system effective).
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system effective).
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Obsidian Order II
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -20
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Obsidian Order III
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system eff.
Ability 1 Val 1     := -30
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system eff.
Ability 2 Val 1     := -30
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

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

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

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

Name                := Space Port
Description         := Facility which processes all generated resources in its system and makes them available for the empire.
Facility Group      := Commerce Infrastructure
Facility Family     := 7
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 7
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 1
Tech Area Req 1     := Cardassian Technology
Tech Level Req 1    := 1
Number of Abilities := 5
Ability 1 Type      := Spaceport
Ability 1 Descr     := Acts as a spaceport for this system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Has huge cargo storage bays.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Minerals
Ability 3 Descr     := Generates 100 mineral resource income
Ability 3 Val 1     := 100
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Organics
Ability 4 Descr     := Generates 100 organic resource income
Ability 4 Val 1     := 100
Ability 4 Val 2     := 0
Ability 5 Type      := Generate Points Radioactives
Ability 5 Descr     := Generates 100 radioactive resource income
Ability 5 Val 1     := 100
Ability 5 Val 2     := 0

Name                := Trade Center I
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 500
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 300 minerals per star each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 300 organics per star each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 300 radioactives per star each turn.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 500 extra unit spaces on a planet.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Trade Center II
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 500
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 400 minerals per star each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 400 organics per star each turn.
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 400 radioactives per star each turn.
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 600 extra unit spaces on a planet.
Ability 4 Val 1     := 600
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Trade Center III
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 500
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 500 minerals per star each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 500 organics per star each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 500 radioactives per star each turn.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 700 extra unit spaces on a planet.
Ability 4 Val 1     := 700
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Colonization Office I
Description         := The Colonization Office is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 10M per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Colonization Office II
Description         := The Colonization Office is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 20M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Colonization Office III
Description         := The Colonization Office is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 40M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Resupply Depot
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Commerce Infrastructure
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 35
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Resupply
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Can store 500kt in cargo
Ability 2 Val 1     := 500
Ability 2 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       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1000kt of storage space.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Cargo Facility II
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Cargo Facility III
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0

Name                := Cargo Facility IV
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 4000 extra unit spaces on a planet.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0

Name                := 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       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 5000 extra unit spaces on a planet.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Cargo Facility VI
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 6
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 6000 extra unit spaces on a planet.
Ability 1 Val 1     := 6000
Ability 1 Val 2     := 0

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       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 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       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 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       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 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  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 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       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 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     := 2
Ability 1 Val 2     := 0

Name                := Urban Pacification Center III
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 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     := 3
Ability 1 Val 2     := 0

Name                := Construction Yard I
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard II
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 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 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard III
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project A
Description         := Expansion project designed to be upgraded into 2nd Construction Yard facility.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 04
Ability 1 Descr     := Must UPGRADE to Expanded Construction Yard A.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard A
Description         := An expansion yard that increases the construction rate of Construction Yards.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 04
Ability 4 Descr     := This is an UPGRADE facility only.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project B
Description         := Expansion project designed to be upgraded into 3rd Construction Yard facility.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 05
Ability 1 Descr     := Must UPGRADE to Expanded Construction Yard B.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard B
Description         := An expansion yard that increases the construction rate of Construction Yards.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 05
Ability 4 Descr     := This is an UPGRADE facility only.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Repair Yard I
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 6 components per turn.
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 5%.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard II
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 8 components per turn.
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 8%.
Ability 2 Val 1     := 8
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard III
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 10 components per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs. 
Facility Group      := Planetary Defense
Facility Family     := 39
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 20000
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 7
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Stop Planet Destroyer
Ability 1 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := System Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system. 
Facility Group      := Planetary Defense
Facility Family     := 40
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 100000
Cost Organics       := 2000
Cost Radioactives   := 50000
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 8
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Massive Planetary Shield Generator I
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 30000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator II
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 30000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 8000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 8000
Ability 1 Val 2     := 0

Name                := Fortress Facility I
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := 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
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility II
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 2000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility III
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 3000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := System Command I
Description         := Sector command gives combat orders to ships and fleets within the system.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 4% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := System Command II
Description         := Sector command gives combat orders to ships and fleets within the system.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 8% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := War College I
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 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 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := War College II
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := War College III
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Warfare Strategy Center I
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 4
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 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 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Warfare Strategy Center II
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 5
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Warfare Strategy Center III
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Tactical Combat Center
Description         := Provides for enhance ship training and weapon damage within the system they are in.
Facility Group      := Military Infrastructure
Facility Family     := 505
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 742
Cost Minerals       := 1000
Cost Organics       := 10000
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Damage Modifier - System
Ability 2 Descr     := Gives a 5% damage bonus to all of our weapons used in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 07
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Tactical Warfare Center
Description         := Provides for enhance fleet training and give a combat bonus within any system that they constructed in.
Facility Group      := Military Infrastructure
Facility Family     := 507
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 746
Cost Minerals       := 1000
Cost Organics       := 10000
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 5% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 08
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Central Command
Description         := System Capital.
Facility Group      := Commerce Infrastructure
Facility Family     := 20
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 533
Cost Minerals       := 5000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Cardassian Technology
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 10%.
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%.
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%.
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 14
Ability 4 Descr     := Only Once facility allowed per system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 500 minerals each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1000 mineral units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 600 minerals each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2000 mineral units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 700 minerals each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3000 mineral units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility IV
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4000 mineral units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility V
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 5000 mineral units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VI
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 6000 mineral units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Replicator I
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 5000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
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 Replicator II
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 6000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Mineral Replicator III
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 7000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Mineral 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       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 10000 minerals for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Technology
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 III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 30000 minerals for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 40000 minerals for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage 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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 50000 minerals for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Organics Farm Facility I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 500 organics each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1000 organic units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 600 organics each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2000 organic units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 700 organics each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3000 organic units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility IV
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 4
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     := Facility has a storage silo that can store 4000 organic units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility V
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 900 organics each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 5000 organic units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VI
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 4
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     := Facility has a storage silo that can store 6000 organic units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organic Replicator I
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 5000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 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                := Organic Replicator II
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Organic Replicator III
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 7000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := 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       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Technology
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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Technology
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 III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 30000 organics for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 40000 organics for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage 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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 50000 organics for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Radioactives Extraction Facility I
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 500 radioactives each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1000 radioactive units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility II
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 600 radioactives each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2000 radioactive units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility III
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 700 radioactives each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3000 radioactive units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility IV
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 800 radioactives each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4000 radioactive units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility V
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 900 radioactives each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 5000 radioactive units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility VI
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1000 radioactives each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 6000 radioactive units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Replicator I
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 5000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
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 Replicator II
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 6000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Radioactives Replicator III
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 7000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := 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       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 10000 radioactives for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Technology
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 III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 30000 radioactives for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 40000 radioactives for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage 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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 50000 radioactives for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Monolith Facility I
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 800 organics each turn.
Ability 2 Val 1     := 800
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 800 radioactives each turn.
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 5000 organics for an empire.
Ability 5 Val 1     := 5000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 5000 organics for an empire.
Ability 6 Val 1     := 5000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 5000 organics for an empire.
Ability 7 Val 1     := 5000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility II
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 900 organics each turn.
Ability 2 Val 1     := 900
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 900 radioactives each turn.
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 6000 organics for an empire.
Ability 5 Val 1     := 6000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 6000 organics for an empire.
Ability 6 Val 1     := 6000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 6000 organics for an empire.
Ability 7 Val 1     := 6000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility III
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1000 organics each turn.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1000 radioactives each turn.
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 7000 organics for an empire.
Ability 5 Val 1     := 7000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 7000 organics for an empire.
Ability 6 Val 1     := 7000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 7000 organics for an empire.
Ability 7 Val 1     := 7000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility IV
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1100 minerals each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1100 organics each turn.
Ability 2 Val 1     := 1100
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1100 radioactives each turn.
Ability 3 Val 1     := 1100
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 8000 organics for an empire.
Ability 5 Val 1     := 8000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 8000 organics for an empire.
Ability 6 Val 1     := 8000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 8000 organics for an empire.
Ability 7 Val 1     := 8000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility V
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1200 organics each turn.
Ability 2 Val 1     := 1200
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1200 radioactives each turn.
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 9000 organics for an empire.
Ability 5 Val 1     := 9000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 9000 organics for an empire.
Ability 6 Val 1     := 9000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 9000 organics for an empire.
Ability 7 Val 1     := 9000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Detention Center I
Description         := Detention Centers are mining facility designed to rehabilitate criminals through hard labor.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 5% a year.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Detention Center II
Description         := Detention Centers are mining facility designed to rehabilitate criminals through hard labor.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1100 minerals each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 5% a year.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Detention Center III
Description         := Detention Centers are mining facility designed to rehabilitate criminals through hard labor.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 5% a year.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

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

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

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

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

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

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

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

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

Name                := 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  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

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

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

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

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

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

Name                := Atmospheric Modification Plant I
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 7
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
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       := 13000
Cost Organics       := 13000
Cost Radioactives   := 13000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 8
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2.5 years.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant III
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 11000
Cost Organics       := 11000
Cost Radioactives   := 11000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 9
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
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                := Research Center I
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 1500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 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     := 85
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2000
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
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

Name                := Research Center III
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 700 research points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Research Center IV
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 4
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 800 research points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Research Center V
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 5
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 900 research points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Central Computer Complex I
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Central Computer Complex II
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Central Computer Complex III
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Intelligence Center I
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 1500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 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     := 86
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2000
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
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

Name                := Intelligence Center III
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 700 intelligence points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Vorta Academy I
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system effective).
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system effective).
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Vorta Academy II
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -20
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Vorta Academy III
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system eff.
Ability 1 Val 1     := -30
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system eff.
Ability 2 Val 1     := -30
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

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

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

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

Name                := Space Port
Description         := Facility which processes all generated resources in its system and makes them available for the empire.
Facility Group      := Commerce Infrastructure
Facility Family     := 7
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 7
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 1
Tech Area Req 1     := Dominion Technology
Tech Level Req 1    := 1
Number of Abilities := 5
Ability 1 Type      := Spaceport
Ability 1 Descr     := Acts as a spaceport for this system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Has huge cargo storage bays.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Minerals
Ability 3 Descr     := Generates 100 mineral resource income
Ability 3 Val 1     := 100
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Organics
Ability 4 Descr     := Generates 100 organic resource income
Ability 4 Val 1     := 100
Ability 4 Val 2     := 0
Ability 5 Type      := Generate Points Radioactives
Ability 5 Descr     := Generates 100 radioactive resource income
Ability 5 Val 1     := 100
Ability 5 Val 2     := 0

Name                := Trade Center I
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 500
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 300 minerals per star each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 300 organics per star each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 300 radioactives per star each turn.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 500 extra unit spaces on a planet.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Trade Center II
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 500
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 400 minerals per star each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 400 organics per star each turn.
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 400 radioactives per star each turn.
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 600 extra unit spaces on a planet.
Ability 4 Val 1     := 600
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Trade Center III
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 500
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 500 minerals per star each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 500 organics per star each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 500 radioactives per star each turn.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 700 extra unit spaces on a planet.
Ability 4 Val 1     := 700
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Colonization Office I
Description         := The Colonization Office is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 10M per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Colonization Office II
Description         := The Colonization Office is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 20M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Colonization Office III
Description         := The Colonization Office is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 40M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Resupply Depot
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Commerce Infrastructure
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 35
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Resupply
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Can store 500kt in cargo
Ability 2 Val 1     := 500
Ability 2 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       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1000kt of storage space.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Cargo Facility II
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Cargo Facility III
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0

Name                := Cargo Facility IV
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 4000 extra unit spaces on a planet.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0

Name                := 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       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 5000 extra unit spaces on a planet.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Cargo Facility VI
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 6
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 6000 extra unit spaces on a planet.
Ability 1 Val 1     := 6000
Ability 1 Val 2     := 0

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       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 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       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 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       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 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  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 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       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 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     := 2
Ability 1 Val 2     := 0

Name                := Urban Pacification Center III
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 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     := 3
Ability 1 Val 2     := 0

Name                := Construction Yard I
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard II
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 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 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard III
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project A
Description         := Expansion project designed to be upgraded into 2nd Construction Yard facility.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 04
Ability 1 Descr     := Must UPGRADE to Expanded Construction Yard A.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard A
Description         := An expansion yard that increases the construction rate of Construction Yards.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 04
Ability 4 Descr     := This is an UPGRADE facility only.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project B
Description         := Expansion project designed to be upgraded into 3rd Construction Yard facility.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 05
Ability 1 Descr     := Must UPGRADE to Expanded Construction Yard B.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard B
Description         := An expansion yard that increases the construction rate of Construction Yards.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 05
Ability 4 Descr     := This is an UPGRADE facility only.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Repair Yard I
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 6 components per turn.
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 5%.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard II
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 8 components per turn.
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 8%.
Ability 2 Val 1     := 8
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard III
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 10 components per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs. 
Facility Group      := Planetary Defense
Facility Family     := 39
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 20000
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 7
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Stop Planet Destroyer
Ability 1 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := System Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system. 
Facility Group      := Planetary Defense
Facility Family     := 40
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 100000
Cost Organics       := 2000
Cost Radioactives   := 50000
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 8
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Massive Planetary Shield Generator I
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 30000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator II
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 30000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 8000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 8000
Ability 1 Val 2     := 0

Name                := Fortress Facility I
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := 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
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility II
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 2000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility III
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 3000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Vorta Command I
Description         := Gives combat orders to ships and fleets within the system.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 4% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Vorta Command II
Description         := Gives combat orders to ships and fleets within the system.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 8% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := Ship Training Facility I
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 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 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Ship Training Facility II
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Ship Training Facility III
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Fleet Training Facility I
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 4
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 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 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Fleet Training Facility II
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 5
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Fleet Training Facility III
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Omniplex Training Center
Description         := Provides for enhance ship training and weapon damage within the system they are in.
Facility Group      := Military Infrastructure
Facility Family     := 505
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 742
Cost Minerals       := 1000
Cost Organics       := 10000
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Damage Modifier - System
Ability 2 Descr     := Gives a 5% damage bonus to all of our weapons used in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 07
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Omnicore System Control
Description         := Provides for enhance fleet training and give a combat bonus within any system that they constructed in.
Facility Group      := Military Infrastructure
Facility Family     := 507
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 746
Cost Minerals       := 1000
Cost Organics       := 10000
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 5% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 08
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Central Command Complex
Description         := System Capital.
Facility Group      := Commerce Infrastructure
Facility Family     := 20
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 533
Cost Minerals       := 5000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Dominion Technology
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 10%.
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%.
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%.
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 14
Ability 4 Descr     := Only Once facility allowed per system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 500 minerals each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1000 mineral units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 600 minerals each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2000 mineral units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 700 minerals each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3000 mineral units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility IV
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4000 mineral units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility V
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 5000 mineral units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VI
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 6000 mineral units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Replicator I
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 5000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
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 Replicator II
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 6000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Mineral Replicator III
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 7000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Mineral 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       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 10000 minerals for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Technology
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 III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 30000 minerals for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 40000 minerals for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage 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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 50000 minerals for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Organics Farm Facility I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 500 organics each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1000 organic units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 600 organics each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2000 organic units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 700 organics each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3000 organic units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility IV
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 4
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     := Facility has a storage silo that can store 4000 organic units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility V
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 900 organics each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 5000 organic units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VI
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 4
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     := Facility has a storage silo that can store 6000 organic units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organic Replicator I
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 5000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 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                := Organic Replicator II
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Organic Replicator III
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 7000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := 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       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Technology
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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Technology
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 III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 30000 organics for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 40000 organics for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage 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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 50000 organics for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Radioactives Extraction Facility I
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 500 radioactives each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1000 radioactive units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility II
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 600 radioactives each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2000 radioactive units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility III
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 700 radioactives each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3000 radioactive units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility IV
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 800 radioactives each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4000 radioactive units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility V
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 900 radioactives each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 5000 radioactive units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility VI
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1000 radioactives each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 6000 radioactive units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Replicator I
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 5000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
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 Replicator II
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 6000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Radioactives Replicator III
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 7000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := 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       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 10000 radioactives for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Technology
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 III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 30000 radioactives for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 40000 radioactives for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage 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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 50000 radioactives for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Monolith Facility I
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 800 organics each turn.
Ability 2 Val 1     := 800
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 800 radioactives each turn.
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 5000 organics for an empire.
Ability 5 Val 1     := 5000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 5000 organics for an empire.
Ability 6 Val 1     := 5000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 5000 organics for an empire.
Ability 7 Val 1     := 5000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility II
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 900 organics each turn.
Ability 2 Val 1     := 900
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 900 radioactives each turn.
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 6000 organics for an empire.
Ability 5 Val 1     := 6000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 6000 organics for an empire.
Ability 6 Val 1     := 6000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 6000 organics for an empire.
Ability 7 Val 1     := 6000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility III
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1000 organics each turn.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1000 radioactives each turn.
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 7000 organics for an empire.
Ability 5 Val 1     := 7000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 7000 organics for an empire.
Ability 6 Val 1     := 7000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 7000 organics for an empire.
Ability 7 Val 1     := 7000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility IV
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1100 minerals each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1100 organics each turn.
Ability 2 Val 1     := 1100
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1100 radioactives each turn.
Ability 3 Val 1     := 1100
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 8000 organics for an empire.
Ability 5 Val 1     := 8000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 8000 organics for an empire.
Ability 6 Val 1     := 8000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 8000 organics for an empire.
Ability 7 Val 1     := 8000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility V
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1200 organics each turn.
Ability 2 Val 1     := 1200
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1200 radioactives each turn.
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 9000 organics for an empire.
Ability 5 Val 1     := 9000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 9000 organics for an empire.
Ability 6 Val 1     := 9000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 9000 organics for an empire.
Ability 7 Val 1     := 9000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Penal Mining Operation I
Description         := Penal mining facilities are designed to rehabilitate criminals through hard labor.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 5% a year.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Penal Mining Operation II
Description         := Penal mining facilities are designed to rehabilitate criminals through hard labor.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1100 minerals each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 5% a year.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Penal Mining Operation III
Description         := Penal mining facilities are designed to rehabilitate criminals through hard labor.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 5% a year.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

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

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

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

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

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

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

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

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

Name                := 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  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

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

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

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

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

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

Name                := Atmospheric Modification Plant I
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 7
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
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       := 13000
Cost Organics       := 13000
Cost Radioactives   := 13000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 8
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2.5 years.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant III
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 11000
Cost Organics       := 11000
Cost Radioactives   := 11000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 9
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
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                := Research Center I
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 1500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 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     := 85
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2000
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
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

Name                := Research Center III
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 700 research points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Research Center IV
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 4
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 800 research points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Research Center V
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 5
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 900 research points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Central Computer Complex I
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Central Computer Complex II
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Central Computer Complex III
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Security Center I
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 1500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 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                := Security Center II
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2000
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
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

Name                := Security Center III
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 700 intelligence points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Starfleet Intelligence I
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system effective).
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system effective).
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Starfleet Intelligence II
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -20
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Starfleet Security III
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system eff.
Ability 1 Val 1     := -30
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system eff.
Ability 2 Val 1     := -30
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

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

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

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

Name                := Space Port
Description         := Facility which processes all generated resources in its system and makes them available for the empire.
Facility Group      := Commerce Infrastructure
Facility Family     := 7
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 7
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 1
Tech Area Req 1     := Federation Technology
Tech Level Req 1    := 1
Number of Abilities := 5
Ability 1 Type      := Spaceport
Ability 1 Descr     := Acts as a spaceport for this system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Has huge cargo storage bays.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Minerals
Ability 3 Descr     := Generates 150 mineral resource income
Ability 3 Val 1     := 150
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Organics
Ability 4 Descr     := Generates 150 organic resource income
Ability 4 Val 1     := 150
Ability 4 Val 2     := 0
Ability 5 Type      := Generate Points Radioactives
Ability 5 Descr     := Generates 150 radioactive resource income
Ability 5 Val 1     := 150
Ability 5 Val 2     := 0

Name                := Trade Center I
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 500
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 300 minerals per star each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 300 organics per star each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 300 radioactives per star each turn.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 500 extra unit spaces on a planet.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Trade Center II
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 500
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 400 minerals per star each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 400 organics per star each turn.
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 400 radioactives per star each turn.
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 600 extra unit spaces on a planet.
Ability 4 Val 1     := 600
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Trade Center III
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 500
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 500 minerals per star each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 500 organics per star each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 500 radioactives per star each turn.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 700 extra unit spaces on a planet.
Ability 4 Val 1     := 700
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Colonization Office I
Description         := The Colonization Office is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 10M per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Colonization Office II
Description         := The Colonization Office is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 20M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Colonization Office III
Description         := The Colonization Office is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 40M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Resupply Depot
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Commerce Infrastructure
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 35
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Resupply
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Can store 500kt in cargo
Ability 2 Val 1     := 500
Ability 2 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       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1000kt of storage space.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Cargo Facility II
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Cargo Facility III
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0

Name                := Cargo Facility IV
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 4000 extra unit spaces on a planet.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0

Name                := 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       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 5000 extra unit spaces on a planet.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Cargo Facility VI
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 6
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 6000 extra unit spaces on a planet.
Ability 1 Val 1     := 6000
Ability 1 Val 2     := 0

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       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 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       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 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       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 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  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 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       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 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     := 2
Ability 1 Val 2     := 0

Name                := Urban Pacification Center III
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 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     := 3
Ability 1 Val 2     := 0

Name                := Construction Yard I
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard II
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 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 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard III
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project A
Description         := Expansion project designed to be upgraded into 2nd Construction Yard facility.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 04
Ability 1 Descr     := Must UPGRADE to Expanded Construction Yard A.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard A
Description         := An expansion yard that increases the construction rate of Construction Yards.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 04
Ability 4 Descr     := This is an UPGRADE facility only.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project B
Description         := Expansion project designed to be upgraded into 2nd Construction Yard facility.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 04
Ability 1 Descr     := Must UPGRADE to Expanded Construction Yard B.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard B
Description         := An expansion yard that increases the construction rate of Construction Yards.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 04
Ability 4 Descr     := This is an UPGRADE facility only.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Utopia Planitia Project
Description         := Orbital shipyard project designed to enhance a Construction Yard.
Facility Group      := Commerce Infrastructure
Facility Family     := 515
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := AI Tag 12
Ability 1 Descr     := Only One Per System.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Gen Modifier System - Minerals
Ability 2 Descr     := Must UPGRADE to Utopia Planitia Facility.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0

Name                := Utopia Planitia Facility
Description         := Orbital shipyard project designed to enhance a Construction Yard.
Facility Group      := Commerce Infrastructure
Facility Family     := 515
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 6
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 800 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 5800
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 800 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 800
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 800 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 800
Ability 4 Type      := AI Tag 12
Ability 4 Descr     := Can generate unlimited supplies each turn for ships
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Supply Generation
Ability 5 Descr     := Only One Utopia Planitia Facility per system
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Gen Modifier System - Minerals
Ability 6 Descr     := 
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0

Name                := Repair Yard I
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 6 components per turn.
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 5%.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard II
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 8 components per turn.
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 8%.
Ability 2 Val 1     := 8
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard III
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 10 components per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs. 
Facility Group      := Planetary Defense
Facility Family     := 39
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 20000
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 7
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Stop Planet Destroyer
Ability 1 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := System Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system. 
Facility Group      := Planetary Defense
Facility Family     := 40
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 100000
Cost Organics       := 2000
Cost Radioactives   := 50000
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 8
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Massive Planetary Shield Generator I
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 30000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator II
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 30000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 8000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 8000
Ability 1 Val 2     := 0

Name                := Fortress Facility I
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := 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
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility II
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 2000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility III
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 3000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Starfleet Command I
Description         := Gives combat orders to ships and fleets within the system.  
Facility Group      := Military Infrastructure
Facility Family     := 512
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 576
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 4% combat bonus to all ships and units in this system.
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Starfleet Command II
Description         := Gives combat orders to ships and fleets within the system.  
Facility Group      := Military Infrastructure
Facility Family     := 512
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 576
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 8% combat bonus to all ships and units in this system.
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := Starfleet Training Facility I
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 623
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 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 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Starfleet Training Facility II
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 623
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Starfleet Training Facility III
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 623
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Starfleet Combat Training Center I
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 621
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 4
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 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 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Starfleet Combat Training Center II
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 621
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 5
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Starfleet Combat Training Center III
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 621
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Sector Headquarters
Description         := Provides for enhanced ship training and weapon damage within the system they are in.
Facility Group      := Military Infrastructure
Facility Family     := 505
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 742
Cost Minerals       := 1000
Cost Organics       := 10000
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Damage Modifier - System
Ability 2 Descr     := Gives a 5% damage bonus to all of our weapons used in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 07
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fleet Headquarters
Description         := Provides for enhance fleet training and give a combat bonus within any system that they constructed in.
Facility Group      := Military Infrastructure
Facility Family     := 507
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 746
Cost Minerals       := 1000
Cost Organics       := 10000
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 5% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 08
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Governmental Complex
Description         := System Capital.
Facility Group      := Commerce Infrastructure
Facility Family     := 20
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 533
Cost Minerals       := 5000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Federation Technology
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 10%.
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%.
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%.
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 14
Ability 4 Descr     := Only Once facility allowed per system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 500 minerals each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1000 mineral units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 600 minerals each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2000 mineral units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 700 minerals each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3000 mineral units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility IV
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4000 mineral units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility V
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 5000 mineral units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VI
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 6000 mineral units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Replicator I
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 5000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
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 Replicator II
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 6000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Mineral Replicator III
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 7000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Mineral 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       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 10000 minerals for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Technology
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 III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 30000 minerals for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 40000 minerals for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage 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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 50000 minerals for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Organics Farm Facility I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 500 organics each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1000 organic units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 600 organics each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2000 organic units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 700 organics each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3000 organic units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility IV
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 4
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     := Facility has a storage silo that can store 4000 organic units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility V
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 900 organics each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 5000 organic units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VI
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 4
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     := Facility has a storage silo that can store 6000 organic units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organic Replicator I
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 5000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 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                := Organic Replicator II
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Organic Replicator III
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 7000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := 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       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Technology
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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Technology
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 III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 30000 organics for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 40000 organics for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage 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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 50000 organics for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Radioactives Extraction Facility I
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 500 radioactives each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1000 radioactive units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility II
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 600 radioactives each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2000 radioactive units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility III
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 700 radioactives each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3000 radioactive units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility IV
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 800 radioactives each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4000 radioactive units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility V
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 900 radioactives each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 5000 radioactive units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility VI
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1000 radioactives each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 6000 radioactive units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Replicator I
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 5000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
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 Replicator II
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 6000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Radioactives Replicator III
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 7000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := 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       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 10000 radioactives for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Technology
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 III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 30000 radioactives for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 40000 radioactives for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage 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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 50000 radioactives for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Franchise Facility I
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 800 organics each turn.
Ability 2 Val 1     := 800
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 800 radioactives each turn.
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 5000 organics for an empire.
Ability 5 Val 1     := 5000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 5000 organics for an empire.
Ability 6 Val 1     := 5000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 5000 organics for an empire.
Ability 7 Val 1     := 5000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Franchise Facility II
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 900 organics each turn.
Ability 2 Val 1     := 900
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 900 radioactives each turn.
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 6000 organics for an empire.
Ability 5 Val 1     := 6000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 6000 organics for an empire.
Ability 6 Val 1     := 6000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 6000 organics for an empire.
Ability 7 Val 1     := 6000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Franchise Facility III
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1000 organics each turn.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1000 radioactives each turn.
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 7000 organics for an empire.
Ability 5 Val 1     := 7000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 7000 organics for an empire.
Ability 6 Val 1     := 7000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 7000 organics for an empire.
Ability 7 Val 1     := 7000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Franchise Facility IV
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1100 minerals each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1100 organics each turn.
Ability 2 Val 1     := 1100
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1100 radioactives each turn.
Ability 3 Val 1     := 1100
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 8000 organics for an empire.
Ability 5 Val 1     := 8000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 8000 organics for an empire.
Ability 6 Val 1     := 8000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 8000 organics for an empire.
Ability 7 Val 1     := 8000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Franchise Facility V
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1200 organics each turn.
Ability 2 Val 1     := 1200
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1200 radioactives each turn.
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 9000 organics for an empire.
Ability 5 Val 1     := 9000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 9000 organics for an empire.
Ability 6 Val 1     := 9000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 9000 organics for an empire.
Ability 7 Val 1     := 9000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Slave Camps I
Description         := Slave Camps are mining facility designed to use slave labor to the death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 5% a year.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Slave Camps II
Description         := Slave Camps are mining facility designed to use slave labor to the death
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1100 minerals each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 5% a year.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Slave Camps III
Description         := Slave Camps are mining facility designed to use slave labor to the death
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 5% a year.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

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

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

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

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

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

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

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

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

Name                := 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  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

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

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

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

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

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

Name                := Atmospheric Modification Plant I
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 7
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
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       := 13000
Cost Organics       := 13000
Cost Radioactives   := 13000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 8
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2.5 years.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant III
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 11000
Cost Organics       := 11000
Cost Radioactives   := 11000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 9
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
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                := Research Center I
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 1500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 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     := 85
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2000
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
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

Name                := Research Center III
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 700 research points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Research Center IV
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 4
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 800 research points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Research Center V
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 5
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 900 research points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Central Computer Complex I
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Central Computer Complex II
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Central Computer Complex III
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Intelligence Center I
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 1500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 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     := 86
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2000
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
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

Name                := Intelligence Center III
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 700 intelligence points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Franchise Division I
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events to increasing profit.
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system effective).
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system effective).
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Franchise Division II
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events to increasing profit.
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -20
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Franchise Division III
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events to increase profit. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system eff.
Ability 1 Val 1     := -30
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system eff.
Ability 2 Val 1     := -30
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

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

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

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

Name                := Space Port
Description         := Facility which processes all generated resources in its system and makes them available for the empire.
Facility Group      := Commerce Infrastructure
Facility Family     := 7
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 7
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 1
Tech Area Req 1     := Ferengi Technology
Tech Level Req 1    := 1
Number of Abilities := 5
Ability 1 Type      := Spaceport
Ability 1 Descr     := Acts as a spaceport for this system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Has huge cargo storage bays.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Minerals
Ability 3 Descr     := Generates 200 mineral resource income
Ability 3 Val 1     := 200
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Organics
Ability 4 Descr     := Generates 200 organic resource income
Ability 4 Val 1     := 200
Ability 4 Val 2     := 0
Ability 5 Type      := Generate Points Radioactives
Ability 5 Descr     := Generates 200 radioactive resource income
Ability 5 Val 1     := 200
Ability 5 Val 2     := 0

Name                := Profit Center I
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 500
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 350 minerals per star each turn.
Ability 1 Val 1     := 350
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 350 organics per star each turn.
Ability 2 Val 1     := 350
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 350 radioactives per star each turn.
Ability 3 Val 1     := 350
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 500 extra unit spaces on a planet.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Profit Center II
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 500
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 450 minerals per star each turn.
Ability 1 Val 1     := 450
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 450 organics per star each turn.
Ability 2 Val 1     := 450
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 400 radioactives per star each turn.
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 600 extra unit spaces on a planet.
Ability 4 Val 1     := 600
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0
Ability 8 Descr     := Only 1 facility per system allowed.
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Profit Center III
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 500
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 550 minerals per star each turn.
Ability 1 Val 1     := 550
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 550 organics per star each turn.
Ability 2 Val 1     := 550
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 550 radioactives per star each turn.
Ability 3 Val 1     := 550
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 700 extra unit spaces on a planet.
Ability 4 Val 1     := 700
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Treasurers Office I
Description         := The Treasurers Office is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 10M per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Treasurers Office II
Description         := The Treasurers Office is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 20M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Treasurers Office III
Description         := The Treasurers Office is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 40M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Resupply Depot
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Commerce Infrastructure
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 35
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Resupply
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Can store 500kt in cargo
Ability 2 Val 1     := 500
Ability 2 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       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1000kt of storage space.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Cargo Facility II
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Cargo Facility III
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0

Name                := Cargo Facility IV
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 4000 extra unit spaces on a planet.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0

Name                := 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       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 5000 extra unit spaces on a planet.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Cargo Facility VI
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 6
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 6000 extra unit spaces on a planet.
Ability 1 Val 1     := 6000
Ability 1 Val 2     := 0

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       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 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       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 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       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 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  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 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       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 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     := 2
Ability 1 Val 2     := 0

Name                := Urban Pacification Center III
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 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     := 3
Ability 1 Val 2     := 0

Name                := Construction Yard I
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard II
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 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 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard III
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project A
Description         := Expansion project designed to be upgraded into 2nd Construction Yard facility.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 04
Ability 1 Descr     := Must UPGRADE to Expanded Construction Yard A.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard A
Description         := An expansion yard that increases the construction rate of Construction Yards.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 04
Ability 4 Descr     := This is an UPGRADE facility only.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project B
Description         := Expansion project designed to be upgraded into 3rd Construction Yard facility.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 05
Ability 1 Descr     := Must UPGRADE to Expanded Construction Yard B.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard B
Description         := An expansion yard that increases the construction rate of Construction Yards.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 05
Ability 4 Descr     := This is an UPGRADE facility only.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Repair Yard I
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 6 components per turn.
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 5%.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard II
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 8 components per turn.
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 8%.
Ability 2 Val 1     := 8
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard III
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 10 components per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs. 
Facility Group      := Planetary Defense
Facility Family     := 39
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 20000
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 7
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Stop Planet Destroyer
Ability 1 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := System Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system. 
Facility Group      := Planetary Defense
Facility Family     := 40
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 100000
Cost Organics       := 2000
Cost Radioactives   := 50000
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 8
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Massive Planetary Shield Generator I
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 30000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator II
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 30000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 8000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 8000
Ability 1 Val 2     := 0

Name                := Fortress Facility I
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := 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
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility II
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 2000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility III
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 3000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Commerce Guild I
Description         := Gives combat orders to ships and fleets within the system.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 4% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Commerce Guild II
Description         := Gives combat orders to ships and fleets within the system.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 8% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := Ship Training Facility I
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 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 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Ship Training Facility II
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Ship Training Facility III
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Fleet Training Facility I
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 4
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 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 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Fleet Training Facility II
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 5
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Fleet Training Facility III
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Acquisition Training Complex
Description         := Provides for enhanced ship training and weapon damage within the system they are in.
Facility Group      := Military Infrastructure
Facility Family     := 505
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 742
Cost Minerals       := 1000
Cost Organics       := 10000
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Damage Modifier - System
Ability 2 Descr     := Gives a 5% damage bonus to all of our weapons used in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 07
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Acquisition and Collection Complex
Description         := Provides for enhanced fleet training and give a combat bonus within any system that they constructed in.
Facility Group      := Military Infrastructure
Facility Family     := 507
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 746
Cost Minerals       := 1000
Cost Organics       := 10000
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 5% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 08
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Tower Of Commerce
Description         := System Capital.
Facility Group      := Commerce Infrastructure
Facility Family     := 20
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 533
Cost Minerals       := 5000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Ferengi Technology
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 10%.
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%.
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%.
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 14
Ability 4 Descr     := Only Once facility allowed per system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 500 minerals each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1000 mineral units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 600 minerals each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2000 mineral units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 700 minerals each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3000 mineral units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility IV
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4000 mineral units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility V
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 5000 mineral units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VI
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 6000 mineral units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Replicator I
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 5000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
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 Replicator II
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 6000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Mineral Replicator III
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 7000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Mineral 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       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 10000 minerals for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := General Race Technology
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 III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 30000 minerals for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 40000 minerals for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage 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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 50000 minerals for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Organics Farm Facility I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 500 organics each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1000 organic units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 600 organics each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2000 organic units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 700 organics each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3000 organic units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility IV
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 4
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     := Facility has a storage silo that can store 4000 organic units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility V
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 900 organics each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 5000 organic units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VI
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 4
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     := Facility has a storage silo that can store 6000 organic units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organic Replicator I
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 5000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 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                := Organic Replicator II
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Organic Replicator III
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 7000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := 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       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := General Race Technology
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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := General Race Technology
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 III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 30000 organics for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 40000 organics for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage 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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 50000 organics for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Radioactives Extraction Facility I
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 500 radioactives each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1000 radioactive units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility II
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 600 radioactives each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2000 radioactive units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility III
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 700 radioactives each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3000 radioactive units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility IV
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 800 radioactives each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4000 radioactive units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility V
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 900 radioactives each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 5000 radioactive units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility VI
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1000 radioactives each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 6000 radioactive units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Replicator I
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 5000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
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 Replicator II
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 6000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Radioactives Replicator III
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 7000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := 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       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 10000 radioactives for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := General Race Technology
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 III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 30000 radioactives for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 40000 radioactives for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage 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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 50000 radioactives for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Monolith Facility I
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 800 organics each turn.
Ability 2 Val 1     := 800
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 800 radioactives each turn.
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 5000 organics for an empire.
Ability 5 Val 1     := 5000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 5000 organics for an empire.
Ability 6 Val 1     := 5000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 5000 organics for an empire.
Ability 7 Val 1     := 5000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility II
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 900 organics each turn.
Ability 2 Val 1     := 900
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 900 radioactives each turn.
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 6000 organics for an empire.
Ability 5 Val 1     := 6000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 6000 organics for an empire.
Ability 6 Val 1     := 6000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 6000 organics for an empire.
Ability 7 Val 1     := 6000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility III
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1000 organics each turn.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1000 radioactives each turn.
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 7000 organics for an empire.
Ability 5 Val 1     := 7000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 7000 organics for an empire.
Ability 6 Val 1     := 7000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 7000 organics for an empire.
Ability 7 Val 1     := 7000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility IV
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1100 minerals each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1100 organics each turn.
Ability 2 Val 1     := 1100
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1100 radioactives each turn.
Ability 3 Val 1     := 1100
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 8000 organics for an empire.
Ability 5 Val 1     := 8000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 8000 organics for an empire.
Ability 6 Val 1     := 8000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 8000 organics for an empire.
Ability 7 Val 1     := 8000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility V
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1200 organics each turn.
Ability 2 Val 1     := 1200
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1200 radioactives each turn.
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 9000 organics for an empire.
Ability 5 Val 1     := 9000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 9000 organics for an empire.
Ability 6 Val 1     := 9000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 9000 organics for an empire.
Ability 7 Val 1     := 9000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Penal Mining Operation I
Description         := Penal mining facilities are designed to rehabilitate criminals through hard labor.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 5% a year.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Penal Mining Operation II
Description         := Penal mining facilities are designed to rehabilitate criminals through hard labor.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1100 minerals each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 5% a year.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Penal Mining Operation III
Description         := Penal mining facilities are designed to rehabilitate criminals through hard labor.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 5% a year.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

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

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

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

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

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

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

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

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

Name                := 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  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 1
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

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

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

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

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

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

Name                := Atmospheric Modification Plant I
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 7
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
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       := 13000
Cost Organics       := 13000
Cost Radioactives   := 13000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 8
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2.5 years.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant III
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 11000
Cost Organics       := 11000
Cost Radioactives   := 11000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 9
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
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                := Research Center I
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 1500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 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     := 85
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2000
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
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

Name                := Research Center III
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 700 research points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Research Center IV
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 4
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 800 research points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Research Center V
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 5
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 900 research points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Central Computer Complex I
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Central Computer Complex II
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Central Computer Complex III
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Intelligence Center I
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 1500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 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     := 86
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2000
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
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

Name                := Intelligence Center III
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 700 intelligence points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Secret Service I
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system effective).
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system effective).
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Secret Service II
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -20
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Secret Service III
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system eff.
Ability 1 Val 1     := -30
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system eff.
Ability 2 Val 1     := -30
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

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

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

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

Name                := Space Port
Description         := Facility which processes all generated resources in its system and makes them available for the empire.
Facility Group      := Commerce Infrastructure
Facility Family     := 7
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 7
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 1
Tech Area Req 1     := General Race Technology
Tech Level Req 1    := 1
Number of Abilities := 5
Ability 1 Type      := Spaceport
Ability 1 Descr     := Acts as a spaceport for this system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Has huge cargo storage bays.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Minerals
Ability 3 Descr     := Generates 100 mineral resource income
Ability 3 Val 1     := 100
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Organics
Ability 4 Descr     := Generates 100 organic resource income
Ability 4 Val 1     := 100
Ability 4 Val 2     := 0
Ability 5 Type      := Generate Points Radioactives
Ability 5 Descr     := Generates 100 radioactive resource income
Ability 5 Val 1     := 100
Ability 5 Val 2     := 0

Name                := Trade Center I
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 500
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 300 minerals per star each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 300 organics per star each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 300 radioactives per star each turn.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 500 extra unit spaces on a planet.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Trade Center II
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 500
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 400 minerals per star each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 400 organics per star each turn.
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 400 radioactives per star each turn.
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 600 extra unit spaces on a planet.
Ability 4 Val 1     := 600
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Trade Center III
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 500
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 500 minerals per star each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 500 organics per star each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 500 radioactives per star each turn.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 700 extra unit spaces on a planet.
Ability 4 Val 1     := 700
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Colonization Office I
Description         := The Colonization Office is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 10M per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Colonization Office II
Description         := The Colonization Office is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 20M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Colonization Office III
Description         := The Colonization Office is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 40M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Resupply Depot
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Commerce Infrastructure
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 35
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Resupply
Tech Level Req 1    := 1
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Can store 500kt in cargo
Ability 2 Val 1     := 500
Ability 2 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       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1000kt of storage space.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Cargo Facility II
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Cargo Facility III
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0

Name                := Cargo Facility IV
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 4000 extra unit spaces on a planet.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0

Name                := 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       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 5000 extra unit spaces on a planet.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Cargo Facility VI
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 6
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 6000 extra unit spaces on a planet.
Ability 1 Val 1     := 6000
Ability 1 Val 2     := 0

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       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 1
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 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       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 2
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 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       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 3
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 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  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 1
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 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       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 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     := 2
Ability 1 Val 2     := 0

Name                := Urban Pacification Center III
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 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     := 3
Ability 1 Val 2     := 0

Name                := Construction Yard I
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard II
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 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 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard III
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project A
Description         := Expansion project designed to be upgraded into 2nd Construction Yard facility.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 1
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 04
Ability 1 Descr     := Must UPGRADE to Expanded Construction Yard A.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard A
Description         := An expansion yard that increases the construction rate of Construction Yards.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 2
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 04
Ability 4 Descr     := This is an UPGRADE facility only.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project B
Description         := Expansion project designed to be upgraded into 3rd Space Construction facility.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 1
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 05
Ability 1 Descr     := Must UPGRADE to Expanded Construction Yard B.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard B
Description         := An expansion yard that increases the construction rate of Construction Yards.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 2
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 05
Ability 4 Descr     := This is an UPGRADE facility only.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Repair Yard I
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 1
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 6 components per turn.
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 5%.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard II
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 2
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 8 components per turn.
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 8%.
Ability 2 Val 1     := 8
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard III
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 3
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 10 components per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs. 
Facility Group      := Planetary Defense
Facility Family     := 39
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 20000
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 7
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Stop Planet Destroyer
Ability 1 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := System Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system. 
Facility Group      := Planetary Defense
Facility Family     := 40
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 100000
Cost Organics       := 2000
Cost Radioactives   := 50000
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 8
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Massive Planetary Shield Generator I
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 30000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator II
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 30000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 2
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 8000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 8000
Ability 1 Val 2     := 0

Name                := Fortress Facility I
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 1
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := 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
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility II
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 2
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 2000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility III
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 3
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 3000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := System Control I
Description         := Gives combat orders to ships and fleets within the system  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 4% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := System Control II
Description         := Gives combat orders to ships and fleets within the system  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 8% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := Ship Training Facility I
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 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 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Ship Training Facility II
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Ship Training Facility III
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Fleet Training Facility I
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 4
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 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 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Fleet Training Facility II
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 5
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Fleet Training Facility III
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Omniplex Training Center
Description         := Provides for enhanced ship training and weapon damage within the system they are in.
Facility Group      := Military Infrastructure
Facility Family     := 505
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 742
Cost Minerals       := 1000
Cost Organics       := 10000
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Damage Modifier - System
Ability 2 Descr     := Gives a 5% damage bonus to all of our weapons used in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 07
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Omniplex Combat Center
Description         := Provides for enhanced fleet training and give a combat bonus within any system that they constructed in.
Facility Group      := Military Infrastructure
Facility Family     := 507
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 746
Cost Minerals       := 1000
Cost Organics       := 10000
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 5% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 08
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := System Capital
Description         := System Capital.
Facility Group      := Commerce Infrastructure
Facility Family     := 20
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 533
Cost Minerals       := 5000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := General Race Technology
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 10%.
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%.
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%.
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 14
Ability 4 Descr     := Only Once facility allowed per system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 500 minerals each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1000 mineral units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 600 minerals each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2000 mineral units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 700 minerals each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3000 mineral units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility IV
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4000 mineral units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility V
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 5000 mineral units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VI
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 6000 mineral units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Replicator I
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 5000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
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 Replicator II
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 6000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Mineral Replicator III
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 7000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Mineral 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       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 10000 minerals for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Technology
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 III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 30000 minerals for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 40000 minerals for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage 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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 50000 minerals for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Organics Farm Facility I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 500 organics each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1000 organic units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 600 organics each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2000 organic units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 700 organics each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3000 organic units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility IV
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 4
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     := Facility has a storage silo that can store 4000 organic units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility V
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 900 organics each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 5000 organic units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VI
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 4
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     := Facility has a storage silo that can store 6000 organic units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organic Replicator I
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 5000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 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                := Organic Replicator II
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Organic Replicator III
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 7000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := 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       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Technology
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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Technology
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 III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 30000 organics for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 40000 organics for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage 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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 50000 organics for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Radioactives Extraction Facility I
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 500 radioactives each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1000 radioactive units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility II
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 600 radioactives each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2000 radioactive units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility III
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 700 radioactives each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3000 radioactive units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility IV
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 800 radioactives each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4000 radioactive units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility V
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 900 radioactives each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 5000 radioactive units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility VI
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1000 radioactives each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 6000 radioactive units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Replicator I
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 5000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
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 Replicator II
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 6000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Radioactives Replicator III
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 7000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := 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       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 10000 radioactives for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Technology
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 III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 30000 radioactives for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 40000 radioactives for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage 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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 50000 radioactives for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Monolith Facility I
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 800 organics each turn.
Ability 2 Val 1     := 800
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 800 radioactives each turn.
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 5000 organics for an empire.
Ability 5 Val 1     := 5000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 5000 organics for an empire.
Ability 6 Val 1     := 5000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 5000 organics for an empire.
Ability 7 Val 1     := 5000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility II
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 900 organics each turn.
Ability 2 Val 1     := 900
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 900 radioactives each turn.
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 6000 organics for an empire.
Ability 5 Val 1     := 6000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 6000 organics for an empire.
Ability 6 Val 1     := 6000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 6000 organics for an empire.
Ability 7 Val 1     := 6000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility III
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1000 organics each turn.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1000 radioactives each turn.
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 7000 organics for an empire.
Ability 5 Val 1     := 7000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 7000 organics for an empire.
Ability 6 Val 1     := 7000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 7000 organics for an empire.
Ability 7 Val 1     := 7000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility IV
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1100 minerals each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1100 organics each turn.
Ability 2 Val 1     := 1100
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1100 radioactives each turn.
Ability 3 Val 1     := 1100
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 8000 organics for an empire.
Ability 5 Val 1     := 8000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 8000 organics for an empire.
Ability 6 Val 1     := 8000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 8000 organics for an empire.
Ability 7 Val 1     := 8000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility V
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1200 organics each turn.
Ability 2 Val 1     := 1200
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1200 radioactives each turn.
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 9000 organics for an empire.
Ability 5 Val 1     := 9000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 9000 organics for an empire.
Ability 6 Val 1     := 9000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 9000 organics for an empire.
Ability 7 Val 1     := 9000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Forced Labor Camp I
Description         := Forced Labor Camps are mining facility designed to work criminals to death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 5% a year.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Forced Labor Camp II
Description         := Forced Labor Camps are mining facility designed to work criminals to death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1100 minerals each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 5% a year.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Forced Labor Camp III
Description         := Forced Labor Camps are mining facility designed to work criminals to death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 5% a year.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

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

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

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

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

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

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

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

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

Name                := 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  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

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

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

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

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

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

Name                := Atmospheric Modification Plant I
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 7
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
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       := 13000
Cost Organics       := 13000
Cost Radioactives   := 13000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 8
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2.5 years.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant III
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 11000
Cost Organics       := 11000
Cost Radioactives   := 11000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 9
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
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                := Research Center I
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 1500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 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     := 85
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2000
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
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

Name                := Research Center III
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 700 research points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Research Center IV
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 4
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 800 research points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Research Center V
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 5
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 900 research points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Central Computer Complex I
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Central Computer Complex II
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Central Computer Complex III
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Intelligence Center I
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 1500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 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     := 86
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2000
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
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

Name                := Intelligence Center III
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 700 intelligence points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Imperial Guard I
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system effective).
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system effective).
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Imperial Guard II
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -20
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Imperial Guard III
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system eff.
Ability 1 Val 1     := -30
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system eff.
Ability 2 Val 1     := -30
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

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

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

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

Name                := Space Port
Description         := Facility which processes all generated resources in its system and makes them available for the empire.
Facility Group      := Commerce Infrastructure
Facility Family     := 7
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 7
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 1
Tech Area Req 1     := Klingon Technology
Tech Level Req 1    := 1
Number of Abilities := 5
Ability 1 Type      := Spaceport
Ability 1 Descr     := Acts as a spaceport for this system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Has huge cargo storage bays.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Minerals
Ability 3 Descr     := Generates 100 mineral resource income
Ability 3 Val 1     := 100
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Organics
Ability 4 Descr     := Generates 100 organic resource income
Ability 4 Val 1     := 100
Ability 4 Val 2     := 0
Ability 5 Type      := Generate Points Radioactives
Ability 5 Descr     := Generates 100 radioactive resource income
Ability 5 Val 1     := 100
Ability 5 Val 2     := 0

Name                := Trade Center I
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 500
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 300 minerals per star each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 300 organics per star each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 300 radioactives per star each turn.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 500 extra unit spaces on a planet.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Trade Center II
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 500
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 400 minerals per star each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 400 organics per star each turn.
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 400 radioactives per star each turn.
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 600 extra unit spaces on a planet.
Ability 4 Val 1     := 600
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Trade Center III
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 500
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 500 minerals per star each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 500 organics per star each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 500 radioactives per star each turn.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 700 extra unit spaces on a planet.
Ability 4 Val 1     := 700
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Colonization Office I
Description         := The Colonization Office is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 10M per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Colonization Office II
Description         := The Colonization Office is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 20M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Colonization Office III
Description         := The Colonization Office is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 40M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Resupply Depot
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Commerce Infrastructure
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 35
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Resupply
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Can store 500kt in cargo
Ability 2 Val 1     := 500
Ability 2 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       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1000kt of storage space.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Cargo Facility II
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Cargo Facility III
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0

Name                := Cargo Facility IV
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 4000 extra unit spaces on a planet.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0

Name                := 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       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 5000 extra unit spaces on a planet.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Cargo Facility VI
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 6
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 6000 extra unit spaces on a planet.
Ability 1 Val 1     := 6000
Ability 1 Val 2     := 0

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       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 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       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 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       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 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  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 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       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 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     := 2
Ability 1 Val 2     := 0

Name                := Urban Pacification Center III
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 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     := 3
Ability 1 Val 2     := 0

Name                := Construction Yard I
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 1700 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1700
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1700 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1700
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1700 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1700
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard II
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2100 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2100
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2100 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2100
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2100 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2100
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard III
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
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 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project A
Description         := Expansion project designed to be upgraded into 2nd Construction Yard facility.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 04
Ability 1 Descr     := Must UPGRADE to Expanded Construction Yard A.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard A
Description         := An expansion yard that increases the construction rate of Construction Yards.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 600 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 600
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 600 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 600
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 600 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 600
Ability 4 Type      := AI Tag 04
Ability 4 Descr     := This is an UPGRADE facility only.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project B
Description         := Expansion project designed to be upgraded into 3rd Construction Yard facility.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 05
Ability 1 Descr     := Must UPGRADE to Expanded Construction Yard B.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Space Yard Expansion Facility B
Description         := An expansion yard that increases the construction rate of Construction Yards.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 800 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 800
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 800 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 800
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 800 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 800
Ability 4 Type      := AI Tag 05
Ability 4 Descr     := This is an UPGRADE facility only.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Repair Yard I
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 6 components per turn.
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 5%.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard II
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 8 components per turn.
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 8%.
Ability 2 Val 1     := 8
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard III
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 10 components per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs. 
Facility Group      := Planetary Defense
Facility Family     := 39
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 20000
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 7
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Stop Planet Destroyer
Ability 1 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := System Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system. 
Facility Group      := Planetary Defense
Facility Family     := 40
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 100000
Cost Organics       := 2000
Cost Radioactives   := 50000
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 8
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Massive Planetary Shield Generator I
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 30000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator II
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 30000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 8000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 8000
Ability 1 Val 2     := 0

Name                := Fortress Facility I
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := 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
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility II
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 2000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility III
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 3000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Imperial Command I
Description         := Gives combat orders to ships and fleets within the system  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 4% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Imperial Command II
Description         := Gives combat orders to ships and fleets within the system  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 8% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := War Academy I
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 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 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := War Academy II
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := War Academy III
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Imperial War Academy I
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 4
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 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 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Imperial War Academy II
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 5
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Imperial War Academy III
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Omniplex Battle Center
Description         := Provides for enhanced ship training and weapon damage within the system they are in.
Facility Group      := Military Infrastructure
Facility Family     := 505
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 742
Cost Minerals       := 1000
Cost Organics       := 10000
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Damage Modifier - System
Ability 2 Descr     := Gives a 5% damage bonus to all of our weapons used in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 07
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Omniplex War Center
Description         := Provides for enhanced fleet training and give a combat bonus within any system that they constructed in.
Facility Group      := Military Infrastructure
Facility Family     := 507
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 746
Cost Minerals       := 1000
Cost Organics       := 10000
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 5% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 08
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := System Control Complex
Description         := System Capital.
Facility Group      := Commerce Infrastructure
Facility Family     := 20
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 533
Cost Minerals       := 5000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Klingon Technology
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 10%.
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%.
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%.
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 14
Ability 4 Descr     := Only One facility allowed per system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Slave Mining Facility I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 500 minerals each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1000 mineral units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Slave Mining Facility II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 600 minerals each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2000 mineral units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Slave Mining Facility III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 700 minerals each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3000 mineral units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Slave Mining Facility IV
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4000 mineral units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Slave Mining Facility V
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 5000 mineral units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Slave Mining Facility VI
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 6000 mineral units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Replicator I
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 5000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
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 Replicator II
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 6000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Mineral Replicator III
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 7000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Mineral 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       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 10000 minerals for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
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 III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 30000 minerals for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 40000 minerals for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage 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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 50000 minerals for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Slave Organics Farm I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 500 organics each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1000 organic units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Slave Organics Farm II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 600 organics each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2000 organic units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Slave Organics Farm III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 700 organics each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3000 organic units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Slave Organics Farm IV
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 4
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     := Facility has a storage silo that can store 4000 organic units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Slave Organics Farm V
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 900 organics each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 5000 organic units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Slave Organics Farm VI
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 4
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     := Facility has a storage silo that can store 6000 organic units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organic Replicator I
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 5000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 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                := Organic Replicator II
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Organic Replicator III
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 7000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := 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       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
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 III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 30000 organics for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 40000 organics for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage 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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 50000 organics for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Slave Radioactives Mine I
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 500 radioactives each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1000 radioactive units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Slave Radioactives Mine II
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 600 radioactives each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2000 radioactive units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Slave Radioactives Mine III
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 700 radioactives each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3000 radioactive units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Slave Radioactives Mine IV
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 800 radioactives each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4000 radioactive units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Slave Radioactives Mine V
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 900 radioactives each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 5000 radioactive units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Slave Radioactives Mine VI
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1000 radioactives each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 6000 radioactive units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Replicator I
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 5000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
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 Replicator II
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 6000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Radioactives Replicator III
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 7000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := 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       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 10000 radioactives for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
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 III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 30000 radioactives for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 40000 radioactives for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage 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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 50000 radioactives for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Monolith Facility I
Description         := Universal tool which can harvest all of a planet's resources through slave labor.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 800 organics each turn.
Ability 2 Val 1     := 800
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 800 radioactives each turn.
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 5000 organics for an empire.
Ability 5 Val 1     := 5000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 5000 organics for an empire.
Ability 6 Val 1     := 5000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 5000 organics for an empire.
Ability 7 Val 1     := 5000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility II
Description         := Universal tool which can harvest all of a planet's resources through slave labor.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 900 organics each turn.
Ability 2 Val 1     := 900
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 900 radioactives each turn.
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 6000 organics for an empire.
Ability 5 Val 1     := 6000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 6000 organics for an empire.
Ability 6 Val 1     := 6000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 6000 organics for an empire.
Ability 7 Val 1     := 6000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility III
Description         := Universal tool which can harvest all of a planet's resources through slave labor.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1000 organics each turn.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1000 radioactives each turn.
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 7000 organics for an empire.
Ability 5 Val 1     := 7000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 7000 organics for an empire.
Ability 6 Val 1     := 7000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 7000 organics for an empire.
Ability 7 Val 1     := 7000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility IV
Description         := Universal tool which can harvest all of a planet's resources through slave labor.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1100 minerals each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1100 organics each turn.
Ability 2 Val 1     := 1100
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1100 radioactives each turn.
Ability 3 Val 1     := 1100
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 8000 organics for an empire.
Ability 5 Val 1     := 8000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 8000 organics for an empire.
Ability 6 Val 1     := 8000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 8000 organics for an empire.
Ability 7 Val 1     := 8000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility V
Description         := Universal tool which can harvest all of a planet's resources through slave labor.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1200 organics each turn.
Ability 2 Val 1     := 1200
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1200 radioactives each turn.
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 9000 organics for an empire.
Ability 5 Val 1     := 9000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 9000 organics for an empire.
Ability 6 Val 1     := 9000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 9000 organics for an empire.
Ability 7 Val 1     := 9000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Slave Labor Operation I
Description         := A Penal mining facility is designed to rehabilitate criminals through hard labor.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 5% a year.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Slave Labor Operation II
Description         := A Penal mining facility is designed to rehabilitate criminals through hard labor.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1100 minerals each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 5% a year.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Slave Labor Operation III
Description         := A Penal mining facility is designed to rehabilitate criminals through hard labor.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 5% a year.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

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

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

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

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

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

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

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

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

Name                := 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  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

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

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

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

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

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

Name                := Atmospheric Modification Plant I
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 7
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
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       := 13000
Cost Organics       := 13000
Cost Radioactives   := 13000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 8
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2.5 years.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant III
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 11000
Cost Organics       := 11000
Cost Radioactives   := 11000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 9
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
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                := Research Center I
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 1500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 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     := 85
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2000
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
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

Name                := Research Center III
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 700 research points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Research Center IV
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 4
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 800 research points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Research Center V
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 5
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 900 research points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Central Computer Complex I
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Central Computer Complex II
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Central Computer Complex III
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Spy Center I
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 1500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 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                := Spy Center II
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2000
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
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

Name                := Spy Center III
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 700 intelligence points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Spy Network I
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system effective).
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system effective).
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Spy Network II
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -20
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Spy Network III
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system eff.
Ability 1 Val 1     := -30
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system eff.
Ability 2 Val 1     := -30
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

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

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

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

Name                := Space Port
Description         := Facility which processes all generated resources in its system and makes them available for the empire.
Facility Group      := Commerce Infrastructure
Facility Family     := 7
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 7
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 1
Tech Area Req 1     := Pirate Race
Tech Level Req 1    := 1
Number of Abilities := 5
Ability 1 Type      := Spaceport
Ability 1 Descr     := Acts as a spaceport for this system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Has huge cargo storage bays.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Minerals
Ability 3 Descr     := Generates 100 mineral resource income
Ability 3 Val 1     := 100
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Organics
Ability 4 Descr     := Generates 100 organic resource income
Ability 4 Val 1     := 100
Ability 4 Val 2     := 0
Ability 5 Type      := Generate Points Radioactives
Ability 5 Descr     := Generates 100 radioactive resource income
Ability 5 Val 1     := 100
Ability 5 Val 2     := 0

Name                := Trade Market I
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 500
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 300 minerals per star each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 300 organics per star each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 300 radioactives per star each turn.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 500 extra unit spaces on a planet.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Trade Market II
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 500
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 400 minerals per star each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 400 organics per star each turn.
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 400 radioactives per star each turn.
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 600 extra unit spaces on a planet.
Ability 4 Val 1     := 600
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Trade Market III
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 500
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 500 minerals per star each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 500 organics per star each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 500 radioactives per star each turn.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 700 extra unit spaces on a planet.
Ability 4 Val 1     := 700
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Slavers Market I
Description         := The slave market is responsible for acquiring new slave labor to staff newly established colonies.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 10M per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Slavers Market II
Description         := The slave market is responsible for acquiring new slave labor to staff newly established colonies.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 20M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Slavers Market III
Description         := The slave market is responsible for acquiring new slave labor to staff newly established colonies.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 40M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Resupply Depot
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Commerce Infrastructure
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 35
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Resupply
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Can store 500kt in cargo
Ability 2 Val 1     := 500
Ability 2 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       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1000kt of storage space.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Cargo Facility II
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Cargo Facility III
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0

Name                := Cargo Facility IV
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 4000 extra unit spaces on a planet.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0

Name                := 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       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 5000 extra unit spaces on a planet.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Cargo Facility VI
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 6
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 6000 extra unit spaces on a planet.
Ability 1 Val 1     := 6000
Ability 1 Val 2     := 0

Name                := Medical Center 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       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Medical Center 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       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := Medical Center 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       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0

Name                := 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  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 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                := Pacification Center II
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 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     := 2
Ability 1 Val 2     := 0

Name                := Pacification Center III
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 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     := 3
Ability 1 Val 2     := 0

Name                := Construction Yard I
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard II
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 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 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard III
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project A
Description         := Expansion project designed to be upgraded into 2nd Construction Yard facility.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 04
Ability 1 Descr     := Must UPGRADE to Expanded Construction Yard A.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard A
Description         := An expansion yard that increases the construction rate of Construction Yards.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 04
Ability 4 Descr     := This is an UPGRADE facility only.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project B
Description         := Expansion project designed to be upgraded into 3rd Construction Yard facility.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 05
Ability 1 Descr     := Must UPGRADE to Expanded Construction Yard B.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard B
Description         := An expansion yard that increases the construction rate of Construction Yards.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 05
Ability 4 Descr     := This is an UPGRADE facility only.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Repair Yard I
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 6 components per turn.
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 5%.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard II
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 8 components per turn.
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 8%.
Ability 2 Val 1     := 8
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard III
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 10 components per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs. 
Facility Group      := Planetary Defense
Facility Family     := 39
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 20000
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 7
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Stop Planet Destroyer
Ability 1 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := System Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system. 
Facility Group      := Planetary Defense
Facility Family     := 40
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 100000
Cost Organics       := 2000
Cost Radioactives   := 50000
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 8
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Massive Planetary Shield Generator I
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 30000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator II
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 30000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 8000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 8000
Ability 1 Val 2     := 0

Name                := Fortress Facility I
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := 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
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility II
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 2000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility III
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 3000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Sector Command I
Description         := Gives combat orders to ships and fleets within the system.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 4% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Sector Command II
Description         := Gives combat orders to ships and fleets within the system.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 8% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := Ship Training Facility I
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 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 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Ship Training Facility II
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Ship Training Facility III
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Fleet Training Facility I
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 4
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 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 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Fleet Training Facility II
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 5
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Fleet Training Facility III
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Omniplex Training Center
Description         := Provides for enhanced ship training and weapon damage within the system they are in.
Facility Group      := Military Infrastructure
Facility Family     := 505
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 742
Cost Minerals       := 1000
Cost Organics       := 10000
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Damage Modifier - System
Ability 2 Descr     := Gives a 5% damage bonus to all of our weapons used in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 07
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Omniplex Combat Center
Description         := Provides for enhanced fleet training and give a combat bonus within any system that they constructed in.
Facility Group      := Military Infrastructure
Facility Family     := 507
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 746
Cost Minerals       := 1000
Cost Organics       := 10000
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 5% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 08
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Open Market
Description         := System Capital.
Facility Group      := Commerce Infrastructure
Facility Family     := 20
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 533
Cost Minerals       := 5000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Pirate Race
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 10%.
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%.
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%.
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 14
Ability 4 Descr     := Only one facility allowed per system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 500 minerals each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1000 mineral units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 600 minerals each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2000 mineral units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 700 minerals each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3000 mineral units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility IV
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4000 mineral units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility V
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 5000 mineral units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VI
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 6000 mineral units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Replicator I
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 5000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
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 Replicator II
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 6000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Mineral Replicator III
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 7000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Mineral 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       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 10000 minerals for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Technology
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 III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 30000 minerals for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 40000 minerals for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage 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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 50000 minerals for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Organics Farm Facility I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 500 organics each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1000 organic units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 600 organics each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2000 organic units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 700 organics each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3000 organic units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility IV
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 4
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     := Facility has a storage silo that can store 4000 organic units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility V
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 900 organics each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 5000 organic units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VI
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 4
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     := Facility has a storage silo that can store 6000 organic units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organic Replicator I
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 5000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 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                := Organic Replicator II
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Organic Replicator III
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 7000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := 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       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Technology
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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Technology
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 III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 30000 organics for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 40000 organics for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage 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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 50000 organics for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Radioactives Extraction Facility I
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 500 radioactives each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1000 radioactive units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility II
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 600 radioactives each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2000 radioactive units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility III
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 700 radioactives each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3000 radioactive units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility IV
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 800 radioactives each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4000 radioactive units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility V
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 900 radioactives each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 5000 radioactive units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility VI
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1000 radioactives each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 6000 radioactive units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Replicator I
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 5000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
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 Replicator II
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 6000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Radioactives Replicator III
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 7000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := 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       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 10000 radioactives for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Technology
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 III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 30000 radioactives for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 40000 radioactives for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage 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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 50000 radioactives for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Monolith Facility I
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 800 organics each turn.
Ability 2 Val 1     := 800
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 800 radioactives each turn.
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 5000 organics for an empire.
Ability 5 Val 1     := 5000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 5000 organics for an empire.
Ability 6 Val 1     := 5000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 5000 organics for an empire.
Ability 7 Val 1     := 5000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility II
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 900 organics each turn.
Ability 2 Val 1     := 900
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 900 radioactives each turn.
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 6000 organics for an empire.
Ability 5 Val 1     := 6000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 6000 organics for an empire.
Ability 6 Val 1     := 6000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 6000 organics for an empire.
Ability 7 Val 1     := 6000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility III
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1000 organics each turn.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1000 radioactives each turn.
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 7000 organics for an empire.
Ability 5 Val 1     := 7000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 7000 organics for an empire.
Ability 6 Val 1     := 7000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 7000 organics for an empire.
Ability 7 Val 1     := 7000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility IV
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1100 minerals each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1100 organics each turn.
Ability 2 Val 1     := 1100
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1100 radioactives each turn.
Ability 3 Val 1     := 1100
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 8000 organics for an empire.
Ability 5 Val 1     := 8000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 8000 organics for an empire.
Ability 6 Val 1     := 8000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 8000 organics for an empire.
Ability 7 Val 1     := 8000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility V
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1200 organics each turn.
Ability 2 Val 1     := 1200
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1200 radioactives each turn.
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 9000 organics for an empire.
Ability 5 Val 1     := 9000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 9000 organics for an empire.
Ability 6 Val 1     := 9000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 9000 organics for an empire.
Ability 7 Val 1     := 9000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Labor Camps I
Description         := Labor Camps are mining facilities designed to work prisons to death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 5% a year.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Labor Camps II
Description         := Labor Camps are mining facilities designed to work prisons to death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1100 minerals each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 5% a year.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Labor Camps III
Description         := Labor Camps are mining facilities designed to work prisons to death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 5% a year.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

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

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

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

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

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

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

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

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

Name                := 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  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

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

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

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

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

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

Name                := Atmospheric Modification Plant I
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 7
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
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       := 13000
Cost Organics       := 13000
Cost Radioactives   := 13000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 8
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2.5 years.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant III
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 11000
Cost Organics       := 11000
Cost Radioactives   := 11000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 9
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
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                := Research Center I
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 1500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 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     := 85
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2000
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
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

Name                := Research Center III
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 700 research points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Research Center IV
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 4
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 800 research points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Research Center V
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 5
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 900 research points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Central Computer Complex I
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Central Computer Complex II
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Central Computer Complex III
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Intelligence Center I
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 1500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 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     := 86
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2000
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
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

Name                := Intelligence Center III
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 700 intelligence points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Tal'Shiar Command I
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 5
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      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 400 intelligence points each turn.
Ability 5 Val 1     := 400
Ability 5 Val 2     := 0

Name                := Tal'Shiar Command II
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -20
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 400 intelligence points each turn.
Ability 5 Val 1     := 400
Ability 5 Val 2     := 0

Name                := Tal'Shiar Command III
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system eff.
Ability 1 Val 1     := -30
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system eff.
Ability 2 Val 1     := -30
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := Generates 400 intelligence points each turn.
Ability 5 Val 1     := 400
Ability 5 Val 2     := 0

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

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

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

Name                := Space Port
Description         := Facility which processes all generated resources in its system and makes them available for the empire.
Facility Group      := Commerce Infrastructure
Facility Family     := 7
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 7
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 1
Tech Area Req 1     := Romulan Technology
Tech Level Req 1    := 1
Number of Abilities := 5
Ability 1 Type      := Spaceport
Ability 1 Descr     := Acts as a spaceport for this system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Has huge cargo storage bays.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Minerals
Ability 3 Descr     := Generates 100 mineral resource income
Ability 3 Val 1     := 100
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Organics
Ability 4 Descr     := Generates 100 organic resource income
Ability 4 Val 1     := 100
Ability 4 Val 2     := 0
Ability 5 Type      := Generate Points Radioactives
Ability 5 Descr     := Generates 100 radioactive resource income
Ability 5 Val 1     := 100
Ability 5 Val 2     := 0

Name                := Commerce Center I
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 500
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 300 minerals per star each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 300 organics per star each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 300 radioactives per star each turn.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 500 extra unit spaces on a planet.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Commerce Center II
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 500
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 400 minerals per star each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 400 organics per star each turn.
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 400 radioactives per star each turn.
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 600 extra unit spaces on a planet.
Ability 4 Val 1     := 600
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Commerce Center III
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 500
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 500 minerals per star each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 500 organics per star each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 500 radioactives per star each turn.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 700 extra unit spaces on a planet.
Ability 4 Val 1     := 700
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Relocation Center I
Description         := The Relocation Center is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 10M per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Relocation Center II
Description         := The Relocation Center is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 20M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Relocation Center III
Description         := The Relocation Center is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 40M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Resupply Depot
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Commerce Infrastructure
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 35
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Resupply
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Can store 500kt in cargo
Ability 2 Val 1     := 500
Ability 2 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       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1000kt of storage space.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Cargo Facility II
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Cargo Facility III
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0

Name                := Cargo Facility IV
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 4000 extra unit spaces on a planet.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0

Name                := 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       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 5000 extra unit spaces on a planet.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Cargo Facility VI
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 6
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 6000 extra unit spaces on a planet.
Ability 1 Val 1     := 6000
Ability 1 Val 2     := 0

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       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 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       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 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       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 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  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 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       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 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     := 2
Ability 1 Val 2     := 0

Name                := Urban Pacification Center III
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 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     := 3
Ability 1 Val 2     := 0

Name                := Construction Yard I
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard II
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 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 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard III
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project A
Description         := Expansion project designed to be upgraded into 2nd Construction Yard facility.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 04
Ability 1 Descr     := Must UPGRADE to Expanded Construction Yard A.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard A
Description         := An expansion yard that increases the construction rate of Construction Yards.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 04
Ability 4 Descr     := This is an UPGRADE facility only.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project B
Description         := Expansion project designed to be upgraded into 3rd Construction Yard facility.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 05
Ability 1 Descr     := Must UPGRADE to Expanded Construction Yard B.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard B
Description         := An expansion yard that increases the construction rate of Construction Yards.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 05
Ability 4 Descr     := This is an UPGRADE facility only.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Repair Yard I
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 6 components per turn.
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 5%.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard II
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 8 components per turn.
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 8%.
Ability 2 Val 1     := 8
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard III
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 10 components per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs. 
Facility Group      := Planetary Defense
Facility Family     := 39
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 20000
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 7
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Stop Planet Destroyer
Ability 1 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := System Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system. 
Facility Group      := Planetary Defense
Facility Family     := 40
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 100000
Cost Organics       := 2000
Cost Radioactives   := 50000
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 8
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Massive Planetary Shield Generator I
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 30000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator II
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 30000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 8000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 8000
Ability 1 Val 2     := 0

Name                := Fortress Facility I
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := 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
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility II
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 2000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility III
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 3000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := System Control Center I
Description         := Gives combat orders to ships and fleets within the system.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 4% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := System Control Center II
Description         := Gives combat orders to ships and fleets within the system.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 8% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := Imperial War Academy I
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 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 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Imperial War Academy II
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Imperial War Academy III
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Imperial War College I
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 4
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 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 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Imperial War College II
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 5
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Imperial War College III
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Combat Education Center
Description         := Provides for enhanced ship training and weapon damage within the system they are in.
Facility Group      := Military Infrastructure
Facility Family     := 505
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 742
Cost Minerals       := 1000
Cost Organics       := 10000
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Damage Modifier - System
Ability 2 Descr     := Gives a 5% damage bonus to all of our weapons used in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 07
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Warefare Combat Center
Description         := Provides for enhanced fleet training and give a combat bonus within any system that they constructed in.
Facility Group      := Military Infrastructure
Facility Family     := 507
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 746
Cost Minerals       := 1000
Cost Organics       := 10000
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 5% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 08
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Imperial Building
Description         := System Capital.
Facility Group      := Commerce Infrastructure
Facility Family     := 20
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 533
Cost Minerals       := 5000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Romulan Technology
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 10%.
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%.
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%.
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 14
Ability 4 Descr     := Only one facility allowed per system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility I
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 500 minerals each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 1000 mineral units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility II
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 600 minerals each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 2000 mineral units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility III
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 700 minerals each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 3000 mineral units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility IV
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 4000 mineral units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility V
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 5000 mineral units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Miner Facility VI
Description         := Large scale planet processor which mines minerals from the deepest layers.
Facility Group      := Resource Extraction
Facility Family     := 1
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 57
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Mineral
Ability 2 Descr     := Facility has a storage silo that can store 6000 mineral units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Mineral Replicator I
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 5000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
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 Replicator II
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 6000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Mineral Replicator III
Description         := Advanced heavy industrial replicators that aid in resource generation.
Facility Group      := Resource Extraction
Facility Family     := 13
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 56
Cost Minerals       := 7000
Cost Organics       := 500
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Minerals
Ability 1 Descr     := Increase mineral production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Mineral 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       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 10000 minerals for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Technology
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 III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 30000 minerals for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 9
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 40000 minerals for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Mineral Resource Storage 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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Mineral
Ability 1 Descr     := Can store 50000 minerals for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Organics Farm Facility I
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 500 organics each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 1000 organic units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility II
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 600 organics each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 2000 organic units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility III
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 700 organics each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 3000 organic units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility IV
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
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     := Facility has a storage silo that can store 4000 organic units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility V
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Organics
Ability 1 Descr     := Grows 900 organics each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Organics
Ability 2 Descr     := Facility has a storage silo that can store 5000 organic units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organics Farm Facility VI
Description         := Biological growing facility which generates organic materials from a planet's surface.
Facility Group      := Resource Extraction
Facility Family     := 2
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 60
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
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     := Facility has a storage silo that can store 6000 organic units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility improves the planet conditions by 1% a year.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Organic Replicator I
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 5000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 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                := Organic Replicator II
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Organic Replicator III
Description         := Advanced heavy industrial replicators that aid in resource harvesting.
Facility Group      := Resource Extraction
Facility Family     := 14
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 49
Cost Minerals       := 7000
Cost Organics       := 1000
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Organics
Ability 1 Descr     := Increase organics production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := 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       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Technology
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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Technology
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 III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 30000 organics for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 10
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 40000 organics for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Organic Resource Storage 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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Organics
Ability 1 Descr     := Can store 50000 organics for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Radioactives Extraction Facility I
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 1500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 500 radioactives each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 1000 radioactive units.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility II
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 2000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 600 radioactives each turn.
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 2000 radioactive units.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility III
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 2500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 700 radioactives each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 3000 radioactive units.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility IV
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3000
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 800 radioactives each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 4000 radioactive units.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility V
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 900 radioactives each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 5000 radioactive units.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Extraction Facility VI
Description         := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group      := Resource Extraction
Facility Family     := 3
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 61
Cost Minerals       := 3500
Cost Organics       := 200
Cost Radioactives   := 200
Number of Tech Req  := 2
Tech Area Req 1     := Radioactives Extraction
Tech Level Req 1    := 6
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Radioactives
Ability 1 Descr     := Extracts 1000 radioactives each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Storage - Radioactives
Ability 2 Descr     := Facility has a storage silo that can store 6000 radioactive units.
Ability 2 Val 1     := 6000
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Conditions
Ability 3 Descr     := This facility damages the planet conditions by -1% a year.
Ability 3 Val 1     := -1
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 1000kt of storage space.
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0

Name                := Radioactives Replicator I
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 5000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
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 Replicator II
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 6000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Radioactives Replicator III
Description         := Advanced heavy industrial replicators that aid in resource gathering.
Facility Group      := Resource Extraction
Facility Family     := 15
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 59
Cost Minerals       := 7000
Cost Organics       := 200
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Industrial Replicators
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr     := Increase radioactive production on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := 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       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 10000 radioactives for an empire.
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage II
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Technology
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 III
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 30000 radioactives for an empire.
Ability 1 Val 1     := 30000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage IV
Description         := Large warehouses which store unused resources for an empire.
Facility Group      := Storage
Facility Family     := 11
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 6
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 40000 radioactives for an empire.
Ability 1 Val 1     := 40000
Ability 1 Val 2     := 0

Name                := Radioactive Resource Storage 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       := 2000
Cost Organics       := 300
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Resource Storage - Radioactives
Ability 1 Descr     := Can store 50000 radioactives for an empire.
Ability 1 Val 1     := 50000
Ability 1 Val 2     := 0

Name                := Monolith Facility I
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 800 minerals each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 800 organics each turn.
Ability 2 Val 1     := 800
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 800 radioactives each turn.
Ability 3 Val 1     := 800
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 5000 organics for an empire.
Ability 5 Val 1     := 5000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 5000 organics for an empire.
Ability 6 Val 1     := 5000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 5000 organics for an empire.
Ability 7 Val 1     := 5000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility II
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 900 minerals each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 900 organics each turn.
Ability 2 Val 1     := 900
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 900 radioactives each turn.
Ability 3 Val 1     := 900
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 6000 organics for an empire.
Ability 5 Val 1     := 6000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 6000 organics for an empire.
Ability 6 Val 1     := 6000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 6000 organics for an empire.
Ability 7 Val 1     := 6000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility III
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1000 organics each turn.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1000 radioactives each turn.
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 7000 organics for an empire.
Ability 5 Val 1     := 7000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 7000 organics for an empire.
Ability 6 Val 1     := 7000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 7000 organics for an empire.
Ability 7 Val 1     := 7000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility IV
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1100 minerals each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1100 organics each turn.
Ability 2 Val 1     := 1100
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1100 radioactives each turn.
Ability 3 Val 1     := 1100
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 8000 organics for an empire.
Ability 5 Val 1     := 8000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 8000 organics for an empire.
Ability 6 Val 1     := 8000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 8000 organics for an empire.
Ability 7 Val 1     := 8000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Monolith Facility V
Description         := Universal tool which can harvest all of a planet's resources.
Facility Group      := Resource Extraction
Facility Family     := 4
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 58
Cost Minerals       := 10000
Cost Organics       := 5000
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 8
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Harvests 1200 organics each turn.
Ability 2 Val 1     := 1200
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Extracts 1200 radioactives each turn.
Ability 3 Val 1     := 1200
Ability 3 Val 2     := 0
Ability 4 Type      := Planet - Change Conditions
Ability 4 Descr     := This facility damages the planet conditions by 3% a year.
Ability 4 Val 1     := -3
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Mineral
Ability 5 Descr     := Can store 9000 organics for an empire.
Ability 5 Val 1     := 9000
Ability 5 Val 2     := 0
Ability 6 Type      := Resource Storage - Organics
Ability 6 Descr     := Can store 9000 organics for an empire.
Ability 6 Val 1     := 9000
Ability 6 Val 2     := 0
Ability 7 Type      := Resource Storage - Radioactives
Ability 7 Descr     := Can store 9000 organics for an empire.
Ability 7 Val 1     := 9000
Ability 7 Val 2     := 0
Ability 8 Type      := AI Tag 01
Ability 8 Descr     := 
Ability 8 Val 1     := 0
Ability 8 Val 2     := 0

Name                := Penal Mining Operation I
Description         := Penal mining facilities are designed to work prisoners to the death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1000 minerals each turn.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 5% a year.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Penal Mining Operation II
Description         := Penal mining facilities are designed to work prisoners to the death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1100 minerals each turn.
Ability 1 Val 1     := 1100
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 5% a year.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Penal Mining Operation III
Description         := Penal mining facilities are designed to work prisoners to the death.
Facility Group      := Resource Extraction
Facility Family     := 506
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 665
Cost Minerals       := 10000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 3
Tech Area Req 1     := Resource Extraction
Tech Level Req 1    := 5
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Tech Area Req 3     := Forced Labor
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Mines 1200 minerals each turn.
Ability 1 Val 1     := 1200
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := This facility damages the planet conditions by -2% a year.
Ability 2 Val 1     := -2
Ability 2 Val 2     := 0
Ability 3 Type      := Planet - Change Population Happiness
Ability 3 Descr     := This facility lowers planetary moral by 5% a year.
Ability 3 Val 1     := -5
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 11
Ability 4 Descr     := Facility is cheaper to build and operate but lowers moral and damages the planet.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

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

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

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

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

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

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

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

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

Name                := 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  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Conditions
Ability 1 Descr     := Improves the conditions of the planet by 1% each year.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

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

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

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

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

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

Name                := Atmospheric Modification Plant I
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 15000
Cost Organics       := 15000
Cost Radioactives   := 15000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 7
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
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       := 13000
Cost Organics       := 13000
Cost Radioactives   := 13000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 8
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is breathable by its colony over 2.5 years.
Ability 1 Val 1     := 25
Ability 1 Val 2     := 0

Name                := Atmospheric Modification Plant III
Description         := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 70
Cost Minerals       := 11000
Cost Organics       := 11000
Cost Radioactives   := 11000
Number of Tech Req  := 2
Tech Area Req 1     := Planet Utilization
Tech Level Req 1    := 9
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
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                := Research Center I
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 1500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 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     := 85
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2000
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
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

Name                := Research Center III
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 700 research points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Research Center IV
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 4
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 800 research points each turn.
Ability 1 Val 1     := 800
Ability 1 Val 2     := 0

Name                := Research Center V
Description         := High-Tech researching facility which develops new technology for a society.
Facility Group      := Research
Facility Family     := 85
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 62
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 5
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Research
Ability 1 Descr     := Generates 900 research points each turn.
Ability 1 Val 1     := 900
Ability 1 Val 2     := 0

Name                := Central Computer Complex I
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0

Name                := Central Computer Complex II
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0

Name                := Central Computer Complex III
Description         := Massive centralized computer for a planet which improves research capabilities.
Facility Group      := Research
Facility Family     := 50
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 66
Cost Minerals       := 12000
Cost Organics       := 0
Cost Radioactives   := 3000
Number of Tech Req  := 2
Tech Area Req 1     := Computers
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet Point Generation Modifier - Research
Ability 1 Descr     := Increase all research on a planet by 30% (only 1 facility per planet effective).
Ability 1 Val 1     := 30
Ability 1 Val 2     := 0

Name                := Intelligence Center I
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 1500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 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     := 86
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2000
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
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

Name                := Intelligence Center III
Description         := Large intelligence gathering organization. 
Facility Group      := Intelligence
Facility Family     := 86
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 3
Cost Minerals       := 2500
Cost Organics       := 500
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Point Generation - Intelligence
Ability 1 Descr     := Generates 700 intelligence points each turn.
Ability 1 Val 1     := 700
Ability 1 Val 2     := 0

Name                := Operative Center I
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system effective).
Ability 1 Val 1     := -10
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system effective).
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Operative Center II
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system.
Ability 1 Val 1     := -20
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system.
Ability 2 Val 1     := -20
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Operative Center III
Description         := Specialized intelligence operatives dedicated to decreasing the likelihood of bad events. 
Facility Group      := Intelligence
Facility Family     := 29
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 36
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 6000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Change Bad Event Chance - System
Ability 1 Descr     := Decreases the chance of any bad events in this system (only 1 facility per system eff.
Ability 1 Val 1     := -30
Ability 1 Val 2     := 0
Ability 2 Type      := Change Bad Intelligence Chance - System
Ability 2 Descr     := Decreases the chance of any sabotage activities in this system (only 1 facility per system eff.
Ability 2 Val 1     := -30
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Any ship within the system can be scanned in detail.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 09
Ability 4 Descr     := Only 1 Facility per system is effective.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

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

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

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

Name                := Space Port
Description         := Facility which processes all generated resources in its system and makes them available for the empire.
Facility Group      := Commerce Infrastructure
Facility Family     := 7
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 7
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 1
Tech Area Req 1     := Tholian Technology
Tech Level Req 1    := 1
Number of Abilities := 5
Ability 1 Type      := Spaceport
Ability 1 Descr     := Acts as a spaceport for this system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Has huge cargo storage bays.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Generate Points Minerals
Ability 3 Descr     := Generates 100 mineral resource income
Ability 3 Val 1     := 100
Ability 3 Val 2     := 0
Ability 4 Type      := Generate Points Organics
Ability 4 Descr     := Generates 100 organic resource income
Ability 4 Val 1     := 100
Ability 4 Val 2     := 0
Ability 5 Type      := Generate Points Radioactives
Ability 5 Descr     := Generates 100 radioactive resource income
Ability 5 Val 1     := 100
Ability 5 Val 2     := 0

Name                := Trade Center I
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 500
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 300 minerals per star each turn.
Ability 1 Val 1     := 300
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 300 organics per star each turn.
Ability 2 Val 1     := 300
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 300 radioactives per star each turn.
Ability 3 Val 1     := 300
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 500 extra unit spaces on a planet.
Ability 4 Val 1     := 500
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Trade Center II
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 500
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 400 minerals per star each turn.
Ability 1 Val 1     := 400
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 400 organics per star each turn.
Ability 2 Val 1     := 400
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 400 radioactives per star each turn.
Ability 3 Val 1     := 400
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 600 extra unit spaces on a planet.
Ability 4 Val 1     := 600
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Trade Center III
Description         := Centeral hub for trade and commerce.
Facility Group      := Commerce Infrastructure
Facility Family     := 500
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 21
Cost Minerals       := 500
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Solar Resource Generation - Minerals
Ability 1 Descr     := Generates 500 minerals per star each turn.
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Solar Resource Generation - Organics
Ability 2 Descr     := Generates 500 organics per star each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Solar Resource Generation - Radioactives
Ability 3 Descr     := Generates 500 radioactives per star each turn.
Ability 3 Val 1     := 500
Ability 3 Val 2     := 0
Ability 4 Type      := Cargo Storage
Ability 4 Descr     := Provides 700 extra unit spaces on a planet.
Ability 4 Val 1     := 700
Ability 4 Val 2     := 0
Ability 5 Type      := AI Tag 02
Ability 5 Descr     := 
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Colonization Office I
Description         := The Colonization Office is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 10M per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Colonization Office II
Description         := The Colonization Office is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 20M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 20
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Colonization Office III
Description         := The Colonization Office is responsible for attracting new settlers to the planet.
Facility Group      := Commerce Infrastructure
Facility Family     := 509
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 2000
Cost Organics       := 2000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Commerce
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Change Population - System
Ability 1 Descr     := Populations in this system will increase by 40M per turn (only 1 facility per system effective).
Ability 1 Val 1     := 40
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Population Happiness
Ability 2 Descr     := Poplulation in this system will grow happier with each turn by 2%
Ability 2 Val 1     := 2
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 10
Ability 3 Descr     := Only 1 facility per system is effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Resupply Depot
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Commerce Infrastructure
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 35
Cost Minerals       := 6000
Cost Organics       := 1000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Resupply
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Supply Generation
Ability 1 Descr     := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Can store 500kt in cargo
Ability 2 Val 1     := 500
Ability 2 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       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 1000kt of storage space.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0

Name                := Cargo Facility II
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0

Name                := Cargo Facility III
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0

Name                := Cargo Facility IV
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 4
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 4000 extra unit spaces on a planet.
Ability 1 Val 1     := 4000
Ability 1 Val 2     := 0

Name                := 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       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 5
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 5000 extra unit spaces on a planet.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Cargo Facility VI
Description         := Large warehouses which can provide extra cargo space on a planet.
Facility Group      := Storage
Facility Family     := 12
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 32
Cost Minerals       := 5000
Cost Organics       := 550
Cost Radioactives   := 440
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 6
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 6000 extra unit spaces on a planet.
Ability 1 Val 1     := 6000
Ability 1 Val 2     := 0

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       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 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       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 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       := 1000
Cost Organics       := 5000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 2
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      := Generate Points Research
Ability 2 Descr     := Medical Lab research facility generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 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  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 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       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 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     := 2
Ability 1 Val 2     := 0

Name                := Urban Pacification Center III
Description         := Psychological treatment center designed to keep a system's populations happy.
Facility Group      := Population Support
Facility Family     := 37
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 26
Cost Minerals       := 1000
Cost Organics       := 4000
Cost Radioactives   := 1000
Number of Tech Req  := 2
Tech Area Req 1     := Applied Political Science
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 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     := 3
Ability 1 Val 2     := 0

Name                := Construction Yard I
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 1500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 1500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 1500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 1500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 1500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 1000
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard II
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 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 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Construction Yard III
Description         := Large construction facility which builds ships and other items for launch into and assembly in space.
Facility Group      := Commerce Infrastructure
Facility Family     := 38
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Space Yards
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 2500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 1 components per turn.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project A
Description         := Expansion project designed to be upgraded into 2nd Construction Yard facility.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 04
Ability 1 Descr     := Must UPGRADE to Expanded Construction Yard A.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard A
Description         := An expansion yard that increases the construction rate of Construction Yards.
Facility Group      := Commerce Infrastructure
Facility Family     := 502
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project A
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 04
Ability 4 Descr     := This is an UPGRADE facility only.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Expanded Construction Yard Project B
Description         := Expansion project designed to be upgraded into 3rd Construction Yard facility.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 174
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := AI Tag 05
Ability 1 Descr     := Must UPGRADE to Expanded Construction Yard B.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := Expanded Construction Yard B
Description         := An expansion yard that increases the construction rate of Construction Yards.
Facility Group      := Commerce Infrastructure
Facility Family     := 503
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Expansion Project B
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct with 500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct with 500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct with 500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 500
Ability 4 Type      := AI Tag 05
Ability 4 Descr     := This is an UPGRADE facility only.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Repair Yard I
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 6 components per turn.
Ability 1 Val 1     := 6
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 5%.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard II
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 8 components per turn.
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 8%.
Ability 2 Val 1     := 8
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Repair Yard III
Description         := Orbital Facility used for repairing ships. Also lowers maintenance costs.
Facility Group      := Commerce Infrastructure
Facility Family     := 504
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 17
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 2
Tech Area Req 1     := Repair
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Component Repair
Ability 1 Descr     := Can repair 10 components per turn.
Ability 1 Val 1     := 10
Ability 1 Val 2     := 0
Ability 2 Type      := Reduced Maintenance Cost - System
Ability 2 Descr     := Reduces all vehicle maintenance costs in the system by 10%.
Ability 2 Val 1     := 10
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 06
Ability 3 Descr     := Only one facility per system allowed.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Planetary Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop planet destroying bombs. 
Facility Group      := Planetary Defense
Facility Family     := 39
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 8
Cost Minerals       := 20000
Cost Organics       := 0
Cost Radioactives   := 5000
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 7
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Stop Planet Destroyer
Ability 1 Descr     := Stops all planet destroying weapons (only 1 facility per planet effective).
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0

Name                := System Gravitational Shield Facility
Description         := Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system. 
Facility Group      := Planetary Defense
Facility Family     := 40
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 100000
Cost Organics       := 2000
Cost Radioactives   := 50000
Number of Tech Req  := 2
Tech Area Req 1     := Shields
Tech Level Req 1    := 8
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Stop Nebulae Creator
Ability 1 Descr     := Stops all nebulae creating devices within the system.
Ability 1 Val 1     := 0
Ability 1 Val 2     := 0
Ability 2 Type      := Stop Black Hole Creator
Ability 2 Descr     := Stops all black hole generating devices within the system.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Stop Star Destroyer
Ability 3 Descr     := Stops all star destroying devices within the system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Open Warp Point
Ability 4 Descr     := Stops warp points from being opened within the system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0
Ability 5 Type      := Stop Close Warp Point
Ability 5 Descr     := Stops warp points from being closed within the system.
Ability 5 Val 1     := 0
Ability 5 Val 2     := 0

Name                := Massive Planetary Shield Generator I
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 30000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0

Name                := Massive Planetary Shield Generator II
Description         := Massive shield generators which protect an entire planet during combat. 
Facility Group      := Planetary Defense
Facility Family     := 28
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 46
Cost Minerals       := 30000
Cost Organics       := 1000
Cost Radioactives   := 10000
Number of Tech Req  := 2
Tech Area Req 1     := Massive Planetary Shielding
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 8000 pts of shielding for the planet during combat.
Ability 1 Val 1     := 8000
Ability 1 Val 2     := 0

Name                := Fortress Facility I
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := 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
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility II
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 2000 extra unit spaces on a planet.
Ability 1 Val 1     := 2000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 2000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Fortress Facility III
Description         := Large military base that houses troops, fighters, and planetary defense weapons.
Facility Group      := Military Infrastructure
Facility Family     := 501
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 669
Cost Minerals       := 2000
Cost Organics       := 1000
Cost Radioactives   := 500
Number of Tech Req  := 2
Tech Area Req 1     := Combat Support
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Cargo Storage
Ability 1 Descr     := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1     := 3000
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Shield Generation
Ability 2 Descr     := Generates 3000 pts of shielding for the planet during combat.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 03
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Sector Command I
Description         := Gives combat orders to ships and fleets within the system.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 4% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 4
Ability 1 Val 2     := 0

Name                := Sector Command II
Description         := Gives combat orders to ships and fleets within the system.  
Facility Group      := Military Infrastructure
Facility Family     := 45
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 24
Cost Minerals       := 8000
Cost Organics       := 8000
Cost Radioactives   := 8000
Number of Tech Req  := 2
Tech Area Req 1     := Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Combat Modifier - System
Ability 1 Descr     := Gives a 8% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1     := 8
Ability 1 Val 2     := 0

Name                := Ship Training Facility I
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 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 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Ship Training Facility II
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Ship Training Facility III
Description         := Center dedicated to training ship's crews and making them better.
Facility Group      := Military Infrastructure
Facility Family     := 32
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 5
Cost Minerals       := 6000
Cost Organics       := 0
Cost Radioactives   := 20
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Ship Training
Ability 1 Descr     := Ships in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Fleet Training Facility I
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 4
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 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 2%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2

Name                := Fleet Training Facility II
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 5
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 2% each turn up to 3%.
Ability 1 Val 1     := 2
Ability 1 Val 2     := 3

Name                := Fleet Training Facility III
Description         := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group      := Military Infrastructure
Facility Family     := 33
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 2
Cost Minerals       := 8000
Cost Organics       := 0
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 1
Ability 1 Type      := Fleet Training
Ability 1 Descr     := Fleets in this sector will improve by 3% each turn up to 4%.
Ability 1 Val 1     := 3
Ability 1 Val 2     := 4

Name                := Core Training Complex
Description         := Provides for enhanced ship training and weapon damage within the system they are in.
Facility Group      := Military Infrastructure
Facility Family     := 505
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 742
Cost Minerals       := 1000
Cost Organics       := 10000
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Ship Training - System
Ability 1 Descr     := Ships in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Damage Modifier - System
Ability 2 Descr     := Gives a 5% damage bonus to all of our weapons used in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 07
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := Core Warfare Complex
Description         := Provides for enhanced fleet training and give a combat bonus within any system that they constructed in.
Facility Group      := Military Infrastructure
Facility Family     := 507
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 746
Cost Minerals       := 1000
Cost Organics       := 10000
Cost Radioactives   := 100
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 6
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Fleet Training - System
Ability 1 Descr     := Fleets in this system will improve by 1% each turn up to 10%.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 10
Ability 2 Type      := Combat Modifier - System
Ability 2 Descr     := Gives a 5% combat bonus to all ships and units in this system.
Ability 2 Val 1     := 5
Ability 2 Val 2     := 0
Ability 3 Type      := AI Tag 08
Ability 3 Descr     := Only 1 facility per system effective.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0

Name                := System Control Complex
Description         := System Capital.
Facility Group      := Commerce Infrastructure
Facility Family     := 20
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 533
Cost Minerals       := 5000
Cost Organics       := 10000
Cost Radioactives   := 5000
Number of Tech Req  := 1
Tech Area Req 1     := Tholian Technology
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Resource Gen Modifier System - Minerals
Ability 1 Descr     := Increase mineral production for a system by 10%.
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%.
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%.
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := AI Tag 14
Ability 4 Descr     := Only one facility allowed per system.
Ability 4 Val 1     := 0
Ability 4 Val 2     := 0

Name                := Monster Habitat I
Description         := 
Facility Group      := Resource Extraction
Facility Family     := 71
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 9
Cost Minerals       := 50
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Monster Tech
Tech Level Req 1    := 1
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := 
Ability 1 Val 1     := 2200
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 2200
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 2200
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := 
Ability 4 Val 1     := 800
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := 
Ability 5 Val 1     := 2000
Ability 5 Val 2     := 0

Name                := Monster Habitat II
Description         := 
Facility Group      := Resource Extraction
Facility Family     := 71
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 9
Cost Minerals       := 60
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Monster Tech
Tech Level Req 1    := 4
Number of Abilities := 5
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := 
Ability 1 Val 1     := 2300
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := 
Ability 2 Val 1     := 2300
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 2300
Ability 3 Val 2     := 0
Ability 4 Type      := Point Generation - Research
Ability 4 Descr     := 
Ability 4 Val 1     := 1200
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Intelligence
Ability 5 Descr     := 
Ability 5 Val 1     := 4000
Ability 5 Val 2     := 0

Name                := Monster Space Yard
Description         := Large growth organism which allows the growth of ships in space. Grown by a race of hardy industrialists.
Facility Group      := Space Yard
Facility Family     := 38
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 16
Cost Minerals       := 10000
Cost Organics       := 0
Cost Radioactives   := 0
Number of Tech Req  := 1
Tech Area Req 1     := Monster Tech
Tech Level Req 1    := 1
Number of Abilities := 4
Ability 1 Type      := Space Yard
Ability 1 Descr     := Can construct at a rate of 2500 minerals per turn.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 2500
Ability 2 Type      := Space Yard
Ability 2 Descr     := Can construct at a rate of 2500 organics per turn.
Ability 2 Val 1     := 2
Ability 2 Val 2     := 2500
Ability 3 Type      := Space Yard
Ability 3 Descr     := Can construct at a rate of 2500 radioactives per turn.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 2500
Ability 4 Type      := Component Repair
Ability 4 Descr     := Can repair 15 components per turn.
Ability 4 Val 1     := 15
Ability 4 Val 2     := 0

Name                := Monster Facility
Description         := Resupplies any ships which move through the sector it occupies.
Facility Group      := Resource & Supply Mgmt.
Facility Family     := 8
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 160
Cost Minerals       := 3000
Cost Organics       := 3000
Cost Radioactives   := 3000
Number of Tech Req  := 1
Tech Area Req 1     := Monster Tech
Tech Level Req 1    := 1
Number of Abilities := 3
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      := Spaceport
Ability 2 Descr     := Acts as space port.
Ability 2 Val 1     := 0
Ability 2 Val 2     := 0
Ability 3 Type      := Phased Shield Generation
Ability 3 Descr     := Generates 20000 pts of phased shielding for the planet during combat.
Ability 3 Val 1     := 20000
Ability 3 Val 2     := 0

Name                := Atmosphere Reprocessor
Description         := Massive atmospheric processors which rapidly change the atmosphere of a planet to a barely breathable state.  
Facility Group      := Ancient Artifacts
Facility Family     := 44
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 481
Cost Minerals       := 11000
Cost Organics       := 11000
Cost Radioactives   := 11000
Number of Tech Req  := 1
Tech Area Req 1     := Atmosphere Reprocessor
Tech Level Req 1    := 2
Number of Abilities := 1
Ability 1 Type      := Planet - Change Atmosphere
Ability 1 Descr     := Changes the atmosphere of the planet to one that is barely breathable by its colony over 1.5 years.
Ability 1 Val 1     := 15
Ability 1 Val 2     := 0
Ability 2 Type      := Planet - Change Conditions
Ability 2 Descr     := 
Ability 2 Val 1     := -10
Ability 2 Val 2     := 0

Name                := Solar Wind Collector
Description         := Large Orbital facility tethered to large ground installation that collects solar wind particles and converts them into minerals and radioactives.
Facility Group      := Resource Extraction
Facility Family     := 451
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 123
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 800
Number of Tech Req  := 2
Tech Area Req 1     := Solar Mining 
Tech Level Req 1    := 1
Tech Area Req 2     := 8472 Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Collects 1000 minerals each turn from solar winds.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Collects 1000 radioactives each turn from solar winds.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0

Name                := Solar Wind Collector
Description         := Large Orbital facility tethered to large ground installation that collects solar wind particles and converts them into minerals and radioactives.
Facility Group      := Resource Extraction
Facility Family     := 451
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 123
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 800
Number of Tech Req  := 2
Tech Area Req 1     := Solar Mining 
Tech Level Req 1    := 1
Tech Area Req 2     := Borg Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Collects 1000 minerals each turn from solar winds.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Collects 1000 radioactives each turn from solar winds.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0

Name                := Solar Wind Collector
Description         := Large Orbital facility tethered to large ground installation that collects solar wind particles and converts them into minerals and radioactives.
Facility Group      := Resource Extraction
Facility Family     := 451
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 123
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 800
Number of Tech Req  := 2
Tech Area Req 1     := Solar Mining 
Tech Level Req 1    := 1
Tech Area Req 2     := Breen Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Collects 1000 minerals each turn from solar winds.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Collects 1000 radioactives each turn from solar winds.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0

Name                := Solar Wind Collector
Description         := Large Orbital facility tethered to large ground installation that collects solar wind particles and converts them into minerals and radioactives.
Facility Group      := Resource Extraction
Facility Family     := 451
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 123
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 800
Number of Tech Req  := 2
Tech Area Req 1     := Solar Mining 
Tech Level Req 1    := 1
Tech Area Req 2     := Cardassian Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Collects 1000 minerals each turn from solar winds.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Collects 1000 radioactives each turn from solar winds.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0

Name                := Solar Wind Collector
Description         := Large Orbital facility tethered to large ground installation that collects solar wind particles and converts them into minerals and radioactives.
Facility Group      := Resource Extraction
Facility Family     := 451
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 123
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 800
Number of Tech Req  := 2
Tech Area Req 1     := Solar Mining 
Tech Level Req 1    := 1
Tech Area Req 2     := Dominion Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Collects 1000 minerals each turn from solar winds.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Collects 1000 radioactives each turn from solar winds.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0

Name                := Solar Wind Collector
Description         := Large Orbital facility tethered to large ground installation that collects solar wind particles and converts them into minerals and radioactives.
Facility Group      := Resource Extraction
Facility Family     := 451
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 123
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 800
Number of Tech Req  := 2
Tech Area Req 1     := Solar Mining 
Tech Level Req 1    := 1
Tech Area Req 2     := Federation Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Collects 1000 minerals each turn from solar winds.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Collects 1000 radioactives each turn from solar winds.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0

Name                := Solar Wind Collector
Description         := Large Orbital facility tethered to large ground installation that collects solar wind particles and converts them into minerals and radioactives.
Facility Group      := Resource Extraction
Facility Family     := 451
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 123
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 800
Number of Tech Req  := 2
Tech Area Req 1     := Solar Mining 
Tech Level Req 1    := 1
Tech Area Req 2     := Ferengi Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Collects 1000 minerals each turn from solar winds.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Collects 1000 radioactives each turn from solar winds.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0

Name                := Solar Wind Collector
Description         := Large Orbital facility tethered to large ground installation that collects solar wind particles and converts them into minerals and radioactives.
Facility Group      := Resource Extraction
Facility Family     := 451
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 123
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 800
Number of Tech Req  := 2
Tech Area Req 1     := Solar Mining 
Tech Level Req 1    := 1
Tech Area Req 2     := Klingon Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Collects 1000 minerals each turn from solar winds.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Collects 1000 radioactives each turn from solar winds.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0

Name                := Solar Wind Collector
Description         := Large Orbital facility tethered to large ground installation that collects solar wind particles and converts them into minerals and radioactives.
Facility Group      := Resource Extraction
Facility Family     := 451
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 123
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 800
Number of Tech Req  := 2
Tech Area Req 1     := Solar Mining 
Tech Level Req 1    := 1
Tech Area Req 2     := Romulan Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Collects 1000 minerals each turn from solar winds.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Collects 1000 radioactives each turn from solar winds.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0

Name                := Solar Wind Collector
Description         := Large Orbital facility tethered to large ground installation that collects solar wind particles and converts them into minerals and radioactives.
Facility Group      := Resource Extraction
Facility Family     := 451
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 123
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 800
Number of Tech Req  := 2
Tech Area Req 1     := Solar Mining 
Tech Level Req 1    := 1
Tech Area Req 2     := Tholian Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Collects 1000 minerals each turn from solar winds.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Collects 1000 radioactives each turn from solar winds.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0

Name                := Solar Wind Collector
Description         := Large Orbital facility tethered to large ground installation that collects solar wind particles and converts them into minerals and radioactives.
Facility Group      := Resource Extraction
Facility Family     := 451
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 123
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 800
Number of Tech Req  := 2
Tech Area Req 1     := Solar Mining 
Tech Level Req 1    := 1
Tech Area Req 2     := General Race Technology
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Collects 1000 minerals each turn from solar winds.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Collects 1000 radioactives each turn from solar winds.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0

Name                := Solar Wind Collector
Description         := Large Orbital facility tethered to large ground installation that collects solar wind particles and converts them into minerals and radioactives.
Facility Group      := Resource Extraction
Facility Family     := 451
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 123
Cost Minerals       := 2000
Cost Organics       := 300
Cost Radioactives   := 800
Number of Tech Req  := 2
Tech Area Req 1     := Solar Mining 
Tech Level Req 1    := 1
Tech Area Req 2     := Pirate Race
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Resource Generation - Minerals
Ability 1 Descr     := Collects 1000 minerals each turn from solar winds.
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Radioactives
Ability 2 Descr     := Collects 1000 radioactives each turn from solar winds.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0

Name                := Planetary Cloak
Description         := A facility that hides planets from most forms of scanning technology. This facility is very expensive.
Facility Group      := Military Infrastructure 
Facility Family     := 453
Roman Numeral       := 0
Restrictions        := None
Pic Num             := 121
Cost Minerals       := 100000
Cost Organics       := 5000
Cost Radioactives   := 50000
Number of Tech Req  := 1
Tech Area Req 1     := Stellar Harnessing 
Tech Level Req 1    := 4
Number of Abilities   := 5
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 3 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 4
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 3 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 4
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 3 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 4
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 3 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 4
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 3 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 4

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


