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FACILITY DATA FILE
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Changes:
1. Mod cost for EF
2. Added Improve conditions to HH and CH
3. Made CH and HH the sole construction-capable facilities (MF and others never called on).  All construct at 2000 per turn (planet baseline).  Used in conjunction with new BSY settings.
4.  CH 2+ and HH2+ eliminated for test game
5.  Lowered cost of CH to same as Shipyard (+10k organics)
6.  Made Ancient AA tech level 1 vice 2 but required regular tech AA 3
7.  Moved colony hub to #1 position

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.


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*BEGIN*
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Name                := Colony Hub I
Description         := An urban center with a colony's manufacturing, spaceport, warehousing, entertainment, and educational facilities. 
Facility Group      := Hub
Facility Family     := 101
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 65
Cost Minerals       := 12000
Cost Organics       := 12000
Cost Radioactives   := 6000
Number of Tech Req  := 1
Tech Area Req 1     := B5 Standard Race
Tech Level Req 1    := 1
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 20
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 2500 shield points
Ability 1 Val 1     := 2500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := 
Ability 2 Val 1     := 500
Ability 2 Val 2     := 
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 250
Ability 3 Val 2     := 
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 150
Ability 4 Val 2     := 
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := Generates 150 research, 75 Intel points each turn.
Ability 5 Val 1     := 150
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := 
Ability 6 Val 1     := 75
Ability 6 Val 2     := 0
Ability 7 Type      := Spaceport
Ability 7 Descr     := Acts as a spaceport for this system
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Cargo Storage
Ability 8 Descr     := Provides 2500 extra cargo spaces.
Ability 8 Val 1     := 2500
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Mineral
Ability 9 Descr     := Can store 25000 of each resource for the Empire.
Ability 9 Val 1     := 25000
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Storage - Organics
Ability 10 Descr    := 
Ability 10 Val 1    := 25000
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Radioactives
Ability 11 Descr    := 
Ability 11 Val 1    := 25000
Ability 11 Val 2    := 0
Ability 12 Type     := Supply Generation
Ability 12 Descr    := 
Ability 12 Val 1    := 0
Ability 12 Val 2    := 0
Ability 13 Type     := Planet - Change Population Happiness
Ability 13 Descr    := The presense of the Homeworld provides the planet with a 1% bonus to their happiness.
Ability 13 Val 1    := 1
Ability 13 Val 2    := 0
Ability 14 Type     := Planet Point Generation Modifier - Research
Ability 14 Descr    := 
Ability 14 Val 1    := 10
Ability 14 Val 2    := 0
Ability 15 Type     := Ship Bridge
Ability 15 Descr    := 
Ability 15 Val 1    := 1
Ability 15 Val 2    := 0
Ability 16 Type     := Planet - Change Conditions
Ability 16 Descr    := Extensive development improves the conditions of the planet by 5% each year.
Ability 16 Val 1    := 5
Ability 16 Val 2    := 0
Ability 17 Type     := Space Yard
Ability 17 Descr    := Can construct with 2000 of each resource per turn.
Ability 17 Val 1    := 1
Ability 17 Val 2    := 2000
Ability 18 Type     := Space Yard
Ability 18 Descr    := 
Ability 18 Val 1    := 2
Ability 18 Val 2    := 2000
Ability 19 Type     := Space Yard
Ability 19 Descr    := 
Ability 19 Val 1    := 3
Ability 19 Val 2    := 2000
Ability 20 Type     := Component Repair
Ability 20 Descr    := Repairs four components per turn
Ability 20 Val 1    := 4
Ability 20 Val 2    := 0

Name                := Homeworld Hub I
Description         := The center of the race's empire.
Facility Group      := Hub
Facility Family     := 100
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 95355
Cost Organics       := 27739
Cost Radioactives   := 27268
Number of Tech Req  := 1
Tech Area Req 1     := B5 Standard Race
Tech Level Req 1    := 1
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 20
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 shield points
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Generates 1000 Min, 1000 Org, 1000 Rad
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := 
Ability 5 Val 1     := 500
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := Generates 500 Intelligence points
Ability 6 Val 1     := 500
Ability 6 Val 2     := 0
Ability 7 Type      := Spaceport
Ability 7 Descr     := Serves as a spaceport for the planet
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Cargo Storage
Ability 8 Descr     := Can store 5000 cargo
Ability 8 Val 1     := 5000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Mineral
Ability 9 Descr     := Can store 50000 of each resource for the Empire.
Ability 9 Val 1     := 50000
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Storage - Organics
Ability 10 Descr    := 
Ability 10 Val 1    := 50000
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Radioactives
Ability 11 Descr    := 
Ability 11 Val 1    := 50000
Ability 11 Val 2    := 0
Ability 12 Type     := Change Population Happiness - System
Ability 12 Descr    := The presense of the Homeworld provides the system with a bonus to their happiness.
Ability 12 Val 1    := 2
Ability 12 Val 2    := 0
Ability 13 Type     := System Point Generation Modifier - Research
Ability 13 Descr    := Increases Research efficiency in this system by 10% (only one per system effective)
Ability 13 Val 1    := 10
Ability 13 Val 2    := 0
Ability 14 Type     := Change Bad Event Chance - System
Ability 14 Descr    := Reduces chances of negative events in system by 30%
Ability 14 Val 1    := -30
Ability 14 Val 2    := 0
Ability 15 Type     := Combat Modifier - System
Ability 15 Descr    := When fighting to defend their homeworld systems, ships receive a 20% Combat bonus.
Ability 15 Val 1    := 20
Ability 15 Val 2    := 0
Ability 16 Type     := Planet - Change Conditions
Ability 16 Descr    := Extensive development improves the conditions of the planet by 10% each year.
Ability 16 Val 1    := 10
Ability 16 Val 2    := 0
Ability 17 Type     := Space Yard
Ability 17 Descr    := Can construct with 2000 of each resource per turn..
Ability 17 Val 1    := 1
Ability 17 Val 2    := 2000
Ability 18 Type     := Space Yard
Ability 18 Descr    := 
Ability 18 Val 1    := 2
Ability 18 Val 2    := 2000
Ability 19 Type     := Space Yard
Ability 19 Descr    := 
Ability 19 Val 1    := 3
Ability 19 Val 2    := 2000
Ability 20 Type     := Supply Generation
Ability 20 Descr    := 
Ability 20 Val 1    := 0
Ability 20 Val 2    := 0

Name                := Homeworld Hub II
Description         := The center of the race's empire.
Facility Group      := Hub
Facility Family     := 100
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 68
Cost Minerals       := 110000
Cost Organics       := 27739
Cost Radioactives   := 27268
Number of Tech Req  := 2
Tech Area Req 1     := B5 Standard Race
Tech Level Req 1    := 1
Tech Area Req 2     := Industry
Tech Level Req 2    := 1
Number of Abilities := 20
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 10000 shield points
Ability 1 Val 1     := 10000
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Generates 1500 Min, 1000 Org, 1000 Rad
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Organics
Ability 3 Descr     := 
Ability 3 Val 1     := 1000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Generation - Radioactives
Ability 4 Descr     := 
Ability 4 Val 1     := 1000
Ability 4 Val 2     := 0
Ability 5 Type      := Point Generation - Research
Ability 5 Descr     := 
Ability 5 Val 1     := 1000
Ability 5 Val 2     := 0
Ability 6 Type      := Point Generation - Intelligence
Ability 6 Descr     := 
Ability 6 Val 1     := 1000
Ability 6 Val 2     := 0
Ability 7 Type      := Spaceport
Ability 7 Descr     := Serves as a spaceport for the planet
Ability 7 Val 1     := 0
Ability 7 Val 2     := 0
Ability 8 Type      := Cargo Storage
Ability 8 Descr     := Can store 10000 cargo
Ability 8 Val 1     := 10000
Ability 8 Val 2     := 0
Ability 9 Type      := Resource Storage - Mineral
Ability 9 Descr     := Can store 100000 of each resource for the Empire.
Ability 9 Val 1     := 100000
Ability 9 Val 2     := 0
Ability 10 Type     := Resource Storage - Organics
Ability 10 Descr    := 
Ability 10 Val 1    := 100000
Ability 10 Val 2    := 0
Ability 11 Type     := Resource Storage - Radioactives
Ability 11 Descr    := 
Ability 11 Val 1    := 100000
Ability 11 Val 2    := 0
Ability 12 Type     := Change Population Happiness - System
Ability 12 Descr    := The presense of the Homeworld provides the system with a 2% bonus to their happiness.
Ability 12 Val 1    := 2
Ability 12 Val 2    := 0
Ability 13 Type     := System Point Generation Modifier - Research
Ability 13 Descr    := Increases Research efficiency in this system by 10% (only one per system effective)
Ability 13 Val 1    := 10
Ability 13 Val 2    := 0
Ability 14 Type     := Change Bad Event Chance - System
Ability 14 Descr    := Reduces chances of negative events in system by 30%
Ability 14 Val 1    := -30
Ability 14 Val 2    := 0
Ability 15 Type     := Combat Modifier - System
Ability 15 Descr    := When fighting to defend their homeworld systems, ships receive a 20% Combat bonus.
Ability 15 Val 1    := 20
Ability 15 Val 2    := 0
Ability 16 Type     := Planet - Change Conditions
Ability 16 Descr    := Extensive development improves the conditions of the planet by 10% each year.
Ability 16 Val 1    := 10
Ability 16 Val 2    := 0
Ability 17 Type     := Space Yard
Ability 17 Descr    := Can construct with 2000 of each resource per turn.
Ability 17 Val 1    := 1
Ability 17 Val 2    := 2000
Ability 18 Type     := Space Yard
Ability 18 Descr    := 
Ability 18 Val 1    := 2
Ability 18 Val 2    := 2000
Ability 19 Type     := Space Yard
Ability 19 Descr    := 
Ability 19 Val 1    := 3
Ability 19 Val 2    := 2000
Ability 20 Type     := Component Repair
Ability 20 Descr    := Repairs four components per turn
Ability 20 Val 1    := 4
Ability 20 Val 2    := 0

Name                := Depot I
Description         := A vast area of warehouses.
Facility Group      := Storage
Facility Family     := 103
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 9525
Cost Organics       := 8532
Cost Radioactives   := 6879
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 1
Tech Area Req 2     := B5 Standard Race
Tech Level Req 2    := 1
Number of Abilities := 7
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 1000 shield points
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 5000 extra cargo spaces.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 50000 minerals for the Empire.
Ability 3 Val 1     := 50000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Organics
Ability 4 Descr     := Can store 50000 organics for the Empire.
Ability 4 Val 1     := 50000
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Radioactives
Ability 5 Descr     := Can store 50000 radioactives for the Empire.
Ability 5 Val 1     := 50000
Ability 5 Val 2     := 0
Ability 6 Type      := Supply Generation
Ability 6 Descr     := 1
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Quantum Reactor
Ability 7 Descr     := 
Ability 7 Val 1     := 1
Ability 7 Val 2     := 0

Name                := Depot II
Description         := A vast area of warehouses.
Facility Group      := Storage
Facility Family     := 103
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 12400
Cost Organics       := 9750
Cost Radioactives   := 7692
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 2
Tech Area Req 2     := B5 Standard Race
Tech Level Req 2    := 1
Number of Abilities := 7
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 1000 shield points
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 5000 extra cargo spaces.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 75000 minerals for the Empire.
Ability 3 Val 1     := 75000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Organics
Ability 4 Descr     := Can store 75000 organics for the Empire.
Ability 4 Val 1     := 75000
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Radioactives
Ability 5 Descr     := Can store 75000 radioactives for the Empire.
Ability 5 Val 1     := 75000
Ability 5 Val 2     := 0
Ability 6 Type      := Supply Generation
Ability 6 Descr     := 1
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Quantum Reactor
Ability 7 Descr     := 
Ability 7 Val 1     := 1
Ability 7 Val 2     := 0

Name                := Depot III
Description         := A vast area of warehouses.
Facility Group      := Storage
Facility Family     := 103
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 54
Cost Minerals       := 13025
Cost Organics       := 10157
Cost Radioactives   := 7963
Number of Tech Req  := 2
Tech Area Req 1     := Cargo
Tech Level Req 1    := 3
Tech Area Req 2     := B5 Standard Race
Tech Level Req 2    := 1
Number of Abilities := 7
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 1000 shield points
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 5000 extra cargo spaces.
Ability 2 Val 1     := 5000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Mineral
Ability 3 Descr     := Can store 100000 minerals for the Empire.
Ability 3 Val 1     := 100000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Organics
Ability 4 Descr     := Can store 100000 organics for the Empire.
Ability 4 Val 1     := 100000
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Radioactives
Ability 5 Descr     := Can store 100000 radioactives for the Empire.
Ability 5 Val 1     := 50000
Ability 5 Val 2     := 0
Ability 6 Type      := Supply Generation
Ability 6 Descr     := 1
Ability 6 Val 1     := 0
Ability 6 Val 2     := 0
Ability 7 Type      := Quantum Reactor
Ability 7 Descr     := 
Ability 7 Val 1     := 1
Ability 7 Val 2     := 0

Name                := Mining Colony I
Description         := A large number of mines around a central core of warehouse and distribution facilities.
Facility Group      := Resource Extraction
Facility Family     := 104
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 41
Cost Minerals       := 4400
Cost Organics       := 1200
Cost Radioactives   := 1100
Number of Tech Req  := 3
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 1
Tech Area Req 3     := B5 Standard Race
Tech Level Req 3    := 1
Number of Abilities := 6
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Mines 2000 Minerals
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Mines 1500 Radioactives
Ability 3 Val 1     := 1500
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Mineral
Ability 4 Descr     := Can store 25000 minerals for the Empire.
Ability 4 Val 1     := 25000
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Radioactives
Ability 5 Descr     := Can store 25000 radioactives for the Empire.
Ability 5 Val 1     := 25000
Ability 5 Val 2     := 0
Ability 6 Type      := Mine Sweeping
Ability 6 Descr     := 
Ability 6 Val 1     := 1
Ability 6 Val 2     := 0

Name                := Mining Colony II
Description         := A large number of mines around a central core of warehouse and distribution facilities.
Facility Group      := Resource Extraction
Facility Family     := 104
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 41
Cost Minerals       := 6600
Cost Organics       := 2000
Cost Radioactives   := 1200
Number of Tech Req  := 3
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 2
Tech Area Req 3     := B5 Standard Race
Tech Level Req 3    := 1
Number of Abilities := 6
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Mines 3000 Minerals
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Mines 2250 Radioactives
Ability 3 Val 1     := 2250
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Mineral
Ability 4 Descr     := Can store 25000 minerals for the Empire.
Ability 4 Val 1     := 25000
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Radioactives
Ability 5 Descr     := Can store 25000 radioactives for the Empire.
Ability 5 Val 1     := 25000
Ability 5 Val 2     := 0
Ability 6 Type      := Mine Sweeping
Ability 6 Descr     := 
Ability 6 Val 1     := 1
Ability 6 Val 2     := 0

Name                := Mining Colony III
Description         := A large number of mines around a central core of warehouse and distribution facilities.
Facility Group      := Resource Extraction
Facility Family     := 104
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 41
Cost Minerals       := 7500
Cost Organics       := 2500
Cost Radioactives   := 1600
Number of Tech Req  := 3
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 3
Tech Area Req 3     := B5 Standard Race
Tech Level Req 3    := 1
Number of Abilities := 6
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Mines 4000 Minerals
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Mines 3000 Radioactives
Ability 3 Val 1     := 3000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Mineral
Ability 4 Descr     := Can store 25000 minerals for the Empire.
Ability 4 Val 1     := 25000
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Radioactives
Ability 5 Descr     := Can store 25000 radioactives for the Empire.
Ability 5 Val 1     := 25000
Ability 5 Val 2     := 0
Ability 6 Type      := Mine Sweeping
Ability 6 Descr     := 
Ability 6 Val 1     := 1
Ability 6 Val 2     := 0

Name                := Aggressive Mining Colony I
Description         := A large number of strip mines around a small core of warehouse and distribution facilities.
Facility Group      := Resource Extraction
Facility Family     := 105
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 42
Cost Minerals       := 2200
Cost Organics       := 600
Cost Radioactives   := 500
Number of Tech Req  := 3
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 2
Tech Area Req 3     := B5 Standard Race
Tech Level Req 3    := 1
Number of Abilities := 9
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Mines 1800 Minerals
Ability 2 Val 1     := 1800
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := 
Ability 3 Val 1     := 1800
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Mineral
Ability 4 Descr     := Can store 12500 minerals for the Empire.
Ability 4 Val 1     := 12500
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Radioactives
Ability 5 Descr     := Can store 12500 radioactives for the Empire.
Ability 5 Val 1     := 12000
Ability 5 Val 2     := 0
Ability 6 Type      := Planet - Change Conditions
Ability 6 Descr     := The aggressive stripping of the planet will steadily decrease the planet's value.
Ability 6 Val 1     := -2
Ability 6 Val 2     := 0
Ability 7 Type      := Planet - Change Minerals Value
Ability 7 Descr     := Aggressive mining reduces mineral value of planet by 1% each year.
Ability 7 Val 1     := -1
Ability 7 Val 2     := 0
Ability 8 Type      := Planet - Change Radioactives Value
Ability 8 Descr     := Aggressive mining reduces radioactive value of planet by 1% each year.
Ability 8 Val 1     := -1
Ability 8 Val 2     := 0
Ability 9 Type      := Destroy Black Hole
Ability 9 Descr     := 
Ability 9 Val 1     := 1
Ability 9 Val 2     := 0

Name                := Aggressive Mining Colony II
Description         := A large number of strip mines around a small core of warehouse and distribution facilities.
Facility Group      := Resource Extraction
Facility Family     := 105
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 42
Cost Minerals       := 3300
Cost Organics       := 900
Cost Radioactives   := 600
Number of Tech Req  := 3
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 3
Tech Area Req 3     := B5 Standard Race
Tech Level Req 3    := 1
Number of Abilities := 9
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Mines 2700 Minerals
Ability 2 Val 1     := 2700
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Mines 2000 Radioactives
Ability 3 Val 1     := 2000
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Mineral
Ability 4 Descr     := Can store 12500 minerals for the Empire.
Ability 4 Val 1     := 12500
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Radioactives
Ability 5 Descr     := Can store 12500 radioactives for the Empire.
Ability 5 Val 1     := 12500
Ability 5 Val 2     := 0
Ability 6 Type      := Planet - Change Conditions
Ability 6 Descr     := The aggressive stripping of the planet will steadily decrease the planet's value.
Ability 6 Val 1     := -3
Ability 6 Val 2     := 0
Ability 7 Type      := Planet - Change Minerals Value
Ability 7 Descr     := Aggressive mining reduces mineral value of planet by 2% each year.
Ability 7 Val 1     := -2
Ability 7 Val 2     := 0
Ability 8 Type      := Planet - Change Radioactives Value
Ability 8 Descr     := Aggressive mining reduces radioactive value of planet by 2% each year.
Ability 8 Val 1     := -2
Ability 8 Val 2     := 0
Ability 9 Type      := Destroy Black Hole
Ability 9 Descr     := 
Ability 9 Val 1     := 1
Ability 9 Val 2     := 0

Name                := Aggressive Mining Colony III
Description         := A large number of strip mines around a small core of warehouse and distribution facilities.
Facility Group      := Resource Extraction
Facility Family     := 105
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 42
Cost Minerals       := 4400
Cost Organics       := 1000
Cost Radioactives   := 700
Number of Tech Req  := 3
Tech Area Req 1     := Minerals Extraction
Tech Level Req 1    := 4
Tech Area Req 2     := Radioactives Extraction
Tech Level Req 2    := 4
Tech Area Req 3     := B5 Standard Race
Tech Level Req 3    := 1
Number of Abilities := 9
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 1250
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Minerals
Ability 2 Descr     := Mines 3600 Minerals
Ability 2 Val 1     := 3600
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Generation - Radioactives
Ability 3 Descr     := Mines 2700 Radioactives
Ability 3 Val 1     := 2700
Ability 3 Val 2     := 0
Ability 4 Type      := Resource Storage - Mineral
Ability 4 Descr     := Can store 12500 minerals for the Empire.
Ability 4 Val 1     := 12500
Ability 4 Val 2     := 0
Ability 5 Type      := Resource Storage - Radioactives
Ability 5 Descr     := Can store 12500 radioactives for the Empire.
Ability 5 Val 1     := 12500
Ability 5 Val 2     := 0
Ability 6 Type      := Planet - Change Conditions
Ability 6 Descr     := The aggressive stripping of the planet will steadily decrease the planet's conditions.
Ability 6 Val 1     := -4
Ability 6 Val 2     := 0
Ability 7 Type      := Planet - Change Minerals Value
Ability 7 Descr     := Aggressive mining reduces mineral value of planet by 3% each year.
Ability 7 Val 1     := -3
Ability 7 Val 2     := 0
Ability 8 Type      := Planet - Change Radioactives Value
Ability 8 Descr     := Aggressive mining reduces radioactive value of planet by 3% each year.
Ability 8 Val 1     := -3
Ability 8 Val 2     := 0
Ability 9 Type      := Destroy Black Hole
Ability 9 Descr     := 
Ability 9 Val 1     := 1
Ability 9 Val 2     := 0

Name                := Archaeological Center I
Description         := A center devoted to understanding the history of the planet it is on.
Facility Group      := Research
Facility Family     := 106
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 28
Cost Minerals       := 4875
Cost Organics       := 1219
Cost Radioactives   := 1788
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := B5 Standard Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 500 research points each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Planet Point Generation Modifier - Research
Ability 3 Descr     := Increase all research on a planet by 5% (only 1 facility per planet effective).
Ability 3 Val 1     := 5
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Star Destroyer
Ability 4 Descr     := 
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Archaeological Site II
Description         := A center devoted to understanding the history of the planet it is on.
Facility Group      := Research
Facility Family     := 106
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 28
Cost Minerals       := 9263
Cost Organics       := 2316
Cost Radioactives   := 3494
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := B5 Standard Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 665 research points each turn.
Ability 2 Val 1     := 665
Ability 2 Val 2     := 0
Ability 3 Type      := Planet Point Generation Modifier - Research
Ability 3 Descr     := Increase all research on a planet by 10% (only 1 facility per planet effective).
Ability 3 Val 1     := 10
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Star Destroyer
Ability 4 Descr     := 
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Archaeological Site III
Description         := A center devoted to understanding the history of the planet it is on.
Facility Group      := Research
Facility Family     := 106
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 28
Cost Minerals       := 13650
Cost Organics       := 3412
Cost Radioactives   := 5200
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := B5 Standard Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 1000
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 885 research points each turn.
Ability 2 Val 1     := 885
Ability 2 Val 2     := 0
Ability 3 Type      := Planet Point Generation Modifier - Research
Ability 3 Descr     := Increase all research on a planet by 15% (only 1 facility per planet effective).
Ability 3 Val 1     := 15
Ability 3 Val 2     := 0
Ability 4 Type      := Stop Star Destroyer
Ability 4 Descr     := 
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Military Outpost I
Description         := A compound with military storage, training, and maintenance facilities.
Facility Group      := Military
Facility Family     := 107
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 11
Cost Minerals       := 19175
Cost Organics       := 6094
Cost Radioactives   := 6577
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 1
Tech Area Req 2     := B5 Standard Race
Tech Level Req 2    := 1
Number of Abilities := 7
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 planetary shield points
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 2500 extra cargo spaces.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Supply Generation
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Ship Training
Ability 4 Descr     := Trains Ship Crews at 1% per turn, to a maximum of 10%
Ability 4 Val 1     := 1
Ability 4 Val 2     := 10
Ability 5 Type      := Component Repair
Ability 5 Descr     := Repairs 2 components per turn
Ability 5 Val 1     := 2
Ability 5 Val 2     := 0
Ability 6 Type      := Fleet Training - System
Ability 6 Descr     := Trains Fleets at 1% per turn, to a maximum of 10%
Ability 6 Val 1     := 1
Ability 6 Val 2     := 10
Ability 7 Type      := Stop Black Hole Creator
Ability 7 Descr     := 
Ability 7 Val 1     := 
Ability 7 Val 2     :=

Name                := Military Outpost II
Description         := A compound with military storage, training, and maintenance facilities.
Facility Group      := Military
Facility Family     := 107
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 11
Cost Minerals       := 21125
Cost Organics       := 6582
Cost Radioactives   := 6967
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 2
Tech Area Req 2     := B5 Standard Race
Tech Level Req 2    := 1
Number of Abilities := 7
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 planetary shield points
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 2500 extra cargo spaces.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Supply Generation
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Ship Training
Ability 4 Descr     := Trains Ship Crews at 1% per turn, to a maximum of 15%
Ability 4 Val 1     := 1
Ability 4 Val 2     := 15
Ability 5 Type      := Component Repair
Ability 5 Descr     := Repairs 3 components per turn
Ability 5 Val 1     := 3
Ability 5 Val 2     := 0
Ability 6 Type      := Fleet Training - System
Ability 6 Descr     := Trains Fleet Commanders at 1% per turn, to a maximum of 15%
Ability 6 Val 1     := 1
Ability 6 Val 2     := 15
Ability 7 Type      := Stop Black Hole Creator
Ability 7 Descr     := 
Ability 7 Val 1     := 
Ability 7 Val 2     :=

Name                := Military Outpost III
Description         := A compound with military storage, training, and maintenance facilities.
Facility Group      := Military
Facility Family     := 107
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 11
Cost Minerals       := 24700
Cost Organics       := 8125
Cost Radioactives   := 9252
Number of Tech Req  := 2
Tech Area Req 1     := Advanced Military Science
Tech Level Req 1    := 3
Tech Area Req 2     := B5 Standard Race
Tech Level Req 2    := 1
Number of Abilities := 7
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := Generates 5000 planetary shield points
Ability 1 Val 1     := 5000
Ability 1 Val 2     := 0
Ability 2 Type      := Cargo Storage
Ability 2 Descr     := Provides 2500 extra cargo spaces.
Ability 2 Val 1     := 2500
Ability 2 Val 2     := 0
Ability 3 Type      := Supply Generation
Ability 3 Descr     := 
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Ship Training
Ability 4 Descr     := Trains Ship Crews at 1% per turn, to a maximum of 20%
Ability 4 Val 1     := 1
Ability 4 Val 2     := 20
Ability 5 Type      := Component Repair
Ability 5 Descr     := Repairs 4 components per turn
Ability 5 Val 1     := 4
Ability 5 Val 2     := 0
Ability 6 Type      := Fleet Training - System
Ability 6 Descr     := Trains Fleet Commanders in the system at 1% per turn, to a maximum of 20%
Ability 6 Val 1     := 1
Ability 6 Val 2     := 20
Ability 7 Type      := Stop Black Hole Creator
Ability 7 Descr     := 
Ability 7 Val 1     := 
Ability 7 Val 2     :=

Name                := Listening Post I
Description         := A network of facilities devoted to scanning the space surrounding the planet.
Facility Group      := Intelligence
Facility Family     := 110
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 25
Cost Minerals       := 12025
Cost Organics       := 3332
Cost Radioactives   := 3694
Number of Tech Req  := 3
Tech Area Req 1     := Sensors
Tech Level Req 1    := 1
Tech Area Req 2     := Applied Intelligence
Tech Level Req 2    := 1
Tech Area Req 3     := B5 Standard Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 500 intelligence points each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Allows scans of ships in system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Change Bad Intelligence Chance - System
Ability 4 Descr     := 
Ability 4 Val 1     := -10
Ability 4 Val 2     := 0

Name                := Listening Post II
Description         := A network of facilities devoted to scanning the space surrounding the planet.
Facility Group      := Intelligence
Facility Family     := 110
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 25
Cost Minerals       := 21125
Cost Organics       := 5932
Cost Radioactives   := 6837
Number of Tech Req  := 3
Tech Area Req 1     := Sensors
Tech Level Req 1    := 1
Tech Area Req 2     := Applied Intelligence
Tech Level Req 2    := 2
Tech Area Req 3     := B5 Standard Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 750 intelligence points each turn.
Ability 2 Val 1     := 750
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Allows scans of ships in system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Change Bad Intelligence Chance - System
Ability 4 Descr     := 
Ability 4 Val 1     := -20
Ability 4 Val 2     := 0

Name                := Listening Post III
Description         := A network of facilities devoted to scanning the space surrounding the planet.
Facility Group      := Intelligence
Facility Family     := 110
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 25
Cost Minerals       := 30225
Cost Organics       := 8532
Cost Radioactives   := 9977
Number of Tech Req  := 3
Tech Area Req 1     := Sensors
Tech Level Req 1    := 1
Tech Area Req 2     := Applied Intelligence
Tech Level Req 2    := 3
Tech Area Req 3     := B5 Standard Race
Tech Level Req 3    := 1
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 1000 intelligence points each turn.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Long Range Scanner - System
Ability 3 Descr     := Allows scans of ships in system.
Ability 3 Val 1     := 0
Ability 3 Val 2     := 0
Ability 4 Type      := Change Bad Intelligence Chance - System
Ability 4 Descr     := 
Ability 4 Val 1     := -30
Ability 4 Val 2     := 0

Name                := Medical Center I
Description         := A huge series of top-notch research and treatment hospitals.
Facility Group      := Population Support
Facility Family     := 111
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 4500
Cost Organics       := 6000
Cost Radioactives   := 2000
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 1
Tech Area Req 2     := B5 Standard Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 100 research points each turn.
Ability 2 Val 1     := 100
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := The presense of the Med Center provides the system with a bonus to their happiness.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0
Ability 4 Type      := Plague Prevention - System
Ability 4 Descr     := Prevents level 1 plagues in this system.
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0
Ability 5 Type      := Modify Reproduction - System
Ability 5 Descr     := Advance medical techniques results in increased system population growth by 1%
Ability 5 Val 1     := 1
Ability 5 Val 2     := 0

Name                := Medical Center II
Description         := A huge series of top-notch research and treatment hospitals.
Facility Group      := Population Support
Facility Family     := 111
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 5400
Cost Organics       := 7200
Cost Radioactives   := 2400
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 2
Tech Area Req 2     := B5 Standard Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 150 research points each turn.
Ability 2 Val 1     := 150
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := The presense of the Med Center provides the system with a bonus to their happiness.
Ability 3 Val 1     := 2
Ability 3 Val 2     := 0
Ability 4 Type      := Plague Prevention - System
Ability 4 Descr     := Prevents level 2 plagues in this system.
Ability 4 Val 1     := 2
Ability 4 Val 2     := 0
Ability 5 Type      := Modify Reproduction - System
Ability 5 Descr     := Advance medical techniques results in increased system population growth by 2%
Ability 5 Val 1     := 2
Ability 5 Val 2     := 0

Name                := Medical Center III
Description         := A huge series of top-notch research and treatment hospitals.
Facility Group      := Population Support
Facility Family     := 111
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 48
Cost Minerals       := 6300
Cost Organics       := 8400
Cost Radioactives   := 2800
Number of Tech Req  := 2
Tech Area Req 1     := Medical Technology
Tech Level Req 1    := 3
Tech Area Req 2     := B5 Standard Race
Tech Level Req 2    := 1
Number of Abilities := 5
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 200 research points each turn.
Ability 2 Val 1     := 200
Ability 2 Val 2     := 0
Ability 3 Type      := Change Population Happiness - System
Ability 3 Descr     := The presense of the Med Center provides the system with a bonus to their happiness.
Ability 3 Val 1     := 3
Ability 3 Val 2     := 0
Ability 4 Type      := Plague Prevention - System
Ability 4 Descr     := Prevents level 3 plagues in this system.
Ability 4 Val 1     := 3
Ability 4 Val 2     := 0
Ability 5 Type      := Modify Reproduction - System
Ability 5 Descr     := Advance medical techniques results in increased system population growth by 3%
Ability 5 Val 1     := 3
Ability 5 Val 2     := 0

Name                := Recycling Center I
Description         := Chemical and industrial plants dedicated to recovering useful scrap.
Facility Group      := Miscellaneous
Facility Family     := 112
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 47
Cost Minerals       := 9100
Cost Organics       := 11375
Cost Radioactives   := 10617
Number of Tech Req  := 1
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 1
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 3
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Reclamation
Ability 2 Descr     := Advanced recycling techniques allow a 40% resource reclamation on scrapped material.
Ability 2 Val 1     := 40
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Conversion
Ability 3 Descr     := Plant may be used to convert resources.
Ability 3 Val 1     := 50
Ability 3 Val 2     := 0

Name                := Recycling Center II
Description         := Chemical and industrial plants dedicated to recovering useful scrap.
Facility Group      := Miscellaneous
Facility Family     := 112
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 47
Cost Minerals       := 11050
Cost Organics       := 13812
Cost Radioactives   := 12892
Number of Tech Req  := 1
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 2
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 3
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Reclamation
Ability 2 Descr     := Advanced recycling techniques allow a 50% resource reclamation on scrapped material.
Ability 2 Val 1     := 50
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Conversion
Ability 3 Descr     := Plant may be used to convert resources.
Ability 3 Val 1     := 40
Ability 3 Val 2     := 0

Name                := Recycling Center III
Description         := Chemical and industrial plants dedicated to recovering useful scrap.
Facility Group      := Miscellaneous
Facility Family     := 112
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 47
Cost Minerals       := 13000
Cost Organics       := 16250
Cost Radioactives   := 15167
Number of Tech Req  := 1
Tech Area Req 1     := Resource Manipulation
Tech Level Req 1    := 3
Tech Area Req 2     := 
Tech Level Req 2    := 
Number of Abilities := 3
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Reclamation
Ability 2 Descr     := Advanced recycling techniques allow a 60% resource reclamation on scrapped material.
Ability 2 Val 1     := 60
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Conversion
Ability 3 Descr     := Plant may be used to convert resources.
Ability 3 Val 1     := 30
Ability 3 Val 2     := 0

Name                := Agricultural Colony I
Description         := A large area dedictaed to farming and aquafarming, around a central storage and distribution site.
Facility Group      := Resource Extraction
Facility Family     := 113
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 30
Cost Minerals       := 4225
Cost Organics       := 1057
Cost Radioactives   := 704
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 1
Tech Area Req 2     := B5 Standard Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Colony Generates 2000 organics per turn.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Organics
Ability 3 Descr     := Can store 25000 organics for the Empire.
Ability 3 Val 1     := 25000
Ability 3 Val 2     := 0
Ability 4 Type      := Supply Storage
Ability 4 Descr     := 
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Agricultural Colony II
Description         := A large area dedictaed to farming and aquafarming, around a central storage and distribution site.
Facility Group      := Resource Extraction
Facility Family     := 113
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 30
Cost Minerals       := 5525
Cost Organics       := 1382
Cost Radioactives   := 922
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 2
Tech Area Req 2     := B5 Standard Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Colony Generates 3000 organics per turn.
Ability 2 Val 1     := 3000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Organics
Ability 3 Descr     := Can store 25000 organics for the Empire.
Ability 3 Val 1     := 25000
Ability 3 Val 2     := 0
Ability 4 Type      := Supply Storage
Ability 4 Descr     := 
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Agricultural Colony III
Description         := A large area dedictaed to farming and aquafarming, around a central storage and distribution site.
Facility Group      := Resource Extraction
Facility Family     := 113
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 30
Cost Minerals       := 6825
Cost Organics       := 1707
Cost Radioactives   := 1138
Number of Tech Req  := 2
Tech Area Req 1     := Organics Extraction
Tech Level Req 1    := 3
Tech Area Req 2     := B5 Standard Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Resource Generation - Organics
Ability 2 Descr     := Colony Generates 4000 organics per turn.
Ability 2 Val 1     := 4000
Ability 2 Val 2     := 0
Ability 3 Type      := Resource Storage - Organics
Ability 3 Descr     := Can store 25000 organics for the Empire.
Ability 3 Val 1     := 25000
Ability 3 Val 2     := 0
Ability 4 Type      := Supply Storage
Ability 4 Descr     := 
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Educational Center I
Description         := A series of campuses for research and education.
Facility Group      := Research
Facility Family     := 114
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 23
Cost Minerals       := 7313
Cost Organics       := 1829
Cost Radioactives   := 2682
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := B5 Standard Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 750 research points each turn.
Ability 2 Val 1     := 750
Ability 2 Val 2     := 0
Ability 3 Type      := Ship Training
Ability 3 Descr     := Ship crews will receive a 1% training bonus each turn up to 5% total.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 5
Ability 4 Type      := Ship Crew Quarters
Ability 4 Descr     := 
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Educational Center II
Description         := A series of campuses for research and education.
Facility Group      := Research
Facility Family     := 114
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 23
Cost Minerals       := 13895
Cost Organics       := 3474
Cost Radioactives   := 5241
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := B5 Standard Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 1000 research points each turn.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Ship Training
Ability 3 Descr     := Ship crews will receive a 1% training bonus each turn up to 5% total.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 5
Ability 4 Type      := Ship Crew Quarters
Ability 4 Descr     := 
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Educational Center III
Description         := A series of campuses for research and education.
Facility Group      := Research
Facility Family     := 114
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 23
Cost Minerals       := 20475
Cost Organics       := 5118
Cost Radioactives   := 7800
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := B5 Standard Race
Tech Level Req 2    := 1
Number of Abilities := 4
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 1325 research points each turn.
Ability 2 Val 1     := 1325
Ability 2 Val 2     := 0
Ability 3 Type      := Ship Training
Ability 3 Descr     := Ship crews will receive a 1% training bonus each turn up to 5% total.
Ability 3 Val 1     := 1
Ability 3 Val 2     := 5
Ability 4 Type      := Ship Crew Quarters
Ability 4 Descr     := 
Ability 4 Val 1     := 1
Ability 4 Val 2     := 0

Name                := Covert Ops Center I
Description         := A training and operations center for spies.
Facility Group      := Intelligence
Facility Family     := 115
Roman Numeral       := 1
Restrictions        := None
Pic Num             := 23
Cost Minerals       := 7638
Cost Organics       := 1910
Cost Radioactives   := 1273
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := B5 Standard Race
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 500 intelligence points each turn.
Ability 2 Val 1     := 500
Ability 2 Val 2     := 0
Ability 3 Type      := Ship Life Support
Ability 3 Descr     := 
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Covert Ops Center II
Description         := A training and operations center for spies.
Facility Group      := Intelligence
Facility Family     := 115
Roman Numeral       := 2
Restrictions        := None
Pic Num             := 23
Cost Minerals       := 7638
Cost Organics       := 1910
Cost Radioactives   := 1273
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 1
Tech Area Req 2     := B5 Standard Race
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 750 intelligence points each turn.
Ability 2 Val 1     := 750
Ability 2 Val 2     := 0
Ability 3 Type      := Ship Life Support
Ability 3 Descr     := 
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Covert Ops Center III
Description         := A training and operations center for spies.
Facility Group      := Intelligence
Facility Family     := 115
Roman Numeral       := 3
Restrictions        := None
Pic Num             := 23
Cost Minerals       := 8775
Cost Organics       := 2194
Cost Radioactives   := 1463
Number of Tech Req  := 2
Tech Area Req 1     := Applied Intelligence
Tech Level Req 1    := 3
Tech Area Req 2     := B5 Standard Race
Tech Level Req 2    := 1
Number of Abilities := 3
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Intelligence
Ability 2 Descr     := Generates 1000 intelligence points each turn.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0
Ability 3 Type      := Ship Life Support
Ability 3 Descr     := 
Ability 3 Val 1     := 1
Ability 3 Val 2     := 0

Name                := Atmospheric Adjuster I
Description         := Massive program to 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             := 67
Cost Minerals       := 132000
Cost Organics       := 132000
Cost Radioactives   := 132000
Number of Tech Req  := 1
Tech Area Req 1     := Atmospheric Modification
Tech Level Req 1    := 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.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Atmospheric Adjuster II
Description         := Massive program to 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             := 67
Cost Minerals       := 105600
Cost Organics       := 105600
Cost Radioactives   := 105600
Number of Tech Req  := 1
Tech Area Req 1     := Atmospheric Modification
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 breathable by its colony.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Atmospheric Adjuster III
Description         := Massive program to 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             := 67
Cost Minerals       := 92400
Cost Organics       := 92400
Cost Radioactives   := 92400
Number of Tech Req  := 1
Tech Area Req 1     := Atmospheric Modification
Tech Level Req 1    := 3
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.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Ancient Atmospheric Adjuster
Description         := Massive program to slowly change the atmosphere of a planet to a breathable state using technology recovered from the Ancients.  a breathable state at a more accelerated rate.  
Facility Group      := Planet Modification
Facility Family     := 44
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 67
Cost Minerals       := 66000
Cost Organics       := 66000
Cost Radioactives   := 66000
Number of Tech Req  := 2
Tech Area Req 1     := Atmospheric Modification
Tech Level Req 1    := 3
Tech Area Req 2     := Ancient Atmospheric Adjuster
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.
Ability 1 Val 1     := 1
Ability 1 Val 2     := 0

Name                := Neurotech Educational Center I
Description         := Combines the vigor of younger race minds and Ancient Neurotech philosophy.
Facility Group      := Research
Facility Family     := 114
Roman Numeral       := 4
Restrictions        := None
Pic Num             := 23
Cost Minerals       := 7313
Cost Organics       := 1829
Cost Radioactives   := 2682
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 1
Tech Area Req 2     := Ancient Neurotech
Tech Level Req 2    := 1
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 500
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 1000 research points each turn.
Ability 2 Val 1     := 1000
Ability 2 Val 2     := 0

Name                := Neurotech Educational Center II
Description         := Combines the vigor of younger race minds and Ancient Neurotech philosophy.
Facility Group      := Research
Facility Family     := 114
Roman Numeral       := 5
Restrictions        := None
Pic Num             := 23
Cost Minerals       := 13895
Cost Organics       := 3474
Cost Radioactives   := 5241
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 2
Tech Area Req 2     := Ancient Neurotech
Tech Level Req 2    := 2
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 550
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 1500 research points each turn.
Ability 2 Val 1     := 1500
Ability 2 Val 2     := 0

Name                := Neurotech Educational Center III
Description         := Combines the vigor of younger race minds and Ancient Neurotech philosophy.
Facility Group      := Research
Facility Family     := 114
Roman Numeral       := 6
Restrictions        := None
Pic Num             := 23
Cost Minerals       := 20475
Cost Organics       := 5118
Cost Radioactives   := 7800
Number of Tech Req  := 2
Tech Area Req 1     := Applied Research
Tech Level Req 1    := 3
Tech Area Req 2     := Ancient Neurotech
Tech Level Req 2    := 3
Number of Abilities := 2
Ability 1 Type      := Planet - Shield Generation
Ability 1 Descr     := 
Ability 1 Val 1     := 600
Ability 1 Val 2     := 0
Ability 2 Type      := Point Generation - Research
Ability 2 Descr     := Generates 2000 research points each turn.
Ability 2 Val 1     := 2000
Ability 2 Val 2     := 0

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