Preq Tech Area Tech Level Item [number of dependencies] Prereq Tech 1
Astrophysics 1 Stellar Manipulation 1 Beta Displacement Pulser
Astrophysics 1 Stellar Manipulation 1 Ionic Concussion Blaster
Astrophysics 1 Stellar Manipulation 1 Monolith Facility I
Astrophysics 1 Stellar Manipulation 2 Tectonic Bomb I
Astrophysics 1 Stellar Manipulation 2 Matter Gravity Sphere I
Astrophysics 1 Stellar Manipulation 2 Monolith Facility II
Astrophysics 1 Stellar Manipulation 3 Gravitational Condenser
Astrophysics 1 Stellar Manipulation 3 Gravitational Quantum Resonator I
Astrophysics 1 Stellar Manipulation 3 Tectonic Bomb II
Astrophysics 1 Stellar Manipulation 3 Matter Gravity Sphere II
Astrophysics 1 Stellar Manipulation 3 Monolith Facility III
Astrophysics 1 Stellar Manipulation 4 Gravitational Quantum Resonator II
Astrophysics 1 Stellar Manipulation 4 Tectonic Bomb III
Astrophysics 1 Stellar Manipulation 4 Matter Gravity Sphere III
Astrophysics 1 Stellar Manipulation 5 Gravitational Quantum Resonator III
Astrophysics 1 Stellar Manipulation 5 Stellar Plasma Sphere
Astrophysics 1 Stellar Manipulation 5 Ring World Placement Generator
Astrophysics 1 Stellar Manipulation 5 Planetary Gravity Plating
Astrophysics 1 Stellar Manipulation 5 Hyper - Density Cables
Astrophysics 1 Stellar Manipulation 6 Gravitational Quantum Resonator IV
Astrophysics 1 Stellar Manipulation 6 Stellar Nucleonic Torpedo
Astrophysics 1 Stellar Manipulation 6 Nebulae Graviton Emitter
Astrophysics 1 Stellar Manipulation 6 Quantum Graviton Beam
Astrophysics 1 Stellar Manipulation 7 Gravitational Quantum Resonator V
Astrophysics 1 Stellar Manipulation 7 Nucleonic Thresher Torpedo
Astrophysics 1 Stellar Manipulation 7 Inverted Quantum Beam
Astrophysics 1 Stellar Manipulation 8 Sphere World Placement Generator
Astrophysics 1 Stellar Harnessing 1 Solar Collector I
Astrophysics 1 Stellar Harnessing 2 Solar Collector II
Astrophysics 1 Stellar Harnessing 3 Solar Collector III
Astrophysics 1 Stellar Harnessing 4 Solar Sail I
Astrophysics 1 Stellar Harnessing 5 Solar Sail II
Astrophysics 1 Stellar Harnessing 6 Solar Sail III
Astrophysics 1 Tractor\Repulser Weapons 1 Repulser Beam I
Astrophysics 1 Tractor\Repulser Weapons 2 Tractor Beam I
Astrophysics 1 Tractor\Repulser Weapons 3 Repulser Beam II
Astrophysics 1 Tractor\Repulser Weapons 4 Tractor Beam II
Astrophysics 1 Tractor\Repulser Weapons 5 Repulser Beam III
Astrophysics 1 Tractor\Repulser Weapons 6 Tractor Beam III
Astrophysics 1 Tractor\Repulser Weapons 7 Small Graviton Beam I [2] Smaller Weapons 1
Astrophysics 1 Tractor\Repulser Weapons 8 Small Graviton Beam II [2] Smaller Weapons 2
Astrophysics 1 Tractor\Repulser Weapons 9 Small Graviton Beam III [2] Smaller Weapons 3
Astrophysics 2 Gravitational Technology 1 Gravitic Sensors I
Astrophysics 2 Gravitational Technology 2 Gravitic Sensors II
Astrophysics 2 Gravitational Technology 3 Gravitic Sensors III
Astrophysics 2 Gravitational Weapons 1 Graviton Hellbore I
Astrophysics 2 Gravitational Weapons 2 Graviton Hellbore II
Astrophysics 2 Gravitational Weapons 3 Graviton Hellbore III
Astrophysics 2 Gravitational Weapons 4 Graviton Hellbore IV
Astrophysics 2 Gravitational Weapons 5 Graviton Hellbore V
Astrophysics 2 Null-Space Weapons 1 Null - Space Projector I
Astrophysics 2 Null-Space Weapons 2 Null - Space Projector II
Astrophysics 2 Null-Space Weapons 3 Null - Space Projector III
Nethog April 12th, 2002
Biology 1 Medical Technology 1 Medical Bay I
Biology 1 Medical Technology 2 Medical Bay II
Biology 1 Medical Technology 3 Medical Bay III
Biology 1 Medical Technology 4 Medical Bay IV
Biology 1 Medical Technology 5 Medical Bay V
Biology 1 Biological Weapons 1 Plague Bomb I
Biology 1 Biological Weapons 2 Plague Bomb II
Biology 1 Biological Weapons 3 Plague Bomb III
Biology 1 Biological Weapons 4 Plague Bomb IV
Biology 1 Biological Weapons 5 Plague Bomb V
Chemistry 1 Armor 1 Armor I
Chemistry 1 Armor 1 Small Armor
Chemistry 1 Armor 2 Armor II
Chemistry 1 Armor 3 Armor III
Chemistry 1 Armor 4 Emissive Armor I
Chemistry 1 Armor 4 Small Emissive Armor
Chemistry 1 Armor 4 Stealth Armor I
Chemistry 1 Armor 4 Scattering Armor I
Chemistry 1 Armor 5 Emissive Armor II
Chemistry 1 Armor 5 Stealth Armor II
Chemistry 1 Armor 5 Scattering Armor II
Chemistry 1 Armor 6 Emissive Armor III
Chemistry 1 Armor 6 Stealth Armor III
Chemistry 1 Armor 6 Scattering Armor III
Chemistry 2 Resource Manipulation 1 Resource Converter I
Chemistry 2 Resource Manipulation 1 Ultra - Recycler I
Chemistry 2 Resource Manipulation 2 Resource Converter II
Chemistry 2 Resource Manipulation 2 Ultra - Recycler II
Chemistry 2 Resource Manipulation 3 Resource Converter III
Chemistry 2 Resource Manipulation 3 Ultra - Recycler III
Nethog April 12th, 2002
Construction 1 Fighters 1 Light Carrier
Construction 1 Fighters 1 Small Fighter
Construction 1 Fighters 1 Fighter Bay I
Construction 1 Fighters 1 Fighter Cockpit
Construction 1 Fighters 1 Fighter Life Support
Construction 1 Fighters 1 Small Ion Engine [2] Propulsion 1
Construction 1 Fighters 1 Small Depleted Uranium Cannon I [2] Projectile Weapons 1
Construction 1 Fighters 1 Small Depleted Uranium Cannon II [2] Projectile Weapons 2
Construction 1 Fighters 1 Small Depleted Uranium Cannon III [2] Projectile Weapons 3
Construction 1 Fighters 1 Small Combat Sensors I [2] Sensors 1
Construction 1 Fighters 1 Small ECM I [2] Combat Support 1
Construction 1 Fighters 1 Afterburners I [2] Propulsion 3
Construction 1 Fighters 2 Medium Fighter
Construction 1 Fighters 2 Fighter Bay II
Construction 1 Fighters 2 Small Contra - Terrene Engine [2] Propulsion 4
Construction 1 Fighters 2 Small Combat Sensors II [2] Sensors 2
Construction 1 Fighters 2 Small ECM II [2] Combat Support 2
Construction 1 Fighters 2 Afterburners II [2] Propulsion 6
Construction 1 Fighters 3 Carrier
Construction 1 Fighters 3 Large Fighter
Construction 1 Fighters 3 Fighter Bay III
Construction 1 Fighters 3 Small Jacketed - Photon Engine [2] Propulsion 7
Construction 1 Fighters 3 Small Combat Sensors III [2] Sensors 3
Construction 1 Fighters 3 Small ECM III [2] Combat Support 3
Construction 1 Fighters 3 Afterburners III [2] Propulsion 9
Construction 1 Fighters 4 Small Quantum Engine [2] Propulsion 10
Construction 1 Fighters 5 Heavy Carrier
Construction 1 Troops 1 Small Troop
Construction 1 Troops 1 Troop Cockpit
Construction 1 Troops 2 Medium Troop
Construction 1 Troops 3 Large Troop
Construction 1 Mines 1 Small Mine
Construction 1 Mines 1 Mine Layer I
Construction 1 Mines 1 Mine Sweeper I
Construction 1 Mines 2 Medium Mine
Construction 1 Mines 2 Mine Layer II
Construction 1 Mines 2 Mine Sweeper II
Construction 1 Mines 3 Large Mine
Construction 1 Mines 3 Mine Layer III
Construction 1 Mines 3 Mine Sweeper III
Construction 1 Mines 4 Mine Sweeper IV
Construction 1 Mines 5 Mine Sweeper V
Industry 1 Computers 1 Master Computer I
Industry 1 Computers 1 Robotoid Factory I
Industry 1 Computers 1 Central Computer Complex I
Industry 1 Computers 1 Citizen Databank Complex I
Industry 1 Computers 2 Master Computer II
Industry 1 Computers 2 Robotoid Factory II
Industry 1 Computers 2 Central Computer Complex II
Industry 1 Computers 2 Citizen Databank Complex II
Industry 1 Computers 3 Master Computer III
Industry 1 Computers 3 Robotoid Factory III
Industry 1 Computers 3 Central Computer Complex III
Industry 1 Computers 3 Citizen Databank Complex III
Industry 1 Computers 4 System Robotoid Factory I
Industry 1 Computers 4 System Computer Complex I
Industry 1 Computers 4 System Citizen Databank I
Industry 1 Computers 5 System Robotoid Factory II
Industry 1 Computers 5 System Computer Complex II
Industry 1 Computers 5 System Citizen Databank II
Industry 1 Computers 6 System Robotoid Factory III
Industry 1 Computers 6 System Computer Complex III
Industry 1 Computers 6 System Citizen Databank III
Nethog April 12th, 2002
Military Science 1 Combat Support 1 Multiplex Tracking (2)
Military Science 1 Combat Support 1 ECM I
Military Science 1 Combat Support 1 Small ECM I [2] Fighters 1
Military Science 1 Combat Support 2 Multiplex Tracking (3)
Military Science 1 Combat Support 2 ECM II
Military Science 1 Combat Support 2 Small ECM II [2] Fighters 2
Military Science 1 Combat Support 3 Multiplex Tracking (4)
Military Science 1 Combat Support 3 ECM III
Military Science 1 Combat Support 3 Small ECM III [2] Fighters 3
Military Science 1 Combat Support 4 Multiplex Tracking (5)
Military Science 1 Torpedo Weapons 1 Anti - Matter Torpedo I
Military Science 1 Torpedo Weapons 1 Small Anti - Matter Torpedo I [2] Smaller Weapons 1
Military Science 1 Torpedo Weapons 2 Anti - Matter Torpedo II
Military Science 1 Torpedo Weapons 2 Small Anti - Matter Torpedo II [2] Smaller Weapons 2
Military Science 1 Torpedo Weapons 3 Anti - Matter Torpedo III
Military Science 1 Torpedo Weapons 3 Small Anti - Matter Torpedo III [2] Smaller Weapons 3
Military Science 1 Torpedo Weapons 4 Anti - Matter Torpedo IV
Military Science 1 Torpedo Weapons 5 Anti - Matter Torpedo V
Military Science 1 Torpedo Weapons 6 Quantum Torpedo I
Military Science 1 Torpedo Weapons 7 Quantum Torpedo II
Military Science 1 Torpedo Weapons 8 Quantum Torpedo III
Military Science 1 Torpedo Weapons 9 Quantum Torpedo IV
Military Science 1 Torpedo Weapons 10 Quantum Torpedo V
Military Science 1 Point-Defense Weapons 1 Point - Defense Cannons I
Military Science 1 Point-Defense Weapons 2 Point - Defense Cannons II
Military Science 1 Point-Defense Weapons 3 Point - Defense Cannons III
Military Science 1 Point-Defense Weapons 4 Point - Defense Cannons IV
Military Science 1 Point-Defense Weapons 5 Point - Defense Cannons V
Military Science 2 Advanced Military Science 1 Ship Training Facility I
Military Science 2 Advanced Military Science 1 Fleet Training Facility I
Military Science 2 Advanced Military Science 2 Ship Training Facility II
Military Science 2 Advanced Military Science 2 Fleet Training Facility II
Military Science 2 Advanced Military Science 3 Ship Training Facility III
Military Science 2 Advanced Military Science 3 Fleet Training Facility III
Military Science 2 Advanced Military Science 4 Hyper Optics I
Military Science 2 Advanced Military Science 5 Hyper Optics II
Military Science 2 Advanced Military Science 6 Hyper Optics III
Military Science 2 Weapon Overloading Weapons 1 Tachyon Projection Cannon I
Military Science 2 Weapon Overloading Weapons 2 Tachyon Projection Cannon II
Military Science 2 Weapon Overloading Weapons 3 Tachyon Projection Cannon III
Military Science 2 Weapon Overloading Weapons 4 Tachyon Projection Cannon IV
Military Science 2 Weapon Overloading Weapons 5 Tachyon Projection Cannon V
Military Science 2 Ship Capture 1 Boarding Parties I
Military Science 2 Ship Capture 1 Security Station I
Military Science 2 Ship Capture 2 Boarding Parties II
Military Science 2 Ship Capture 2 Security Station II
Military Science 2 Ship Capture 3 Boarding Parties III
Military Science 2 Ship Capture 3 Security Station III
Military Science 2 Ship Capture 4 Boarding Parties IV
Military Science 2 Ship Capture 4 Security Station IV
Military Science 2 Ship Capture 5 Boarding Parties V
Military Science 2 Ship Capture 5 Security Station V
Nethog April 12th, 2002
Physics 1 Shields 1 Shield Generator I
Physics 1 Shields 2 Shield Generator II
Physics 1 Shields 3 Shield Generator III
Physics 1 Shields 3 Small Shield Generator I
Physics 1 Shields 4 Shield Generator IV
Physics 1 Shields 4 Small Shield Generator II
Physics 1 Shields 5 Shield Generator V
Physics 1 Shields 5 Small Shield Generator III
Physics 1 Shields 6 Phased - Shield Generator I
Physics 1 Shields 6 Shield Regenerator I
Physics 1 Shields 7 Phased - Shield Generator II
Physics 1 Shields 7 Shield Regenerator II
Physics 1 Shields 8 Phased - Shield Generator III
Physics 1 Shields 8 Shield Regenerator III
Physics 1 Shields 9 Phased - Shield Generator IV
Physics 1 Shields 9 Shield Regenerator IV
Physics 1 Shields 9 Planetary Gravitational Shield Facility
Physics 1 Shields 10 Phased - Shield Generator V
Physics 1 Shields 10 Shield Regenerator V
Physics 1 Shields 10 System Gravitational Shield Facility
Physics 1 Sensors 1 Combat Sensors I
Physics 1 Sensors 1 Small Combat Sensors I [2] Fighters 1
Physics 1 Sensors 2 Combat Sensors II
Physics 1 Sensors 2 Small Combat Sensors II [2] Fighters 2
Physics 1 Sensors 3 Combat Sensors III
Physics 1 Sensors 3 Small Combat Sensors III [2] Fighters 3
Physics 1 Sensors 4 Tachyon Sensors I
Physics 1 Sensors 5 Tachyon Sensors II
Physics 1 Sensors 6 Tachyon Sensors III
Physics 1 Energy Stream Weapons 1 Anti - Proton Beam I
Physics 1 Energy Stream Weapons 1 Small Anti - Proton Beam I [2] Smaller Weapons 1
Physics 1 Energy Stream Weapons 2 Anti - Proton Beam II
Physics 1 Energy Stream Weapons 2 Small Anti - Proton Beam II [2] Smaller Weapons 2
Physics 1 Energy Stream Weapons 3 Anti - Proton Beam III
Physics 1 Energy Stream Weapons 3 Small Anti - Proton Beam III [2] Smaller Weapons 3
Physics 1 Energy Stream Weapons 4 Anti - Proton Beam IV
Physics 1 Energy Stream Weapons 5 Anti - Proton Beam V
Physics 1 Energy Stream Weapons 6 Anti - Proton Beam VI
Physics 1 Energy Stream Weapons 7 Anti - Proton Beam VII
Physics 1 Energy Stream Weapons 8 Anti - Proton Beam VIII
Physics 1 Energy Stream Weapons 9 Anti - Proton Beam IX
Physics 1 Energy Stream Weapons 10 Anti - Proton Beam X
Physics 1 Energy Stream Weapons 11 Anti - Proton Beam XI
Physics 1 Energy Stream Weapons 12 Anti - Proton Beam XII
Physics 1 Energy Pulse Weapons 1 Meson Blaster I
Physics 1 Energy Pulse Weapons 1 Small Meson Blaster I [2] Smaller Weapons 1
Physics 1 Energy Pulse Weapons 2 Meson Blaster II
Physics 1 Energy Pulse Weapons 2 Small Meson Blaster II [2] Smaller Weapons 2
Physics 1 Energy Pulse Weapons 3 Meson Blaster III
Physics 1 Energy Pulse Weapons 3 Small Meson Blaster III [2] Smaller Weapons 3
Physics 1 Energy Pulse Weapons 4 Meson Blaster IV
Physics 1 Energy Pulse Weapons 5 Meson Blaster V
Physics 1 Energy Pulse Weapons 6 Meson Blaster VI
Physics 2 Scanners 1 Long Range Scanners I
Physics 2 Scanners 2 Long Range Scanners II
Physics 2 Scanners 2 Scanner Jammer
Physics 2 Scanners 3 Long Range Scanners III
Physics 2 Phased-Energy Weapons 1 Phased - Polaron Beam I
Physics 2 Phased-Energy Weapons 1 Small Phased - Polaron Beam I [2] Smaller Weapons 1
Physics 2 Phased-Energy Weapons 2 Phased - Polaron Beam II
Physics 2 Phased-Energy Weapons 2 Small Phased - Polaron Beam II [2] Smaller Weapons 2
Physics 2 Phased-Energy Weapons 3 Phased - Polaron Beam III
Physics 2 Phased-Energy Weapons 3 Small Phased - Polaron Beam III [2] Smaller Weapons 3
Physics 2 Phased-Energy Weapons 4 Phased - Polaron Beam IV
Physics 2 Phased-Energy Weapons 5 Phased - Polaron Beam V
Physics 3 Cloaking 1 Cloaking Device I
Physics 3 Cloaking 2 Cloaking Device II
Physics 3 Cloaking 3 Cloaking Device III
Physics 4 Warp Weapons 1 Wormhole Beam I
Physics 4 Warp Weapons 2 Wormhole Beam II
Physics 4 Warp Weapons 3 Wormhole Beam III
Nethog April 12th, 2002
Planetary Engineering 1 Planet Utilization 1 Climate Control Facility I
Planetary Engineering 1 Planet Utilization 2 Climate Control Facility II
Planetary Engineering 1 Planet Utilization 3 Climate Control Facility III
Planetary Engineering 1 Planet Utilization 4 Value Improvement Plant I
Planetary Engineering 1 Planet Utilization 5 Value Improvement Plant II
Planetary Engineering 1 Planet Utilization 6 Value Improvement Plant III
Planetary Engineering 1 Planet Utilization 7 Atmospheric Modification Plant I
Planetary Engineering 1 Planet Utilization 8 Atmospheric Modification Plant II
Planetary Engineering 1 Planet Utilization 9 Atmospheric Modification Plant III
Psychology 1 Applied Political Science 1 Urban Pacification Center I
Psychology 1 Applied Political Science 2 Urban Pacification Center II
Psychology 1 Applied Political Science 3 Urban Pacification Center III
Nethog April 12th, 2002
Tech Level Item [number of dependencies] Prereq Tech 1 Prereq Tech 2 Preq Tech Area
Rock Planet Colonization 1 Rock Colony
Ice Planet Colonization 1 Ice Colony
Gas Giant Colonization 1 Gas Giant Colony
Ship Construction 1 Escort
Ship Construction 1 Colony Ship
Ship Construction 1 Small Transport
Ship Construction 1 Bridge
Ship Construction 1 Life Support
Ship Construction 1 Crew Quarters
Ship Construction 1 Auxiliary Control
Ship Construction 2 Frigate
Ship Construction 3 Destroyer
Ship Construction 4 Light Cruiser
Ship Construction 4 Medium Transport
Ship Construction 5 Cruiser
Ship Construction 6 Battle Cruiser
Ship Construction 6 Large Transport
Ship Construction 7 Battleship
Ship Construction 8 Dreadnought
Ship Construction 9 Baseship
Base Construction 1 Space Station
Base Construction 2 Battle Station
Base Construction 3 Starbase
Fighters 1 Light Carrier Construction 1
Fighters 1 Small Fighter Construction 1
Fighters 1 Fighter Bay I Construction 1
Fighters 1 Fighter Cockpit Construction 1
Fighters 1 Fighter Life Support Construction 1
Fighters 1 Small Ion Engine [2] Propulsion 1 Construction 1
Fighters 1 Small Depleted Uranium Cannon I [2] Projectile Weapons 1 Construction 1
Fighters 1 Small Depleted Uranium Cannon II [2] Projectile Weapons 2 Construction 1
Fighters 1 Small Depleted Uranium Cannon III [2] Projectile Weapons 3 Construction 1
Fighters 1 Small Combat Sensors I [2] Sensors 1 Construction 1
Fighters 1 Small ECM I [2] Combat Support 1 Construction 1
Fighters 1 Afterburners I [2] Propulsion 3 Construction 1
Fighters 2 Medium Fighter Construction 1
Fighters 2 Fighter Bay II Construction 1
Fighters 2 Small Contra - Terrene Engine [2] Propulsion 4 Construction 1
Fighters 2 Small Combat Sensors II [2] Sensors 2 Construction 1
Fighters 2 Small ECM II [2] Combat Support 2 Construction 1
Fighters 2 Afterburners II [2] Propulsion 6 Construction 1
Fighters 3 Carrier Construction 1
Fighters 3 Large Fighter Construction 1
Fighters 3 Fighter Bay III Construction 1
Fighters 3 Small Jacketed - Photon Engine [2] Propulsion 7 Construction 1
Fighters 3 Small Combat Sensors III [2] Sensors 3 Construction 1
Fighters 3 Small ECM III [2] Combat Support 3 Construction 1
Fighters 3 Afterburners III [2] Propulsion 9 Construction 1
Fighters 4 Small Quantum Engine [2] Propulsion 10 Construction 1
Fighters 5 Heavy Carrier Construction 1
Troops 1 Small Troop Construction 1
Troops 1 Troop Cockpit Construction 1
Troops 2 Medium Troop Construction 1
Troops 3 Large Troop Construction 1
Mines 1 Small Mine Construction 1
Mines 1 Mine Layer I Construction 1
Mines 1 Mine Sweeper I Construction 1
Mines 2 Medium Mine Construction 1
Mines 2 Mine Layer II Construction 1
Mines 2 Mine Sweeper II Construction 1
Mines 3 Large Mine Construction 1
Mines 3 Mine Layer III Construction 1
Mines 3 Mine Sweeper III Construction 1
Mines 4 Mine Sweeper IV Construction 1
Mines 5 Mine Sweeper V Construction 1
Weapon Platforms 1 Small Weapons Platform
Weapon Platforms 1 Weapons Platform Computer Core
Weapon Platforms 2 Medium Weapons Platform
Weapon Platforms 3 Large Weapons Platform
Satellites 1 Small Satellite
Satellites 1 Satellite Bay I
Satellites 1 Satellite Computer Core
Satellites 2 Medium Satellite
Satellites 2 Satellite Bay II
Satellites 3 Large Satellite
Satellites 3 Satellite Bay III
Space Yards 1 Space Yard I
Space Yards 1 Space Yard Facility I
Space Yards 2 Space Yard II
Space Yards 2 Space Yard Facility II
Space Yards 3 Space Yard III
Space Yards 3 Space Yard Facility III
Cargo 1 Cargo Bay I
Cargo 1 Supply Storage I
Cargo 1 Space Port
Cargo 1 Mineral Resource Storage I
Cargo 1 Organic Resource Storage I
Cargo 1 Radioactive Resource Storage I
Cargo 1 Cargo Facility I
Cargo 2 Cargo Bay II
Cargo 2 Supply Storage II
Cargo 2 Mineral Resource Storage II
Cargo 2 Organic Resource Storage II
Cargo 2 Radioactive Resource Storage II
Cargo 2 Cargo Facility II
Cargo 3 Cargo Bay III
Cargo 3 Supply Storage III
Cargo 3 Mineral Resource Storage III
Cargo 3 Organic Resource Storage III
Cargo 3 Radioactive Resource Storage III
Cargo 3 Cargo Facility III
Repair 1 Repair Bay I
Repair 2 Repair Bay II
Repair 3 Repair Bay III
Resupply 1 Resupply Depot
Resupply 2 Emergency Resupply Pod I
Resupply 3 Emergency Resupply Pod II
Resupply 4 Emergency Resupply Pod III
Resupply 5 Quantum Reactor
Propulsion 1 Ion Engine I
Propulsion 1 Small Ion Engine [2] Fighters 1
Propulsion 2 Ion Engine II
Propulsion 3 Ion Engine III
Propulsion 3 Self - Destruct Device
Propulsion 3 Afterburners I [2] Fighters 1
Propulsion 4 Contra - Terrene Engine I
Propulsion 4 Emergency Propulsion I
Propulsion 4 Small Contra - Terrene Engine [2] Fighters 2
Propulsion 5 Contra - Terrene Engine II
Propulsion 5 Emergency Propulsion II
Propulsion 6 Contra - Terrene Engine III
Propulsion 6 Emergency Propulsion III
Propulsion 6 Afterburners II [2] Fighters 2
Propulsion 7 Jacketed - Photon Engine I
Propulsion 7 Emergency Propulsion IV
Propulsion 7 Small Jacketed - Photon Engine [2] Fighters 3
Propulsion 8 Jacketed - Photon Engine II
Propulsion 8 Emergency Propulsion V
Propulsion 9 Jacketed - Photon Engine III
Propulsion 9 Afterburners III [2] Fighters 3
Propulsion 10 Quantum Engine I
Propulsion 10 Small Quantum Engine [2] Fighters 4
Propulsion 11 Quantum Engine II
Propulsion 12 Quantum Engine III
Armor 1 Armor I Chemistry 1
Armor 1 Small Armor Chemistry 1
Armor 2 Armor II Chemistry 1
Armor 3 Armor III Chemistry 1
Armor 4 Emissive Armor I Chemistry 1
Armor 4 Small Emissive Armor Chemistry 1
Armor 4 Stealth Armor I Chemistry 1
Armor 4 Scattering Armor I Chemistry 1
Armor 5 Emissive Armor II Chemistry 1
Armor 5 Stealth Armor II Chemistry 1
Armor 5 Scattering Armor II Chemistry 1
Armor 6 Emissive Armor III Chemistry 1
Armor 6 Stealth Armor III Chemistry 1
Armor 6 Scattering Armor III Chemistry 1
Shields 1 Shield Generator I Physics 1
Shields 2 Shield Generator II Physics 1
Shields 3 Shield Generator III Physics 1
Shields 3 Small Shield Generator I Physics 1
Shields 4 Shield Generator IV Physics 1
Shields 4 Small Shield Generator II Physics 1
Shields 5 Shield Generator V Physics 1
Shields 5 Small Shield Generator III Physics 1
Shields 6 Phased - Shield Generator I Physics 1
Shields 6 Shield Regenerator I Physics 1
Shields 7 Phased - Shield Generator II Physics 1
Shields 7 Shield Regenerator II Physics 1
Shields 8 Phased - Shield Generator III Physics 1
Shields 8 Shield Regenerator III Physics 1
Shields 9 Phased - Shield Generator IV Physics 1
Shields 9 Shield Regenerator IV Physics 1
Shields 9 Planetary Gravitational Shield Facility Physics 1
Shields 10 Phased - Shield Generator V Physics 1
Shields 10 Shield Regenerator V Physics 1
Shields 10 System Gravitational Shield Facility Physics 1
Cloaking 1 Cloaking Device I Physics 3
Cloaking 2 Cloaking Device II Physics 3
Cloaking 3 Cloaking Device III Physics 3
Sensors 1 Combat Sensors I Physics 1
Sensors 1 Small Combat Sensors I [2] Fighters 1 Physics 1
Sensors 2 Combat Sensors II Physics 1
Sensors 2 Small Combat Sensors II [2] Fighters 2 Physics 1
Sensors 3 Combat Sensors III Physics 1
Sensors 3 Small Combat Sensors III [2] Fighters 3 Physics 1
Sensors 4 Tachyon Sensors I Physics 1
Sensors 5 Tachyon Sensors II Physics 1
Sensors 6 Tachyon Sensors III Physics 1
Scanners 1 Long Range Scanners I Physics 2
Scanners 2 Long Range Scanners II Physics 2
Scanners 2 Scanner Jammer Physics 2
Scanners 3 Long Range Scanners III Physics 2
Combat Support 1 Multiplex Tracking (2) Military Science 1
Combat Support 1 ECM I Military Science 1
Combat Support 1 Small ECM I [2] Fighters 1 Military Science 1
Combat Support 2 Multiplex Tracking (3) Military Science 1
Combat Support 2 ECM II Military Science 1
Combat Support 2 Small ECM II [2] Fighters 2 Military Science 1
Combat Support 3 Multiplex Tracking (4) Military Science 1
Combat Support 3 ECM III Military Science 1
Combat Support 3 Small ECM III [2] Fighters 3 Military Science 1
Combat Support 4 Multiplex Tracking (5) Military Science 1
Computers 1 Master Computer I Industry 1
Computers 1 Robotoid Factory I Industry 1
Computers 1 Central Computer Complex I Industry 1
Computers 1 Citizen Databank Complex I Industry 1
Computers 2 Master Computer II Industry 1
Computers 2 Robotoid Factory II Industry 1
Computers 2 Central Computer Complex II Industry 1
Computers 2 Citizen Databank Complex II Industry 1
Computers 3 Master Computer III Industry 1
Computers 3 Robotoid Factory III Industry 1
Computers 3 Central Computer Complex III Industry 1
Computers 3 Citizen Databank Complex III Industry 1
Computers 4 System Robotoid Factory I Industry 1
Computers 4 System Computer Complex I Industry 1
Computers 4 System Citizen Databank I Industry 1
Computers 5 System Robotoid Factory II Industry 1
Computers 5 System Computer Complex II Industry 1
Computers 5 System Citizen Databank II Industry 1
Computers 6 System Robotoid Factory III Industry 1
Computers 6 System Computer Complex III Industry 1
Computers 6 System Citizen Databank III Industry 1
Resource Manipulation 1 Resource Converter I Chemistry 2
Resource Manipulation 1 Ultra - Recycler I Chemistry 2
Resource Manipulation 2 Resource Converter II Chemistry 2
Resource Manipulation 2 Ultra - Recycler II Chemistry 2
Resource Manipulation 3 Resource Converter III Chemistry 2
Resource Manipulation 3 Ultra - Recycler III Chemistry 2
Minerals Extraction 1 Robo - Miners I
Minerals Extraction 1 Mineral Miner Facility I
Minerals Extraction 2 Robo - Miners II
Minerals Extraction 2 Mineral Miner Facility II
Minerals Extraction 3 Robo - Miners III
Minerals Extraction 3 Mineral Miner Facility III
Minerals Extraction 4 Mineral Scanner I
Minerals Extraction 5 Mineral Scanner II
Minerals Extraction 6 Mineral Scanner III
Minerals Extraction 7 System Mineral Scanner I
Minerals Extraction 8 System Mineral Scanner II
Minerals Extraction 9 System Mineral Scanner III
Organics Extraction 1 Robo - Farmers I
Organics Extraction 1 Organics Farm Facility I
Organics Extraction 2 Robo - Farmers II
Organics Extraction 2 Organics Farm Facility II
Organics Extraction 3 Robo - Farmers III
Organics Extraction 3 Organics Farm Facility III
Organics Extraction 4 Hybrid Eco - Farms I
Organics Extraction 5 Hybrid Eco - Farms II
Organics Extraction 6 Hybrid Eco - Farms III
Organics Extraction 7 System Eco - Farms I
Organics Extraction 8 System Eco - Farms II
Organics Extraction 9 System Eco - Farms III
Radioactives Extraction 1 Robo - Rad Extractors I
Radioactives Extraction 1 Radioactives Extraction Facility I
Radioactives Extraction 2 Robo - Rad Extractors II
Radioactives Extraction 2 Radioactives Extraction Facility II
Radioactives Extraction 3 Robo - Rad Extractors III
Radioactives Extraction 3 Radioactives Extraction Facility III
Radioactives Extraction 4 Radioactives Collider I
Radioactives Extraction 5 Radioactives Collider II
Radioactives Extraction 6 Radioactives Collider III
Radioactives Extraction 7 System Radioactives Collider I
Radioactives Extraction 8 System Radioactives Collider II
Radioactives Extraction 9 System Radioactives Collider III
Stellar Manipulation 1 Beta Displacement Pulser Astrophysics 1
Stellar Manipulation 1 Ionic Concussion Blaster Astrophysics 1
Stellar Manipulation 1 Monolith Facility I Astrophysics 1
Stellar Manipulation 2 Tectonic Bomb I Astrophysics 1
Stellar Manipulation 2 Matter Gravity Sphere I Astrophysics 1
Stellar Manipulation 2 Monolith Facility II Astrophysics 1
Stellar Manipulation 3 Gravitational Condenser Astrophysics 1
Stellar Manipulation 3 Gravitational Quantum Resonator I Astrophysics 1
Stellar Manipulation 3 Tectonic Bomb II Astrophysics 1
Stellar Manipulation 3 Matter Gravity Sphere II Astrophysics 1
Stellar Manipulation 3 Monolith Facility III Astrophysics 1
Stellar Manipulation 4 Gravitational Quantum Resonator II Astrophysics 1
Stellar Manipulation 4 Tectonic Bomb III Astrophysics 1
Stellar Manipulation 4 Matter Gravity Sphere III Astrophysics 1
Stellar Manipulation 5 Gravitational Quantum Resonator III Astrophysics 1
Stellar Manipulation 5 Stellar Plasma Sphere Astrophysics 1
Stellar Manipulation 5 Ring World Placement Generator Astrophysics 1
Stellar Manipulation 5 Planetary Gravity Plating Astrophysics 1
Stellar Manipulation 5 Hyper - Density Cables Astrophysics 1
Stellar Manipulation 6 Gravitational Quantum Resonator IV Astrophysics 1
Stellar Manipulation 6 Stellar Nucleonic Torpedo Astrophysics 1
Stellar Manipulation 6 Nebulae Graviton Emitter Astrophysics 1
Stellar Manipulation 6 Quantum Graviton Beam Astrophysics 1
Stellar Manipulation 7 Gravitational Quantum Resonator V Astrophysics 1
Stellar Manipulation 7 Nucleonic Thresher Torpedo Astrophysics 1
Stellar Manipulation 7 Inverted Quantum Beam Astrophysics 1
Stellar Manipulation 8 Sphere World Placement Generator Astrophysics 1
Applied Research 1 Research Center I
Applied Research 2 Research Center II
Applied Research 3 Research Center III
Applied Intelligence 1 Intelligence Center I
Applied Intelligence 1 Ship Bomb
Applied Intelligence 1 Engine Damage
Applied Intelligence 1 Fuel Leak
Applied Intelligence 1 Cargo Bomb
Applied Intelligence 1 Order Snafu
Applied Intelligence 1 Intelligence Sabotage
Applied Intelligence 1 Counter - Intelligence Level 2
Applied Intelligence 2 Intelligence Center II
Applied Intelligence 2 Crew Insurrection
Applied Intelligence 2 Crew Rotation
Applied Intelligence 2 Force Concentrations
Applied Intelligence 2 Queue Concentrations
Applied Intelligence 2 Ship Blueprints
Applied Intelligence 2 Food Contamination
Applied Intelligence 2 Anarchy Groups
Applied Intelligence 2 Cargo Maintenance Problems
Applied Intelligence 2 Covert Recon
Applied Intelligence 2 Census Thefts
Applied Intelligence 2 Trade Disruption
Applied Intelligence 2 Embassy Taps
Applied Intelligence 2 Empire Star Charts
Applied Intelligence 2 Unit Blueprints
Applied Intelligence 2 Tech Reports
Applied Intelligence 2 Counter - Intelligence Level 3
Applied Intelligence 3 Intelligence Center III
Applied Intelligence 3 Weather Disruptions
Applied Intelligence 3 Ground Contamination
Applied Intelligence 3 Industrial Sabotage
Applied Intelligence 3 Economic Disruption
Applied Intelligence 3 Resource Procurement
Applied Intelligence 3 Technological Espionage
Applied Intelligence 3 Technological Sabotage
Applied Intelligence 3 Communications Taps
Applied Intelligence 3 Communications Mimic
Applied Intelligence 3 Communication Interceptors
Applied Intelligence 3 Empire Archives
Applied Intelligence 4 Puppet Political Parties
Medical Technology 1 Medical Bay I Biology 1
Medical Technology 2 Medical Bay II Biology 1
Medical Technology 3 Medical Bay III Biology 1
Medical Technology 4 Medical Bay IV Biology 1
Medical Technology 5 Medical Bay V Biology 1
Planet Utilization 1 Climate Control Facility I Planetary Engineering 1
Planet Utilization 2 Climate Control Facility II Planetary Engineering 1
Planet Utilization 3 Climate Control Facility III Planetary Engineering 1
Planet Utilization 4 Value Improvement Plant I Planetary Engineering 1
Planet Utilization 5 Value Improvement Plant II Planetary Engineering 1
Planet Utilization 6 Value Improvement Plant III Planetary Engineering 1
Planet Utilization 7 Atmospheric Modification Plant I Planetary Engineering 1
Planet Utilization 8 Atmospheric Modification Plant II Planetary Engineering 1
Planet Utilization 9 Atmospheric Modification Plant III Planetary Engineering 1
Advanced Military Science 1 Ship Training Facility I Military Science 2
Advanced Military Science 1 Fleet Training Facility I Military Science 2
Advanced Military Science 2 Ship Training Facility II Military Science 2
Advanced Military Science 2 Fleet Training Facility II Military Science 2
Advanced Military Science 3 Ship Training Facility III Military Science 2
Advanced Military Science 3 Fleet Training Facility III Military Science 2
Advanced Military Science 4 Hyper Optics I Military Science 2
Advanced Military Science 5 Hyper Optics II Military Science 2
Advanced Military Science 6 Hyper Optics III Military Science 2
Applied Political Science 1 Urban Pacification Center I Psychology 1
Applied Political Science 2 Urban Pacification Center II Psychology 1
Applied Political Science 3 Urban Pacification Center III Psychology 1
Neural Computer Interface 1 Neural Combat Net Unique Technology
Massive Planetary Shielding 1 Massive Planetary Shield Generator Unique Technology
Gravitational Technology 1 Gravitic Sensors I Astrophysics 2
Gravitational Technology 2 Gravitic Sensors II Astrophysics 2
Gravitational Technology 3 Gravitic Sensors III Astrophysics 2
Stellar Harnessing 1 Solar Collector I Astrophysics 1
Stellar Harnessing 2 Solar Collector II Astrophysics 1
Stellar Harnessing 3 Solar Collector III Astrophysics 1
Stellar Harnessing 4 Solar Sail I Astrophysics 1
Stellar Harnessing 5 Solar Sail II Astrophysics 1
Stellar Harnessing 6 Solar Sail III Astrophysics 1
Weapons
Drones 1 Small Drone
Drones 1 Drone Computer Core
Drones 1 Drone Launcher I
Drones 1 Anti - Ship Warhead I
Drones 1 Anti - Planet Warhead I
Drones 2 Medium Drone
Drones 2 Drone Launcher II
Drones 2 Anti - Ship Warhead II
Drones 2 Anti - Planet Warhead II
Drones 3 Large Drone
Drones 3 Drone Launcher III
Drones 3 Anti - Ship Warhead III
Drones 3 Anti - Planet Warhead III
Energy Stream Weapons 1 Anti - Proton Beam I Physics 1
Energy Stream Weapons 1 Small Anti - Proton Beam I [2] Smaller Weapons 1 Physics 1
Energy Stream Weapons 2 Anti - Proton Beam II Physics 1
Energy Stream Weapons 2 Small Anti - Proton Beam II [2] Smaller Weapons 2 Physics 1
Energy Stream Weapons 3 Anti - Proton Beam III Physics 1
Energy Stream Weapons 3 Small Anti - Proton Beam III [2] Smaller Weapons 3 Physics 1
Energy Stream Weapons 4 Anti - Proton Beam IV Physics 1
Energy Stream Weapons 5 Anti - Proton Beam V Physics 1
Energy Stream Weapons 6 Anti - Proton Beam VI Physics 1
Energy Stream Weapons 7 Anti - Proton Beam VII Physics 1
Energy Stream Weapons 8 Anti - Proton Beam VIII Physics 1
Energy Stream Weapons 9 Anti - Proton Beam IX Physics 1
Energy Stream Weapons 10 Anti - Proton Beam X Physics 1
Energy Stream Weapons 11 Anti - Proton Beam XI Physics 1
Energy Stream Weapons 12 Anti - Proton Beam XII Physics 1
Energy Pulse Weapons 1 Meson Blaster I Physics 1
Energy Pulse Weapons 1 Small Meson Blaster I [2] Smaller Weapons 1 Physics 1
Energy Pulse Weapons 2 Meson Blaster II Physics 1
Energy Pulse Weapons 2 Small Meson Blaster II [2] Smaller Weapons 2 Physics 1
Energy Pulse Weapons 3 Meson Blaster III Physics 1
Energy Pulse Weapons 3 Small Meson Blaster III [2] Smaller Weapons 3 Physics 1
Energy Pulse Weapons 4 Meson Blaster IV Physics 1
Energy Pulse Weapons 5 Meson Blaster V Physics 1
Energy Pulse Weapons 6 Meson Blaster VI Physics 1
Missile Weapons 1 Capital Ship Missile I
Missile Weapons 1 Small Rocket Pods I [2] Smaller Weapons 1
Missile Weapons 2 Capital Ship Missile II
Missile Weapons 2 Small Rocket Pods II [2] Smaller Weapons 2
Missile Weapons 3 Capital Ship Missile III
Missile Weapons 3 Plasma Missile I
Missile Weapons 3 Small Rocket Pods III [2] Smaller Weapons 3
Missile Weapons 4 Capital Ship Missile IV
Missile Weapons 4 Plasma Missile II
Missile Weapons 5 Capital Ship Missile V
Missile Weapons 5 Plasma Missile III
Missile Weapons 6 Plasma Missile IV
Missile Weapons 7 Plasma Missile V
Projectile Weapons 1 Depleted Uranium Cannon I
Projectile Weapons 1 Small Depleted Uranium Cannon I [2] Fighters 1
Projectile Weapons 2 Depleted Uranium Cannon II
Projectile Weapons 2 Small Depleted Uranium Cannon II [2] Fighters 1
Projectile Weapons 3 Depleted Uranium Cannon III
Projectile Weapons 3 Small Depleted Uranium Cannon III [2] Fighters 1
Projectile Weapons 4 Depleted Uranium Cannon IV
Projectile Weapons 5 Depleted Uranium Cannon V
Torpedo Weapons 1 Anti - Matter Torpedo I Military Science 1
Torpedo Weapons 1 Small Anti - Matter Torpedo I [2] Smaller Weapons 1 Military Science 1
Torpedo Weapons 2 Anti - Matter Torpedo II Military Science 1
Torpedo Weapons 2 Small Anti - Matter Torpedo II [2] Smaller Weapons 2 Military Science 1
Torpedo Weapons 3 Anti - Matter Torpedo III Military Science 1
Torpedo Weapons 3 Small Anti - Matter Torpedo III [2] Smaller Weapons 3 Military Science 1
Torpedo Weapons 4 Anti - Matter Torpedo IV Military Science 1
Torpedo Weapons 5 Anti - Matter Torpedo V Military Science 1
Torpedo Weapons 6 Quantum Torpedo I Military Science 1
Torpedo Weapons 7 Quantum Torpedo II Military Science 1
Torpedo Weapons 8 Quantum Torpedo III Military Science 1
Torpedo Weapons 9 Quantum Torpedo IV Military Science 1
Torpedo Weapons 10 Quantum Torpedo V Military Science 1
High-Energy Discharge Weapons 1 Ripper Beam I Propulsion 7
High-Energy Discharge Weapons 2 Ripper Beam II Propulsion 7
High-Energy Discharge Weapons 3 Ripper Beam III Propulsion 7
High-Energy Discharge Weapons 4 Ripper Beam IV Propulsion 7
High-Energy Discharge Weapons 5 Incinerator Beam I Propulsion 7
High-Energy Discharge Weapons 5 Small Incinerator Beam I [2] Smaller Weapons 1 Propulsion 7
High-Energy Discharge Weapons 6 Incinerator Beam II Propulsion 7
High-Energy Discharge Weapons 6 Small Incinerator Beam II [2] Smaller Weapons 2 Propulsion 7
High-Energy Discharge Weapons 7 Incinerator Beam III Propulsion 7
High-Energy Discharge Weapons 7 Small Incinerator Beam III [2] Smaller Weapons 3 Propulsion 7
High-Energy Discharge Weapons 8 Wave - Motion Gun I Propulsion 7
High-Energy Discharge Weapons 9 Wave - Motion Gun II Propulsion 7
High-Energy Discharge Weapons 10 Wave - Motion Gun III Propulsion 7
Phased-Energy Weapons 1 Phased - Polaron Beam I Physics 2
Phased-Energy Weapons 1 Small Phased - Polaron Beam I [2] Smaller Weapons 1 Physics 2
Phased-Energy Weapons 2 Phased - Polaron Beam II Physics 2
Phased-Energy Weapons 2 Small Phased - Polaron Beam II [2] Smaller Weapons 2 Physics 2
Phased-Energy Weapons 3 Phased - Polaron Beam III Physics 2
Phased-Energy Weapons 3 Small Phased - Polaron Beam III [2] Smaller Weapons 3 Physics 2
Phased-Energy Weapons 4 Phased - Polaron Beam IV Physics 2
Phased-Energy Weapons 5 Phased - Polaron Beam V Physics 2
Point-Defense Weapons 1 Point - Defense Cannons I Military Science 1
Point-Defense Weapons 2 Point - Defense Cannons II Military Science 1
Point-Defense Weapons 3 Point - Defense Cannons III Military Science 1
Point-Defense Weapons 4 Point - Defense Cannons IV Military Science 1
Point-Defense Weapons 5 Point - Defense Cannons V Military Science 1
Shield Damaging Weapons 1 Shield Depleter I Shields 4
Shield Damaging Weapons 1 Small Shield Depleter I [2] Smaller Weapons 1 Shields 4
Shield Damaging Weapons 2 Shield Depleter II Shields 4
Shield Damaging Weapons 2 Small Shield Depleter II [2] Smaller Weapons 2 Shields 4
Shield Damaging Weapons 3 Shield Depleter III Shields 4
Shield Damaging Weapons 3 Small Shield Depleter III [2] Smaller Weapons 3 Shields 4
Shield Damaging Weapons 4 Shield Depleter IV Shields 4
Shield Damaging Weapons 5 Shield Depleter V Shields 4
Shield Damaging Weapons 6 Shield Disrupter I Shields 4
Shield Damaging Weapons 7 Shield Disrupter II Shields 4
Shield Damaging Weapons 8 Shield Disrupter III Shields 4
Shield Damaging Weapons 9 Shield Disrupter IV Shields 4
Shield Damaging Weapons 10 Shield Disrupter V Shields 4
Tractor\Repulser Weapons 1 Repulser Beam I Astrophysics 1
Tractor\Repulser Weapons 2 Tractor Beam I Astrophysics 1
Tractor\Repulser Weapons 3 Repulser Beam II Astrophysics 1
Tractor\Repulser Weapons 4 Tractor Beam II Astrophysics 1
Tractor\Repulser Weapons 5 Repulser Beam III Astrophysics 1
Tractor\Repulser Weapons 6 Tractor Beam III Astrophysics 1
Tractor\Repulser Weapons 7 Small Graviton Beam I [2] Smaller Weapons 1 Astrophysics 1
Tractor\Repulser Weapons 8 Small Graviton Beam II [2] Smaller Weapons 2 Astrophysics 1
Tractor\Repulser Weapons 9 Small Graviton Beam III [2] Smaller Weapons 3 Astrophysics 1
Weapon Overloading Weapons 1 Tachyon Projection Cannon I Military Science 2
Weapon Overloading Weapons 2 Tachyon Projection Cannon II Military Science 2
Weapon Overloading Weapons 3 Tachyon Projection Cannon III Military Science 2
Weapon Overloading Weapons 4 Tachyon Projection Cannon IV Military Science 2
Weapon Overloading Weapons 5 Tachyon Projection Cannon V Military Science 2
Engine Overloading Weapons 1 Ionic Disperser I Propulsion 4
Engine Overloading Weapons 2 Ionic Disperser II Propulsion 4
Engine Overloading Weapons 3 Ionic Disperser III Propulsion 4
Engine Overloading Weapons 4 Ionic Disperser IV Propulsion 4
Engine Overloading Weapons 5 Ionic Disperser V Propulsion 4
Engine Overloading Weapons 6 Ionic Pulse Missile I Propulsion 4
Engine Overloading Weapons 7 Ionic Pulse Missile II Propulsion 4
Engine Overloading Weapons 8 Ionic Pulse Missile III Propulsion 4
Engine Overloading Weapons 9 Ionic Pulse Missile IV Propulsion 4
Engine Overloading Weapons 10 Ionic Pulse Missile V Propulsion 4
Gravitational Weapons 1 Graviton Hellbore I Astrophysics 2
Gravitational Weapons 2 Graviton Hellbore II Astrophysics 2
Gravitational Weapons 3 Graviton Hellbore III Astrophysics 2
Gravitational Weapons 4 Graviton Hellbore IV Astrophysics 2
Gravitational Weapons 5 Graviton Hellbore V Astrophysics 2
Warp Weapons 1 Wormhole Beam I Physics 4
Warp Weapons 2 Wormhole Beam II Physics 4
Warp Weapons 3 Wormhole Beam III Physics 4
Biological Weapons 1 Plague Bomb I Biology 1
Biological Weapons 2 Plague Bomb II Biology 1
Biological Weapons 3 Plague Bomb III Biology 1
Biological Weapons 4 Plague Bomb IV Biology 1
Biological Weapons 5 Plague Bomb V Biology 1
Planetary Weapons 1 Planetary Napalm I
Planetary Weapons 1 Radiation Bomb I
Planetary Weapons 1 Small Cluster Bomb I [2] Smaller Weapons 1
Planetary Weapons 2 Planetary Napalm II
Planetary Weapons 2 Radiation Bomb II
Planetary Weapons 2 Small Cluster Bomb II [2] Smaller Weapons 2
Planetary Weapons 3 Planetary Napalm III
Planetary Weapons 3 Radiation Bomb III
Planetary Weapons 3 Small Cluster Bomb III [2] Smaller Weapons 3
Planetary Weapons 4 Planetary Napalm IV
Planetary Weapons 4 Radiation Bomb IV
Planetary Weapons 5 Planetary Napalm V
Planetary Weapons 5 Radiation Bomb V
Planetary Weapons 6 Neutron Bomb I
Planetary Weapons 6 Smart Bomb (RD) I
Planetary Weapons 6 Smart Bomb (SP) I
Planetary Weapons 7 Neutron Bomb II
Planetary Weapons 7 Smart Bomb (RD) II
Planetary Weapons 7 Smart Bomb (SP) II
Planetary Weapons 8 Neutron Bomb III
Planetary Weapons 8 Smart Bomb (RD) III
Planetary Weapons 8 Smart Bomb (SP) III
Planetary Weapons 9 Neutron Bomb IV
Planetary Weapons 10 Neutron Bomb V
Ship Capture 1 Boarding Parties I Military Science 2
Ship Capture 1 Security Station I Military Science 2
Ship Capture 2 Boarding Parties II Military Science 2
Ship Capture 2 Security Station II Military Science 2
Ship Capture 3 Boarding Parties III Military Science 2
Ship Capture 3 Security Station III Military Science 2
Ship Capture 4 Boarding Parties IV Military Science 2
Ship Capture 4 Security Station IV Military Science 2
Ship Capture 5 Boarding Parties V Military Science 2
Ship Capture 5 Security Station V Military Science 2
Computer Combat 1 Computer Virus I Computers 4
Computer Combat 2 Computer Virus II Computers 4
Computer Combat 3 Computer Virus III Computers 4
Null-Space Weapons 1 Null - Space Projector I Astrophysics 2
Null-Space Weapons 2 Null - Space Projector II Astrophysics 2
Null-Space Weapons 3 Null - Space Projector III Astrophysics 2
Troop Weapons 1 Ground Cannon I Troops 1
Troop Weapons 2 Ground Cannon II Troops 1
Troop Weapons 3 Ground Cannon III Troops 1
Explosive Warheads 1 Mine Warhead I
Explosive Warheads 1 Cobalt Warhead I
Explosive Warheads 1 Kamikaze Warhead I [2] Smaller Weapons 1
Explosive Warheads 2 Mine Warhead II
Explosive Warheads 2 Cobalt Warhead II
Explosive Warheads 2 Kamikaze Warhead II [2] Smaller Weapons 2
Explosive Warheads 3 Mine Warhead III
Explosive Warheads 3 Cobalt Warhead III
Explosive Warheads 3 Kamikaze Warhead III [2] Smaller Weapons 3
Smaller Weapons 1 Small Anti - Proton Beam I [2] Energy Stream Weapons 1
Smaller Weapons 1 Small Meson Blaster I [2] Energy Pulse Weapons 1
Smaller Weapons 1 Small Phased - Polaron Beam I [2] Phased-Energy Weapons 1
Smaller Weapons 1 Small Incinerator Beam I [2] High-Energy Discharge Weapons 5
Smaller Weapons 1 Small Anti - Matter Torpedo I [2] Torpedo Weapons 1
Smaller Weapons 1 Kamikaze Warhead I [2] Explosive Warheads 1
Smaller Weapons 1 Small Cluster Bomb I [2] Planetary Weapons 1
Smaller Weapons 1 Small Rocket Pods I [2] Missile Weapons 1
Smaller Weapons 1 Small Graviton Beam I [2] Tractor\Repulser Weapons 7
Smaller Weapons 1 Small Shield Depleter I [2] Shield Damaging Weapons 1
Smaller Weapons 2 Small Anti - Proton Beam II [2] Energy Stream Weapons 2
Smaller Weapons 2 Small Meson Blaster II [2] Energy Pulse Weapons 2
Smaller Weapons 2 Small Phased - Polaron Beam II [2] Phased-Energy Weapons 2
Smaller Weapons 2 Small Incinerator Beam II [2] High-Energy Discharge Weapons 6
Smaller Weapons 2 Small Anti - Matter Torpedo II [2] Torpedo Weapons 2
Smaller Weapons 2 Kamikaze Warhead II [2] Explosive Warheads 2
Smaller Weapons 2 Small Cluster Bomb II [2] Planetary Weapons 2
Smaller Weapons 2 Small Rocket Pods II [2] Missile Weapons 2
Smaller Weapons 2 Small Graviton Beam II [2] Tractor\Repulser Weapons 8
Smaller Weapons 2 Small Shield Depleter II [2] Shield Damaging Weapons 2
Smaller Weapons 3 Small Anti - Proton Beam III [2] Energy Stream Weapons 3
Smaller Weapons 3 Small Meson Blaster III [2] Energy Pulse Weapons 3
Smaller Weapons 3 Small Phased - Polaron Beam III [2] Phased-Energy Weapons 3
Smaller Weapons 3 Small Incinerator Beam III [2] High-Energy Discharge Weapons 7
Smaller Weapons 3 Small Anti - Matter Torpedo III [2] Torpedo Weapons 3
Smaller Weapons 3 Kamikaze Warhead III [2] Explosive Warheads 3
Smaller Weapons 3 Small Cluster Bomb III [2] Planetary Weapons 3
Smaller Weapons 3 Small Rocket Pods III [2] Missile Weapons 3
Smaller Weapons 3 Small Graviton Beam III [2] Tractor\Repulser Weapons 9
Smaller Weapons 3 Small Shield Depleter III [2] Shield Damaging Weapons 3
Massive Shield Depleting Weapons 1 Massive Shield Depleter Unique Technology
Massive Engine Destroying Weapons 1 Massive Ionic Disperser Unique Technology
Tech Level Item [number of dependencies] Prereq Tech Preq Tech Area
Organic Manipulation
Organic Technology 1 Organic Armor I Organic Engineering 1
Organic Technology 1 Gestation Vats I Organic Engineering 1
Organic Technology 1 Medical Lab I Organic Engineering 1
Organic Technology 2 Organic Armor II Organic Engineering 1
Organic Technology 2 Gestation Vats II Organic Engineering 1
Organic Technology 2 Medical Lab II Organic Engineering 1
Organic Technology 3 Organic Armor III Organic Engineering 1
Organic Technology 3 Gestation Vats III Organic Engineering 1
Organic Technology 3 Medical Lab III Organic Engineering 1
Organic Technology 4 Replicant Center I Organic Engineering 1
Organic Technology 5 Replicant Center II Organic Engineering 1
Organic Technology 6 Replicant Center III Organic Engineering 1
Organic Weapons 1 Plasma Charge I Organic Engineering 1
Organic Weapons 1 Electric Discharge I Organic Engineering 1
Organic Weapons 1 Seeking Parasite I Organic Engineering 1
Organic Weapons 1 Acid Globule I Organic Engineering 1
Organic Weapons 1 Small Electric Discharge I [2] Smaller Weapons 1 Organic Engineering 1
Organic Weapons 1 Small Acid Globule I [2] Smaller Weapons 1 Organic Engineering 1
Organic Weapons 2 Plasma Charge II Organic Engineering 1
Organic Weapons 2 Electric Discharge II Organic Engineering 1
Organic Weapons 2 Seeking Parasite II Organic Engineering 1
Organic Weapons 2 Acid Globule II Organic Engineering 1
Organic Weapons 2 Small Electric Discharge II [2] Smaller Weapons 2 Organic Engineering 1
Organic Weapons 2 Small Acid Globule II [2] Smaller Weapons 2 Organic Engineering 1
Organic Weapons 3 Plasma Charge III Organic Engineering 1
Organic Weapons 3 Electric Discharge III Organic Engineering 1
Organic Weapons 3 Seeking Parasite III Organic Engineering 1
Organic Weapons 3 Acid Globule III Organic Engineering 1
Organic Weapons 3 Small Electric Discharge III [2] Smaller Weapons 3 Organic Engineering 1
Organic Weapons 3 Small Acid Globule III [2] Smaller Weapons 3 Organic Engineering 1
Organic Weapons 4 Plasma Charge IV Organic Engineering 1
Organic Weapons 4 Lightning Ray I Organic Engineering 1
Organic Weapons 4 Seeking Parasite IV Organic Engineering 1
Organic Weapons 4 Acid Globule IV Organic Engineering 1
Organic Weapons 5 Plasma Charge V Organic Engineering 1
Organic Weapons 5 Lightning Ray II Organic Engineering 1
Organic Weapons 5 Seeking Parasite V Organic Engineering 1
Organic Weapons 5 Acid Globule V Organic Engineering 1
Organic Weapons 6 Hyper - Plasma Bolt I Organic Engineering 1
Organic Weapons 6 Lightning Ray III Organic Engineering 1
Organic Weapons 6 Enveloping Acid Globule I Organic Engineering 1
Organic Weapons 7 Hyper - Plasma Bolt II Organic Engineering 1
Organic Weapons 7 Enveloping Acid Globule II Organic Engineering 1
Organic Weapons 8 Hyper - Plasma Bolt III Organic Engineering 1
Organic Weapons 8 Enveloping Acid Globule III Organic Engineering 1
Organic Weapons 9 Hyper - Plasma Bolt IV Organic Engineering 1
Organic Weapons 9 Enveloping Acid Globule IV Organic Engineering 1
Organic Weapons 10 Hyper - Plasma Bolt V Organic Engineering 1
Organic Weapons 10 Enveloping Acid Globule V Organic Engineering 1
Psychic
Psychic Technology 1 Psychic Receptors I Psychic Studies 1
Psychic Technology 1 Psychic Ship Training Facility I Psychic Studies 1
Psychic Technology 1 Psychic Fleet Training Facility I Psychic Studies 1
Psychic Technology 2 Psychic Receptors II Psychic Studies 1
Psychic Technology 2 Psychic Ship Training Facility II Psychic Studies 1
Psychic Technology 2 Psychic Fleet Training Facility II Psychic Studies 1
Psychic Technology 3 Psychic Receptors III Psychic Studies 1
Psychic Technology 3 Psychic Ship Training Facility III Psychic Studies 1
Psychic Technology 3 Psychic Fleet Training Facility III Psychic Studies 1
Psychic Technology 4 Psychic Scanner I Psychic Studies 1
Psychic Technology 5 Psychic Scanner II Psychic Studies 1
Psychic Technology 6 Psychic Scanner III Psychic Studies 1
Psychic Weapons 1 Telekinetic Projector I Psychic Studies 2
Psychic Weapons 1 Mental Flailer I Psychic Studies 2
Psychic Weapons 1 Small Telekinetic Projector I [2] Smaller Weapons 1 Psychic Studies 2
Psychic Weapons 2 Telekinetic Projector II Psychic Studies 2
Psychic Weapons 2 Mental Flailer II Psychic Studies 2
Psychic Weapons 2 Small Telekinetic Projector II [2] Smaller Weapons 2 Psychic Studies 2
Psychic Weapons 3 Telekinetic Projector III Psychic Studies 2
Psychic Weapons 3 Mental Flailer III Psychic Studies 2
Psychic Weapons 3 Small Telekinetic Projector III [2] Smaller Weapons 3 Psychic Studies 2
Psychic Weapons 4 Telekinetic Projector IV Psychic Studies 2
Psychic Weapons 4 Allegiance Subverter I Psychic Studies 2
Psychic Weapons 4 Mental Singularity Generator I Psychic Studies 2
Psychic Weapons 5 Telekinetic Projector V Psychic Studies 2
Psychic Weapons 5 Allegiance Subverter II Psychic Studies 2
Psychic Weapons 5 Mental Singularity Generator II Psychic Studies 2
Psychic Weapons 6 Allegiance Subverter III Psychic Studies 2
Psychic Weapons 6 Mental Singularity Generator III Psychic Studies 2
Deeply Religious
Religious Technology 1 War Shrine I Religious Studies 1
Religious Technology 1 Death Shrine I Religious Studies 1
Religious Technology 1 Time Shrine I Religious Studies 1
Religious Technology 1 Nature Shrine I Religious Studies 1
Religious Technology 1 Fate Shrine I Religious Studies 1
Religious Technology 2 War Shrine II Religious Studies 1
Religious Technology 2 Death Shrine II Religious Studies 1
Religious Technology 2 Time Shrine II Religious Studies 1
Religious Technology 2 Nature Shrine II Religious Studies 1
Religious Technology 2 Fate Shrine II Religious Studies 1
Religious Technology 3 War Shrine III Religious Studies 1
Religious Technology 3 Death Shrine III Religious Studies 1
Religious Technology 3 Time Shrine III Religious Studies 1
Religious Technology 3 Nature Shrine III Religious Studies 1
Religious Technology 3 Fate Shrine III Religious Studies 1
Religious Technology 4 Religious Talisman Religious Studies 1
Temporal Knowledge
Temporal Technology 1 Temporal Sensors I Temporal Studies 1
Temporal Technology 1 Events Predictor I Temporal Studies 1
Temporal Technology 1 Temporal Vacation Service I Temporal Studies 1
Temporal Technology 2 Temporal Sensors II Temporal Studies 1
Temporal Technology 2 Events Predictor II Temporal Studies 1
Temporal Technology 2 Temporal Vacation Service II Temporal Studies 1
Temporal Technology 3 Temporal Sensors III Temporal Studies 1
Temporal Technology 3 Events Predictor III Temporal Studies 1
Temporal Technology 3 Temporal Vacation Service III Temporal Studies 1
Temporal Technology 4 Temporal Space Yard Facility I Temporal Studies 1
Temporal Technology 5 Temporal Space Yard Facility II Temporal Studies 1
Temporal Technology 6 Temporal Space Yard Facility III Temporal Studies 1
Temporal Weapons 1 Time Distortion Burst I Temporal Studies 2
Temporal Weapons 1 Temporal Shifter I Temporal Studies 2
Temporal Weapons 1 Small Time Distortion Burst I [2] Smaller Weapons 1 Temporal Studies 2
Temporal Weapons 2 Time Distortion Burst II Temporal Studies 2
Temporal Weapons 2 Temporal Shifter II Temporal Studies 2
Temporal Weapons 2 Small Time Distortion Burst II [2] Smaller Weapons 2 Temporal Studies 2
Temporal Weapons 3 Time Distortion Burst III Temporal Studies 2
Temporal Weapons 3 Temporal Shifter III Temporal Studies 2
Temporal Weapons 3 Small Time Distortion Burst III [2] Smaller Weapons 3 Temporal Studies 2
Temporal Weapons 3 Shield Accelerator I Temporal Studies 2
Temporal Weapons 3 Tachyon Cannon I Temporal Studies 2
Temporal Weapons 4 Time Distortion Burst IV Temporal Studies 2
Temporal Weapons 4 Shield Accelerator II Temporal Studies 2
Temporal Weapons 4 Tachyon Cannon II Temporal Studies 2
Temporal Weapons 5 Time Distortion Burst V Temporal Studies 2
Temporal Weapons 5 Shield Accelerator III Temporal Studies 2
Temporal Weapons 5 Tachyon Cannon III Temporal Studies 2
Temporal Weapons 6 Shield Accelerator IV Temporal Studies 2
Temporal Weapons 7 Shield Accelerator V Temporal Studies 2
Crystallurgy
Crystalline Technology 1 Crystalline Armor I Crystallurgy 1
Crystalline Technology 1 Crystalline Restructuring Plant I Crystallurgy 1
Crystalline Technology 1 Energy Transmission Lens I Crystallurgy 1
Crystalline Technology 2 Crystalline Armor II Crystallurgy 1
Crystalline Technology 2 Crystalline Restructuring Plant II Crystallurgy 1
Crystalline Technology 2 Energy Transmission Lens II Crystallurgy 1
Crystalline Technology 3 Crystalline Armor III Crystallurgy 1
Crystalline Technology 3 Crystalline Restructuring Plant III Crystallurgy 1
Crystalline Technology 3 Energy Transmission Lens III Crystallurgy 1
Crystalline Technology 4 Solar Generator I Crystallurgy 1
Crystalline Technology 5 Solar Generator II Crystallurgy 1
Crystalline Technology 6 Solar Generator III Crystallurgy 1
Crystalline Weapons 1 Shard Cannon I Crystallurgy 1
Crystalline Weapons 1 Small Shard Cannon I [2] Smaller Weapons 1 Crystallurgy 1
Crystalline Weapons 1 Crystalline Torpedo I Crystallurgy 1
Crystalline Weapons 2 Shard Cannon II Smaller Weapons 2 Crystallurgy 1
Crystalline Weapons 2 Small Shard Cannon II [2] Crystallurgy 1
Crystalline Weapons 2 Crystalline Torpedo II Crystallurgy 1
Crystalline Weapons 3 Shard Cannon III Crystallurgy 1
Crystalline Weapons 3 Small Shard Cannon III [2] Smaller Weapons 3 Crystallurgy 1
Crystalline Weapons 3 Crystalline Torpedo III Crystallurgy 1
Crystalline Weapons 4 Shard Cannon IV Crystallurgy 1
Crystalline Weapons 4 Crystalline Torpedo IV Crystallurgy 1
Crystalline Weapons 5 Shard Cannon V Crystallurgy 1
Crystalline Weapons 5 Crystalline Torpedo V Crystallurgy 1
Crystalline Weapons 6 Shard Cannon VI Crystallurgy 1
Crystalline Weapons 6 Energy Dampener I Crystallurgy 1
Crystalline Weapons 7 Shard Cannon VII Crystallurgy 1
Crystalline Weapons 7 Energy Dampener II Crystallurgy 1
Crystalline Weapons 8 Shard Cannon VIII Crystallurgy 1
Crystalline Weapons 8 High - Energy Magnifier I Crystallurgy 1
Crystalline Weapons 8 Energy Dampener III Crystallurgy 1
Crystalline Weapons 9 Shard Cannon IX Crystallurgy 1
Crystalline Weapons 9 High - Energy Magnifier II Crystallurgy 1
Crystalline Weapons 10 Shard Cannon X Crystallurgy 1
Crystalline Weapons 10 High - Energy Magnifier III Crystallurgy 1
=======================================================================================
COMPONENT DATA FILE
=======================================================================================
Name:
The name of this component.
Description:
A brief description of this component and its uses.
Pic Num:
The picture number from the Comps.bmp used for this component.
Tonnage Space Taken:
The number of spaces in a ship size that are taken up by this component.
Tonnage Structure:
The number of points of damage this component can withstand before being destroyed.
Cost Minerals, Cost Organics, Cost Radioactives:
The cost of this component in this resource.
Vehicle Type:
The type of vehicle this component can be placed in.
Allowable Values for Vehicle Type:
Ship, Base, Fighter, Satellite, Mine, Troop, Drone, WeapPlatform
Ship\Base, Ship\Base\Sat, Ship\Base\Sat\Drone, Ship\Base\Sat\WeapPlat\Drone,
Ftr\Trp, Ship\Base\Drone, All
Supply Amount Used:
The amount of supplies this component uses each time it is activated.
Restrictions:
None, One Per Vehicle
General Group:
The General Group this component belongs to. This is used in the
Add Design Window to only show components of a given group.
Family:
The family grouping of this component. This is used to determine which components
can be removed when showing only the latest component of type. This can be
any number as long as all components with the same name and a different
Roman Numeral have the same family number.
Roman Numeral:
The number that follows a component and is displayed as a roman numeral. This is
a regular number of 0 - 20 which is used to describe components that are
improved version of an earlier model. This number should be the value of the
Roman Numeral which follows the name of the component. A value of zero means
that there is no roman numeral for this component.
Allowable values for Roman Numeral:
0 - 20.
Custom Group:
A number which allows the creation of custom groups of components. This number
is referenced by the Ship Sizes when they use the Abilities "Do Not Allow
Components of Custom Group" and "Only Allow Components of Custom Group".
Number of Tech Req:
The number of Tech Requirements that are for this component. The Tech requirement
determines the technology level an empire must have before this component
becomes visible to be used in designs.
Tech Area Req X:
For each of the Tech Requirements, this is the tech area of the requirement.
The X is the number of the requirement.
Allowable values for Tech Area Req:
A name from the TechArea.txt file.
Tech Level Req X:
For each of the Tech Requirements, this is the tech level in the given area
that must be reached.
The X is the number of the requirement.
Allowable values for Tech Level Req:
A value from 1 to the Maximum Level for this Tech Area as defined in the
TechArea.txt file.
Number of Abilities:
The number of abilities that this component possesses.
Ability X Type, Ability X Descr, Ability X Val 1, Ability X Val 2:
The details of the ability. See the Abilities.txt file for details.
The x is the number of the ability.
Weapon Type:
The weapon type of this component.
Allowable values for Weapon Type:
None, Direct Fire, Seeking, Point-Defense, Warhead
[If Weapon Type is not None, then the following fields should be present.]
Weapon Target:
Ships, Planets, Ships\Planets, Ships\Planets\Ftr\Sat\Drone, Seekers,
Ftr\Sat\Seekers\Drone
Weapon Damage at Rng:
The damage this weapon will do at ranges 1 - 20.
Weapon Damage Type:
The type of damage that is done when the weapon hits.
Allowable values for Weapon Damage Type:
Normal, Shields Only, Skips Normal Shields, Only Engines, Only Weapons,
Plague Level 1, Plague Level 2, Plague Level 3, Plague Level 4, Plague Level 5,
Only Planet Population, Only Planet Conditions, Only Resupply Depots,
Only Spaceports, Pushes Target, Pulls Target, Random Target Movement,
Only Shield Generators, Only Boarding Parties, Only Security Stations,
Only Planet Destroyers, Skips Armor, Skips Shields And Armor,
Quad Damage To Shields, Increase Reload Time, Disrupt Reload Time,
Crew Conversion, Only Master Computers, Skips All Shields
Weapon Reload Rate:
The rate at which the weapon reloads. This is the number of turns before the
weapon can fire again.
Weapon Display Type:
Beam, Torp, Seeker
Weapon Display:
Beam - The index number of the beam picture to display (in Pictures\Combat\Beams.bmp).
Torp - The index number of the torp picture to display (in Pictures\Combat\Torps.bmp).
Seeker - The index of the seeker picture to display (in the main bitmap for each race).
Weapon Speed:
For Seeking weapons, the number of squares per turn the weapon moves.
Weapon Modifier:
Any special bonus this weapon receives.
Weapon Sound:
The name of the WAV file that is played when this weapon fires.
=======================================================================================
*BEGIN*
=======================================================================================
Name := Rock Colony
Description := Materials needed to start a colony on a rock planet.
Pic Num := 54
Tonnage Space Taken := 200
Tonnage Structure := 200
Cost Minerals := 2000
Cost Organics := 1000
Cost Radioactives := 1000
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Colonizing
Family := 5001
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Rock Planet Colonization
Tech Level Req 1 := 1
Number of Abilities := 2
Ability 1 Type := Colonize Planet - Rock
Ability 1 Descr := Can colonize a rock based planet.
Ability 1 Val 1 :=
Ability 1 Val 2 :=
Ability 2 Type := Cargo Storage
Ability 2 Descr := Provides 20kT worth of cargo space.
Ability 2 Val 1 := 20
Ability 2 Val 2 := 0
Weapon Type := None
Name := Ice Colony
Description := Materials needed to start a colony on an ice planet.
Pic Num := 114
Tonnage Space Taken := 200
Tonnage Structure := 200
Cost Minerals := 2000
Cost Organics := 1000
Cost Radioactives := 1000
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Colonizing
Family := 5002
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Ice Planet Colonization
Tech Level Req 1 := 1
Number of Abilities := 2
Ability 1 Type := Colonize Planet - Ice
Ability 1 Descr := Can colonize an ice based planet.
Ability 1 Val 1 :=
Ability 1 Val 2 :=
Ability 2 Type := Cargo Storage
Ability 2 Descr := Provides 20kT worth of cargo space.
Ability 2 Val 1 := 20
Ability 2 Val 2 := 0
Weapon Type := None
Name := Gas Giant Colony
Description := Materials needed to start a colony orbiting a gas giant.
Pic Num := 108
Tonnage Space Taken := 200
Tonnage Structure := 200
Cost Minerals := 2000
Cost Organics := 1000
Cost Radioactives := 1000
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Colonizing
Family := 5003
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Gas Giant Colonization
Tech Level Req 1 := 1
Number of Abilities := 2
Ability 1 Type := Colonize Planet - Gas
Ability 1 Descr := Can colonize a gas giant planet.
Ability 1 Val 1 :=
Ability 1 Val 2 :=
Ability 2 Type := Cargo Storage
Ability 2 Descr := Provides 20kT worth of cargo space.
Ability 2 Val 1 := 20
Ability 2 Val 2 := 0
Weapon Type := None
Name := Bridge
Description := The main control center of a starship.
Pic Num := 1
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Vehicle Control
Family := 2
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Ship Bridge
Ability 1 Descr := Contains a ship bridge.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None
Name := Life Support
Description := Mechanical means to generate a livable atmosphere on a starship.
Pic Num := 5
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 500
Cost Organics := 100
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Vehicle Control
Family := 3
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Ship Life Support
Ability 1 Descr := Contains life support.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None
Name := Crew Quarters
Description := Area on a starship where the crew spends its off-hours.
Pic Num := 7
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Vehicle Control
Family := 4
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Ship Crew Quarters
Ability 1 Descr := Contains Crew Quarters.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None
Name := Auxiliary Control
Description := If a ship's bridge is ever destroyed, this will serve as a temporary bridge for the ship.
Pic Num := 2
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Vehicle Control
Family := 5
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Ship Auxiliary Control
Ability 1 Descr := Contains an Auxiliary Control.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None
Name := Space Yard I
Description := Ship construction component which can work on one ship at a time.
Pic Num := 49
Tonnage Space Taken := 400
Tonnage Structure := 200
Cost Minerals := 2000
Cost Organics := 0
Cost Radioactives := 500
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Construction
Family := 6
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Space Yards
Tech Level Req 1 := 1
Number of Abilities := 4
Ability 1 Type := Space Yard
Ability 1 Descr := Can construct with 1000 minerals per turn.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 1000
Ability 2 Type := Space Yard
Ability 2 Descr := Can construct with 1000 organics per turn.
Ability 2 Val 1 := 2
Ability 2 Val 2 := 1000
Ability 3 Type := Space Yard
Ability 3 Descr := Can construct with 1000 radioactives per turn.
Ability 3 Val 1 := 3
Ability 3 Val 2 := 1000
Ability 4 Type := Component Repair
Ability 4 Descr := Can repair 3 components per turn.
Ability 4 Val 1 := 3
Ability 4 Val 2 := 0
Weapon Type := None
Name := Space Yard II
Description := Ship construction component which can work on one ship at a time.
Pic Num := 49
Tonnage Space Taken := 400
Tonnage Structure := 200
Cost Minerals := 3000
Cost Organics := 0
Cost Radioactives := 500
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Construction
Family := 6
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Space Yards
Tech Level Req 1 := 2
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 5 components per turn.
Ability 4 Val 1 := 5
Ability 4 Val 2 := 0
Weapon Type := None
Name := Space Yard III
Description := Ship construction component which can work on one ship at a time.
Pic Num := 49
Tonnage Space Taken := 400
Tonnage Structure := 200
Cost Minerals := 4000
Cost Organics := 0
Cost Radioactives := 500
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Construction
Family := 6
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Space Yards
Tech Level Req 1 := 3
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 8 components per turn.
Ability 4 Val 1 := 8
Ability 4 Val 2 := 0
Weapon Type := None
Name := Cargo Bay I
Description := Area on a starship where cargo can be housed.
Pic Num := 269
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Cargo
Family := 7
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Cargo
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Cargo Storage
Ability 1 Descr := Provides 150kT worth of cargo space.
Ability 1 Val 1 := 150
Ability 1 Val 2 := 0
Weapon Type := None
Name := Cargo Bay II
Description := Area on a starship where cargo can be housed.
Pic Num := 269
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Cargo
Family := 7
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Cargo
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Cargo Storage
Ability 1 Descr := Provides 200kT worth of cargo space.
Ability 1 Val 1 := 200
Ability 1 Val 2 := 0
Weapon Type := None
Name := Cargo Bay III
Description := Area on a starship where cargo can be housed.
Pic Num := 269
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Cargo
Family := 7
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Cargo
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Cargo Storage
Ability 1 Descr := Provides 250kT worth of cargo space.
Ability 1 Val 1 := 250
Ability 1 Val 2 := 0
Weapon Type := None
Name := Master Computer I
Description := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gai
Pic Num := 3
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 4000
Cost Organics := 1000
Cost Radioactives := 1000
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Vehicle Control
Family := 8
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Computers
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Master Computer
Ability 1 Descr := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None
Name := Master Computer II
Description := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gai
Pic Num := 3
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 4000
Cost Organics := 1000
Cost Radioactives := 1000
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Vehicle Control
Family := 8
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Computers
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Master Computer
Ability 1 Descr := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None
Name := Master Computer III
Description := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gai
Pic Num := 3
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 4000
Cost Organics := 1000
Cost Radioactives := 1000
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Vehicle Control
Family := 8
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Computers
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Master Computer
Ability 1 Descr := Ship does not need Bridge, Life Support, or Crew Quarters.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None
Name := Ion Engine I
Description := Standard Ion Engine for sub-light inter-system travel.
Pic Num := 9
Tonnage Space Taken := 10
Tonnage Structure := 20
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 50
Vehicle Type := Ship\Base\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Engines
Family := 9
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 1
Number of Abilities := 3
Ability 1 Type := Standard Ship Movement
Ability 1 Descr := Generates 1 standard movement.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Ability 2 Type := Supply Storage
Ability 2 Descr := Can store 500 units of supply.
Ability 2 Val 1 := 500
Ability 2 Val 2 := 0
Ability 3 Type := Movement Bonus
Ability 3 Descr :=
Ability 3 Val 1 := 0
Ability 3 Val 2 := 0
Weapon Type := None
Name := Ion Engine II
Description := Standard Ion Engine for sub-light inter-system travel.
Pic Num := 9
Tonnage Space Taken := 10
Tonnage Structure := 20
Cost Minerals := 180
Cost Organics := 0
Cost Radioactives := 50
Vehicle Type := Ship\Base\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Engines
Family := 9
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 2
Number of Abilities := 3
Ability 1 Type := Standard Ship Movement
Ability 1 Descr := Generates 1 standard movement.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Ability 2 Type := Supply Storage
Ability 2 Descr := Can store 500 units of supply.
Ability 2 Val 1 := 500
Ability 2 Val 2 := 0
Ability 3 Type := Movement Bonus
Ability 3 Descr :=
Ability 3 Val 1 := 0
Ability 3 Val 2 := 0
Weapon Type := None
Name := Ion Engine III
Description := Standard Ion Engine for sub-light inter-system travel.
Pic Num := 9
Tonnage Space Taken := 10
Tonnage Structure := 20
Cost Minerals := 160
Cost Organics := 0
Cost Radioactives := 50
Vehicle Type := Ship\Base\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Engines
Family := 9
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 3
Number of Abilities := 3
Ability 1 Type := Standard Ship Movement
Ability 1 Descr := Generates 1 standard movement.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Ability 2 Type := Supply Storage
Ability 2 Descr := Can store 500 units of supply.
Ability 2 Val 1 := 500
Ability 2 Val 2 := 0
Ability 3 Type := Movement Bonus
Ability 3 Descr :=
Ability 3 Val 1 := 0
Ability 3 Val 2 := 0
Weapon Type := None
Name := Contra - Terrene Engine I
Description := Anti-Matter engine suitable for sub-light inter-system travel.
Pic Num := 10
Tonnage Space Taken := 10
Tonnage Structure := 20
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 60
Vehicle Type := Ship\Base\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Engines
Family := 9
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 4
Number of Abilities := 3
Ability 1 Type := Movement Bonus
Ability 1 Descr := Generates 1 bonus movement point.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Ability 2 Type := Standard Ship Movement
Ability 2 Descr := Generates 1 standard movement.
Ability 2 Val 1 := 1
Ability 2 Val 2 := 0
Ability 3 Type := Supply Storage
Ability 3 Descr := Can store 500 units of supply.
Ability 3 Val 1 := 500
Ability 3 Val 2 := 0
Weapon Type := None
Name := Contra - Terrene Engine II
Description := Anti-Matter engine suitable for sub-light inter-system travel.
Pic Num := 10
Tonnage Space Taken := 10
Tonnage Structure := 20
Cost Minerals := 280
Cost Organics := 0
Cost Radioactives := 60
Vehicle Type := Ship\Base\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Engines
Family := 9
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 5
Number of Abilities := 3
Ability 1 Type := Movement Bonus
Ability 1 Descr := Generates 1 bonus movement point.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Ability 2 Type := Standard Ship Movement
Ability 2 Descr := Generates 1 standard movement.
Ability 2 Val 1 := 1
Ability 2 Val 2 := 0
Ability 3 Type := Supply Storage
Ability 3 Descr := Can store 500 units of supply.
Ability 3 Val 1 := 500
Ability 3 Val 2 := 0
Weapon Type := None
Name := Contra - Terrene Engine III
Description := Anti-Matter engine suitable for sub-light inter-system travel.
Pic Num := 10
Tonnage Space Taken := 10
Tonnage Structure := 20
Cost Minerals := 260
Cost Organics := 0
Cost Radioactives := 60
Vehicle Type := Ship\Base\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Engines
Family := 9
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 6
Number of Abilities := 3
Ability 1 Type := Movement Bonus
Ability 1 Descr := Generates 1 bonus movement point.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Ability 2 Type := Standard Ship Movement
Ability 2 Descr := Generates 1 standard movement.
Ability 2 Val 1 := 1
Ability 2 Val 2 := 0
Ability 3 Type := Supply Storage
Ability 3 Descr := Can store 500 units of supply.
Ability 3 Val 1 := 500
Ability 3 Val 2 := 0
Weapon Type := None
Name := Jacketed - Photon Engine I
Description := Harnessed light drive engine suitable for sub-light inter-system travel.
Pic Num := 25
Tonnage Space Taken := 10
Tonnage Structure := 20
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 70
Vehicle Type := Ship\Base\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Engines
Family := 9
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 7
Number of Abilities := 3
Ability 1 Type := Movement Bonus
Ability 1 Descr := Generates 2 bonus movement points.
Ability 1 Val 1 := 2
Ability 1 Val 2 := 0
Ability 2 Type := Standard Ship Movement
Ability 2 Descr := Generates 1 standard movement.
Ability 2 Val 1 := 1
Ability 2 Val 2 := 0
Ability 3 Type := Supply Storage
Ability 3 Descr := Can store 500 units of supply.
Ability 3 Val 1 := 500
Ability 3 Val 2 := 0
Weapon Type := None
Name := Jacketed - Photon Engine II
Description := Harnessed light drive engine suitable for sub-light inter-system travel.
Pic Num := 25
Tonnage Space Taken := 10
Tonnage Structure := 20
Cost Minerals := 380
Cost Organics := 0
Cost Radioactives := 70
Vehicle Type := Ship\Base\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Engines
Family := 9
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 8
Number of Abilities := 3
Ability 1 Type := Movement Bonus
Ability 1 Descr := Generates 2 bonus movement points.
Ability 1 Val 1 := 2
Ability 1 Val 2 := 0
Ability 2 Type := Standard Ship Movement
Ability 2 Descr := Generates 1 standard movement.
Ability 2 Val 1 := 1
Ability 2 Val 2 := 0
Ability 3 Type := Supply Storage
Ability 3 Descr := Can store 500 units of supply.
Ability 3 Val 1 := 500
Ability 3 Val 2 := 0
Weapon Type := None
Name := Jacketed - Photon Engine III
Description := Harnessed light drive engine suitable for sub-light inter-system travel.
Pic Num := 25
Tonnage Space Taken := 10
Tonnage Structure := 20
Cost Minerals := 360
Cost Organics := 0
Cost Radioactives := 70
Vehicle Type := Ship\Base\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Engines
Family := 9
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 9
Number of Abilities := 3
Ability 1 Type := Movement Bonus
Ability 1 Descr := Generates 2 bonus movement points.
Ability 1 Val 1 := 2
Ability 1 Val 2 := 0
Ability 2 Type := Standard Ship Movement
Ability 2 Descr := Generates 1 standard movement.
Ability 2 Val 1 := 1
Ability 2 Val 2 := 0
Ability 3 Type := Supply Storage
Ability 3 Descr := Can store 500 units of supply.
Ability 3 Val 1 := 500
Ability 3 Val 2 := 0
Weapon Type := None
Name := Quantum Engine I
Description := Quantum element engine suitable for sub-light inter-system travel.
Pic Num := 26
Tonnage Space Taken := 10
Tonnage Structure := 20
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 80
Vehicle Type := Ship\Base\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Engines
Family := 9
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 10
Number of Abilities := 3
Ability 1 Type := Movement Bonus
Ability 1 Descr := Generates 3 bonus movement points.
Ability 1 Val 1 := 3
Ability 1 Val 2 := 0
Ability 2 Type := Standard Ship Movement
Ability 2 Descr := Generates 1 standard movement.
Ability 2 Val 1 := 1
Ability 2 Val 2 := 0
Ability 3 Type := Supply Storage
Ability 3 Descr := Can store 500 units of supply.
Ability 3 Val 1 := 500
Ability 3 Val 2 := 0
Weapon Type := None
Name := Quantum Engine II
Description := Quantum element engine suitable for sub-light inter-system travel.
Pic Num := 26
Tonnage Space Taken := 10
Tonnage Structure := 20
Cost Minerals := 480
Cost Organics := 0
Cost Radioactives := 80
Vehicle Type := Ship\Base\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Engines
Family := 9
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 11
Number of Abilities := 3
Ability 1 Type := Movement Bonus
Ability 1 Descr := Generates 3 bonus movement points.
Ability 1 Val 1 := 3
Ability 1 Val 2 := 0
Ability 2 Type := Standard Ship Movement
Ability 2 Descr := Generates 1 standard movement.
Ability 2 Val 1 := 1
Ability 2 Val 2 := 0
Ability 3 Type := Supply Storage
Ability 3 Descr := Can store 500 units of supply.
Ability 3 Val 1 := 500
Ability 3 Val 2 := 0
Weapon Type := None
Name := Quantum Engine III
Description := Quantum element engine suitable for sub-light inter-system travel.
Pic Num := 26
Tonnage Space Taken := 10
Tonnage Structure := 20
Cost Minerals := 460
Cost Organics := 0
Cost Radioactives := 80
Vehicle Type := Ship\Base\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Engines
Family := 9
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 12
Number of Abilities := 3
Ability 1 Type := Movement Bonus
Ability 1 Descr := Generates 3 bonus movement points.
Ability 1 Val 1 := 3
Ability 1 Val 2 := 0
Ability 2 Type := Standard Ship Movement
Ability 2 Descr := Generates 1 standard movement.
Ability 2 Val 1 := 1
Ability 2 Val 2 := 0
Ability 3 Type := Supply Storage
Ability 3 Descr := Can store 500 units of supply.
Ability 3 Val 1 := 500
Ability 3 Val 2 := 0
Weapon Type := None
Name := Armor I
Description := Standard titanium armor used to protect a ship from physical damage.
Pic Num := 28
Tonnage Space Taken := 10
Tonnage Structure := 30
Cost Minerals := 50
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Armor
Family := 10
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Armor
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Armor
Ability 1 Descr := Is damaged before any other components on a ship.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None
Name := Armor II
Description := Standard titanium armor used to protect a ship from physical damage.
Pic Num := 28
Tonnage Space Taken := 10
Tonnage Structure := 35
Cost Minerals := 50
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Armor
Family := 10
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Armor
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Armor
Ability 1 Descr := Is damaged before any other components on a ship.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None
Name := Armor III
Description := Standard titanium armor used to protect a ship from physical damage.
Pic Num := 28
Tonnage Space Taken := 10
Tonnage Structure := 40
Cost Minerals := 50
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Armor
Family := 10
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Armor
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Armor
Ability 1 Descr := Is damaged before any other components on a ship.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None
Name := Emissive Armor I
Description := Armor which absorbs energy and radiates it back into space.
Pic Num := 30
Tonnage Space Taken := 20
Tonnage Structure := 30
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 200
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Armor
Family := 45
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Armor
Tech Level Req 1 := 4
Number of Abilities := 2
Ability 1 Type := Armor
Ability 1 Descr := Is damaged before any other components on a ship.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Emissive Armor
Ability 2 Descr := Negates any damage of 10 or less.
Ability 2 Val 1 := 10
Ability 2 Val 2 := 0
Weapon Type := None
Name := Emissive Armor II
Description := Armor which absorbs energy and radiates it back into space.
Pic Num := 30
Tonnage Space Taken := 20
Tonnage Structure := 40
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 200
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Armor
Family := 45
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Armor
Tech Level Req 1 := 5
Number of Abilities := 2
Ability 1 Type := Armor
Ability 1 Descr := Is damaged before any other components on a ship.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Emissive Armor
Ability 2 Descr := Negates any damage of 20 or less.
Ability 2 Val 1 := 20
Ability 2 Val 2 := 0
Weapon Type := None
Name := Emissive Armor III
Description := Armor which absorbs energy and radiates it back into space.
Pic Num := 30
Tonnage Space Taken := 20
Tonnage Structure := 50
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 200
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Armor
Family := 45
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Armor
Tech Level Req 1 := 6
Number of Abilities := 2
Ability 1 Type := Armor
Ability 1 Descr := Is damaged before any other components on a ship.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Emissive Armor
Ability 2 Descr := Negates any damage of 30 or less.
Ability 2 Val 1 := 30
Ability 2 Val 2 := 0
Weapon Type := None
Name := Shield Generator I
Description := Generator which creates an energy field around a starship preventing damage.
Pic Num := 31
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 100
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Shields
Family := 11
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Shields
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Shield Generation
Ability 1 Descr := Generates 50 shield points.
Ability 1 Val 1 := 50
Ability 1 Val 2 := 0
Weapon Type := None
Name := Shield Generator II
Description := Generator which creates an energy field around a starship preventing damage.
Pic Num := 31
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Shields
Family := 11
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Shields
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Shield Generation
Ability 1 Descr := Generates 100 shield points.
Ability 1 Val 1 := 100
Ability 1 Val 2 := 0
Weapon Type := None
Name := Shield Generator III
Description := Generator which creates an energy field around a starship preventing damage.
Pic Num := 31
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Shields
Family := 11
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Shields
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Shield Generation
Ability 1 Descr := Generates 150 shield points.
Ability 1 Val 1 := 150
Ability 1 Val 2 := 0
Weapon Type := None
Name := Shield Generator IV
Description := Generator which creates an energy field around a starship preventing damage.
Pic Num := 31
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Shields
Family := 11
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Shields
Tech Level Req 1 := 4
Number of Abilities := 1
Ability 1 Type := Shield Generation
Ability 1 Descr := Generates 225 shield points.
Ability 1 Val 1 := 225
Ability 1 Val 2 := 0
Weapon Type := None
Name := Shield Generator V
Description := Generator which creates an energy field around a starship preventing damage.
Pic Num := 31
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Shields
Family := 11
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Shields
Tech Level Req 1 := 5
Number of Abilities := 1
Ability 1 Type := Shield Generation
Ability 1 Descr := Generates 300 shield points.
Ability 1 Val 1 := 300
Ability 1 Val 2 := 0
Weapon Type := None
Name := Phased - Shield Generator I
Description := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num := 33
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Shields
Family := 11
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Shields
Tech Level Req 1 := 6
Number of Abilities := 1
Ability 1 Type := Phased Shield Generation
Ability 1 Descr := Generates 75 phased shield points.
Ability 1 Val 1 := 75
Ability 1 Val 2 := 0
Weapon Type := None
Name := Phased - Shield Generator II
Description := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num := 33
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Shields
Family := 11
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Shields
Tech Level Req 1 := 7
Number of Abilities := 1
Ability 1 Type := Phased Shield Generation
Ability 1 Descr := Generates 150 phased shield points.
Ability 1 Val 1 := 150
Ability 1 Val 2 := 0
Weapon Type := None
Name := Phased - Shield Generator III
Description := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num := 33
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 600
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Shields
Family := 11
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Shields
Tech Level Req 1 := 8
Number of Abilities := 1
Ability 1 Type := Phased Shield Generation
Ability 1 Descr := Generates 225 phased shield points.
Ability 1 Val 1 := 225
Ability 1 Val 2 := 0
Weapon Type := None
Name := Phased - Shield Generator IV
Description := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num := 33
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 700
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Shields
Family := 11
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Shields
Tech Level Req 1 := 9
Number of Abilities := 1
Ability 1 Type := Phased Shield Generation
Ability 1 Descr := Generates 300 phased shield points.
Ability 1 Val 1 := 300
Ability 1 Val 2 := 0
Weapon Type := None
Name := Phased - Shield Generator V
Description := Generator which creates an energy field that cannot be penetrated by phased weapons.
Pic Num := 33
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 800
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Shields
Family := 11
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Shields
Tech Level Req 1 := 10
Number of Abilities := 1
Ability 1 Type := Phased Shield Generation
Ability 1 Descr := Generates 375 phased shield points.
Ability 1 Val 1 := 375
Ability 1 Val 2 := 0
Weapon Type := None
Name := Shield Regenerator I
Description := Regenerates shields each combat turn.
Pic Num := 34
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 700
Cost Organics := 0
Cost Radioactives := 200
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Shields
Family := 12
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Shields
Tech Level Req 1 := 6
Number of Abilities := 1
Ability 1 Type := Shield Regeneration
Ability 1 Descr := Regenerates 5 shield points per turn.
Ability 1 Val 1 := 5
Ability 1 Val 2 := 0
Weapon Type := None
Name := Shield Regenerator II
Description := Regenerates shields each combat turn.
Pic Num := 34
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 750
Cost Organics := 0
Cost Radioactives := 220
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Shields
Family := 12
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Shields
Tech Level Req 1 := 7
Number of Abilities := 1
Ability 1 Type := Shield Regeneration
Ability 1 Descr := Regenerates 10 shield points per turn.
Ability 1 Val 1 := 10
Ability 1 Val 2 := 0
Weapon Type := None
Name := Shield Regenerator III
Description := Regenerates shields each combat turn.
Pic Num := 34
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 800
Cost Organics := 0
Cost Radioactives := 240
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Shields
Family := 12
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Shields
Tech Level Req 1 := 8
Number of Abilities := 1
Ability 1 Type := Shield Regeneration
Ability 1 Descr := Regenerates 15 shield points per turn.
Ability 1 Val 1 := 15
Ability 1 Val 2 := 0
Weapon Type := None
Name := Shield Regenerator IV
Description := Regenerates shields each combat turn.
Pic Num := 34
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 850
Cost Organics := 0
Cost Radioactives := 260
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Shields
Family := 12
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Shields
Tech Level Req 1 := 9
Number of Abilities := 1
Ability 1 Type := Shield Regeneration
Ability 1 Descr := Regenerates 20 shield points per turn.
Ability 1 Val 1 := 20
Ability 1 Val 2 := 0
Weapon Type := None
Name := Shield Regenerator V
Description := Regenerates shields each combat turn.
Pic Num := 34
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 900
Cost Organics := 0
Cost Radioactives := 280
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Shields
Family := 12
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Shields
Tech Level Req 1 := 10
Number of Abilities := 1
Ability 1 Type := Shield Regeneration
Ability 1 Descr := Regenerates 25 shield points per turn.
Ability 1 Val 1 := 25
Ability 1 Val 2 := 0
Weapon Type := None
Name := Emergency Propulsion I
Description := Pod which can be sacrificed to gain added movement points for the ship. Only one component allowed per
Pic Num := 27
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := One Per Vehicle
General Group := Engines
Family := 13
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 4
Number of Abilities := 2
Ability 1 Type := Emergency Energy
Ability 1 Descr := Generates 1 emergency movement point.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Ability 2 Type := Component Destroyed On Use
Ability 2 Descr := Component is destroyed after use.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Weapon Type := None
Name := Emergency Propulsion II
Description := Pod which can be sacrificed to gain added movement points for the ship. Only one component allowed per
Pic Num := 27
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := One Per Vehicle
General Group := Engines
Family := 13
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 5
Number of Abilities := 2
Ability 1 Type := Emergency Energy
Ability 1 Descr := Generates 2 emergency movement points.
Ability 1 Val 1 := 2
Ability 1 Val 2 := 0
Ability 2 Type := Component Destroyed On Use
Ability 2 Descr := Component is destroyed after use.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Weapon Type := None
Name := Emergency Propulsion III
Description := Pod which can be sacrificed to gain added movement points for the ship. Only one component allowed per
Pic Num := 27
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := One Per Vehicle
General Group := Engines
Family := 13
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 6
Number of Abilities := 2
Ability 1 Type := Emergency Energy
Ability 1 Descr := Generates 3 emergency movement points.
Ability 1 Val 1 := 3
Ability 1 Val 2 := 0
Ability 2 Type := Component Destroyed On Use
Ability 2 Descr := Component is destroyed after use.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Weapon Type := None
Name := Emergency Propulsion IV
Description := Pod which can be sacrificed to gain added movement points for the ship. Only one component allowed per
Pic Num := 27
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := One Per Vehicle
General Group := Engines
Family := 13
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 7
Number of Abilities := 2
Ability 1 Type := Emergency Energy
Ability 1 Descr := Generates 4 emergency movement points.
Ability 1 Val 1 := 4
Ability 1 Val 2 := 0
Ability 2 Type := Component Destroyed On Use
Ability 2 Descr := Component is destroyed after use.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Weapon Type := None
Name := Emergency Propulsion V
Description := Pod which can be sacrificed to gain added movement points for the ship. Only one component allowed per
Pic Num := 27
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 600
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := One Per Vehicle
General Group := Engines
Family := 13
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 8
Number of Abilities := 2
Ability 1 Type := Emergency Energy
Ability 1 Descr := Generates 5 emergency movement points.
Ability 1 Val 1 := 5
Ability 1 Val 2 := 0
Ability 2 Type := Component Destroyed On Use
Ability 2 Descr := Component is destroyed after use.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Weapon Type := None
Name := Supply Storage I
Description := Area on a starship to store supplies.
Pic Num := 117
Tonnage Space Taken := 20
Tonnage Structure := 5
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Cargo
Family := 14
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Cargo
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Supply Storage
Ability 1 Descr := Provides storage for 500 units of supply.
Ability 1 Val 1 := 500
Ability 1 Val 2 := 0
Weapon Type := None
Name := Supply Storage II
Description := Area on a starship to store supplies.
Pic Num := 117
Tonnage Space Taken := 20
Tonnage Structure := 5
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Cargo
Family := 14
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Cargo
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Supply Storage
Ability 1 Descr := Provides storage for 750 units of supply.
Ability 1 Val 1 := 750
Ability 1 Val 2 := 0
Weapon Type := None
Name := Supply Storage III
Description := Area on a starship to store supplies.
Pic Num := 117
Tonnage Space Taken := 20
Tonnage Structure := 5
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Cargo
Family := 14
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Cargo
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Supply Storage
Ability 1 Descr := Provides storage for 1000 units of supply.
Ability 1 Val 1 := 1000
Ability 1 Val 2 := 0
Weapon Type := None
Name := Fighter Bay I
Description := Area on a starship where fighters are stored for launch.
Pic Num := 58
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 100
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Unit Launch
Family := 15
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Fighters
Tech Level Req 1 := 1
Number of Abilities := 2
Ability 1 Type := Launch/Recover Fighters
Ability 1 Descr := Can launch and recover fighters from space. 1 fighter can be launched per combat turn and 4 fighters can
Ability 1 Val 1 := 1
Ability 1 Val 2 := 4
Ability 2 Type := Cargo Storage
Ability 2 Descr := Provides 30kT of cargo space.
Ability 2 Val 1 := 30
Ability 2 Val 2 := 0
Weapon Type := None
Name := Fighter Bay II
Description := Area on a starship where fighters are stored for launch.
Pic Num := 58
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 150
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Unit Launch
Family := 15
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Fighters
Tech Level Req 1 := 2
Number of Abilities := 2
Ability 1 Type := Launch/Recover Fighters
Ability 1 Descr := Can launch and recover fighters from space. 1 fighter can be launched per combat turn and 4 fighters can
Ability 1 Val 1 := 1
Ability 1 Val 2 := 4
Ability 2 Type := Cargo Storage
Ability 2 Descr := Provides 60kT of cargo space.
Ability 2 Val 1 := 60
Ability 2 Val 2 := 0
Weapon Type := None
Name := Fighter Bay III
Description := Area on a starship where fighters are stored for launch.
Pic Num := 58
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Unit Launch
Family := 15
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Fighters
Tech Level Req 1 := 3
Number of Abilities := 2
Ability 1 Type := Launch/Recover Fighters
Ability 1 Descr := Can launch and recover fighters from space. 1 fighter can be launched per combat turn and 4 fighters can
Ability 1 Val 1 := 1
Ability 1 Val 2 := 4
Ability 2 Type := Cargo Storage
Ability 2 Descr := Provides 90kT of cargo space.
Ability 2 Val 1 := 90
Ability 2 Val 2 := 0
Weapon Type := None
Name := Mine Layer I
Description := Lays mines in space.
Pic Num := 73
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 100
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Unit Launch
Family := 16
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Mines
Tech Level Req 1 := 1
Number of Abilities := 2
Ability 1 Type := Lay Mines
Ability 1 Descr := Can lay mines in space at the rate of 2 per game turn.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 2
Ability 2 Type := Cargo Storage
Ability 2 Descr := Provides 20kT of cargo space.
Ability 2 Val 1 := 20
Ability 2 Val 2 := 0
Weapon Type := None
Name := Mine Layer II
Description := Lays mines in space.
Pic Num := 73
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 150
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Unit Launch
Family := 16
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Mines
Tech Level Req 1 := 2
Number of Abilities := 2
Ability 1 Type := Lay Mines
Ability 1 Descr := Can lay mines in space at the rate of 2 per game turn.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 2
Ability 2 Type := Cargo Storage
Ability 2 Descr := Provides 40kT of cargo space.
Ability 2 Val 1 := 40
Ability 2 Val 2 := 0
Weapon Type := None
Name := Mine Layer III
Description := Lays mines in space.
Pic Num := 73
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 150
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Unit Launch
Family := 16
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Mines
Tech Level Req 1 := 3
Number of Abilities := 2
Ability 1 Type := Lay Mines
Ability 1 Descr := Can lay mines in space at the rate of 2 per game turn.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 2
Ability 2 Type := Cargo Storage
Ability 2 Descr := Provides 60kT of cargo space.
Ability 2 Val 1 := 60
Ability 2 Val 2 := 0
Weapon Type := None
Name := Multiplex Tracking (2)
Description := Sensors used to track targets for weapons to fire on.
Pic Num := 11
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 17
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Combat Support
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Multiplex Tracking
Ability 1 Descr := Allows tracking of 2 targets in combat (only 1 component per ship effective).
Ability 1 Val 1 := 2
Ability 1 Val 2 := 0
Weapon Type := None
Name := Multiplex Tracking (3)
Description := Sensors used to track targets for weapons to fire on.
Pic Num := 11
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 250
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 17
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Combat Support
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Multiplex Tracking
Ability 1 Descr := Allows tracking of 3 targets in combat (only 1 component per ship effective).
Ability 1 Val 1 := 3
Ability 1 Val 2 := 0
Weapon Type := None
Name := Multiplex Tracking (4)
Description := Sensors used to track targets for weapons to fire on.
Pic Num := 11
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 17
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Combat Support
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Multiplex Tracking
Ability 1 Descr := Allows tracking of 4 targets in combat (only 1 component per ship effective).
Ability 1 Val 1 := 4
Ability 1 Val 2 := 0
Weapon Type := None
Name := Multiplex Tracking (5)
Description := Sensors used to track targets for weapons to fire on.
Pic Num := 11
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 350
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 17
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Combat Support
Tech Level Req 1 := 4
Number of Abilities := 1
Ability 1 Type := Multiplex Tracking
Ability 1 Descr := Allows tracking of 5 targets in combat (only 1 component per ship effective).
Ability 1 Val 1 := 5
Ability 1 Val 2 := 0
Weapon Type := None
Name := Combat Sensors I
Description := Sensors which increase the chance to hit an enemy ship.
Pic Num := 12
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 18
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Sensors
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Combat To Hit Offense Plus
Ability 1 Descr := Gives a 25% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1 := 25
Ability 1 Val 2 := 0
Weapon Type := None
Name := Combat Sensors II
Description := Sensors which increase the chance to hit an enemy ship.
Pic Num := 12
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 18
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Sensors
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Combat To Hit Offense Plus
Ability 1 Descr := Gives a 45% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1 := 45
Ability 1 Val 2 := 0
Weapon Type := None
Name := Combat Sensors III
Description := Sensors which increase the chance to hit an enemy ship.
Pic Num := 12
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 18
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Sensors
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Combat To Hit Offense Plus
Ability 1 Descr := Gives a 65% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1 := 65
Ability 1 Val 2 := 0
Weapon Type := None
Name := ECM I
Description := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num := 13
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 19
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Combat Support
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Combat To Hit Defense Plus
Ability 1 Descr := Gives a 20% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1 := 20
Ability 1 Val 2 := 0
Weapon Type := None
Name := ECM II
Description := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num := 13
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 19
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Combat Support
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Combat To Hit Defense Plus
Ability 1 Descr := Gives a 40% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1 := 40
Ability 1 Val 2 := 0
Weapon Type := None
Name := ECM III
Description := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num := 13
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 19
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Combat Support
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Combat To Hit Defense Plus
Ability 1 Descr := Gives a 60% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1 := 60
Ability 1 Val 2 := 0
Weapon Type := None
Name := Long Range Scanners I
Description := Sensors which can scan an enemy ship at many sectors distance.
Pic Num := 14
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 100
Vehicle Type := Ship\Base\Sat
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 20
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Scanners
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Long Range Scanner
Ability 1 Descr := Allows scanning of targets 1 sector away.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Weapon Type := None
Name := Long Range Scanners II
Description := Sensors which can scan an enemy ship at many sectors distance.
Pic Num := 14
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 700
Cost Organics := 0
Cost Radioactives := 100
Vehicle Type := Ship\Base\Sat
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 20
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Scanners
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Long Range Scanner
Ability 1 Descr := Allows scanning of targets 3 sectors away.
Ability 1 Val 1 := 3
Ability 1 Val 2 := 0
Weapon Type := None
Name := Long Range Scanners III
Description := Sensors which can scan an enemy ship at many sectors distance.
Pic Num := 14
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 900
Cost Organics := 0
Cost Radioactives := 100
Vehicle Type := Ship\Base\Sat
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 20
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Scanners
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Long Range Scanner
Ability 1 Descr := Allows scanning of targets 5 sectors away.
Ability 1 Val 1 := 5
Ability 1 Val 2 := 0
Weapon Type := None
Name := Scanner Jammer
Description := A broad-band long range scanner jamming device.
Pic Num := 15
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 50
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 21
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Scanners
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Scanner Jammer
Ability 1 Descr := Prevents use of Long Range scanners on this ship.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None
Name := Mine Sweeper I
Description := Wide arc beams for detecting and destroying mines in space.
Pic Num := 16
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Unit Launch
Family := 22
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Mines
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Mine Sweeping
Ability 1 Descr := Can sweep 1 mine per use.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Weapon Type := None
Name := Mine Sweeper II
Description := Wide arc beams for detecting and destroying mines in space.
Pic Num := 16
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 350
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Unit Launch
Family := 22
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Mines
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Mine Sweeping
Ability 1 Descr := Can sweep 2 mines per use.
Ability 1 Val 1 := 2
Ability 1 Val 2 := 0
Weapon Type := None
Name := Mine Sweeper III
Description := Wide arc beams for detecting and destroying mines in space.
Pic Num := 16
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Unit Launch
Family := 22
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Mines
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Mine Sweeping
Ability 1 Descr := Can sweep 3 mines per use.
Ability 1 Val 1 := 3
Ability 1 Val 2 := 0
Weapon Type := None
Name := Mine Sweeper IV
Description := Wide arc beams for detecting and destroying mines in space.
Pic Num := 16
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 450
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Unit Launch
Family := 22
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Mines
Tech Level Req 1 := 4
Number of Abilities := 1
Ability 1 Type := Mine Sweeping
Ability 1 Descr := Can sweep 4 mines per use.
Ability 1 Val 1 := 4
Ability 1 Val 2 := 0
Weapon Type := None
Name := Mine Sweeper V
Description := Wide arc beams for detecting and destroying mines in space.
Pic Num := 16
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Unit Launch
Family := 22
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Mines
Tech Level Req 1 := 5
Number of Abilities := 1
Ability 1 Type := Mine Sweeping
Ability 1 Descr := Can sweep 5 mines per use.
Ability 1 Val 1 := 5
Ability 1 Val 2 := 0
Weapon Type := None
Name := Medical Bay I
Description := Medical bay which can cure level 1 plagues.
Pic Num := 17
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Miscellaneous
Family := 23
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Medical Technology
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Medical Bay
Ability 1 Descr := Cures level 1 plagues.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Weapon Type := None
Name := Medical Bay II
Description := Medical bay which can cure level 2 plagues.
Pic Num := 17
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 250
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Miscellaneous
Family := 23
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Medical Technology
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Medical Bay
Ability 1 Descr := Cures level 2 plagues.
Ability 1 Val 1 := 2
Ability 1 Val 2 := 0
Weapon Type := None
Name := Medical Bay III
Description := Medical bay which can cure level 3 plagues.
Pic Num := 17
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Miscellaneous
Family := 23
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Medical Technology
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Medical Bay
Ability 1 Descr := Cures level 3 plagues.
Ability 1 Val 1 := 3
Ability 1 Val 2 := 0
Weapon Type := None
Name := Medical Bay IV
Description := Medical bay which can cure level 4 plagues.
Pic Num := 17
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 350
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Miscellaneous
Family := 23
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Medical Technology
Tech Level Req 1 := 4
Number of Abilities := 1
Ability 1 Type := Medical Bay
Ability 1 Descr := Cures level 4 plagues.
Ability 1 Val 1 := 4
Ability 1 Val 2 := 0
Weapon Type := None
Name := Medical Bay V
Description := Medical bay which can cure level 5 plagues.
Pic Num := 17
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Miscellaneous
Family := 23
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Medical Technology
Tech Level Req 1 := 5
Number of Abilities := 1
Ability 1 Type := Medical Bay
Ability 1 Descr := Cures level 5 plagues.
Ability 1 Val 1 := 5
Ability 1 Val 2 := 0
Weapon Type := None
Name := Emergency Resupply Pod I
Description := Pod which will be sacrificed to gain extra supplies for the ship. Only one component allowed per vehicle.
Pic Num := 35
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := One Per Vehicle
General Group := Supply
Family := 24
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Resupply
Tech Level Req 1 := 2
Number of Abilities := 2
Ability 1 Type := Emergency Resupply
Ability 1 Descr := Generates 2000 supply when used.
Ability 1 Val 1 := 2000
Ability 1 Val 2 := 0
Ability 2 Type := Component Destroyed On Use
Ability 2 Descr := Component is destroyed after use.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Weapon Type := None
Name := Emergency Resupply Pod II
Description := Pod which will be sacrificed to gain extra supplies for the ship. Only one component allowed per vehicle.
Pic Num := 35
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := One Per Vehicle
General Group := Supply
Family := 24
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Resupply
Tech Level Req 1 := 3
Number of Abilities := 2
Ability 1 Type := Emergency Resupply
Ability 1 Descr := Generates 4000 supply when used.
Ability 1 Val 1 := 4000
Ability 1 Val 2 := 0
Ability 2 Type := Component Destroyed On Use
Ability 2 Descr := Component is destroyed after use.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Weapon Type := None
Name := Emergency Resupply Pod III
Description := Pod which will be sacrificed to gain extra supplies for the ship. Only one component allowed per vehicle.
Pic Num := 35
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := One Per Vehicle
General Group := Supply
Family := 24
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Resupply
Tech Level Req 1 := 4
Number of Abilities := 2
Ability 1 Type := Emergency Resupply
Ability 1 Descr := Generates 6000 supply when used.
Ability 1 Val 1 := 6000
Ability 1 Val 2 := 0
Ability 2 Type := Component Destroyed On Use
Ability 2 Descr := Component is destroyed after use.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Weapon Type := None
Name := Quantum Reactor
Description := Self-perpetuating energy source. Ships with this reactor will not have to resupply.
Pic Num := 37
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 1000
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat
Supply Amount Used := 0
Restrictions := None
General Group := Supply
Family := 25
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Resupply
Tech Level Req 1 := 5
Number of Abilities := 1
Ability 1 Type := Quantum Reactor
Ability 1 Descr := Generates limitless fuel.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None
Name := Cloaking Device I
Description := Field generated around a starship which passes all energy around the ship. This field has the effect of ren
Pic Num := 38
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 1000
Cost Organics := 0
Cost Radioactives := 500
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 100
Restrictions := None
General Group := Shields
Family := 26
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Cloaking
Tech Level Req 1 := 1
Number of Abilities := 5
Ability 1 Type := Cloak Level
Ability 1 Descr := Prevents level 1 Active EM scans.
Ability 1 Val 1 := EM Active
Ability 1 Val 2 := 2
Ability 2 Type := Cloak Level
Ability 2 Descr := Prevents level 1 Passive EM scans.
Ability 2 Val 1 := EM Passive
Ability 2 Val 2 := 2
Ability 3 Type := Cloak Level
Ability 3 Descr := Prevents level 1 Psychic scans.
Ability 3 Val 1 := Psychic
Ability 3 Val 2 := 2
Ability 4 Type := Cloak Level
Ability 4 Descr := Prevents level 1 Gravitic scans.
Ability 4 Val 1 := Gravitic
Ability 4 Val 2 := 2
Ability 5 Type := Cloak Level
Ability 5 Descr := Prevents level 1 Temporal scans.
Ability 5 Val 1 := Temporal
Ability 5 Val 2 := 2
Weapon Type := None
Name := Cloaking Device II
Description := Field generated around a starship which passes all energy around the ship. This field has the effect of ren
Pic Num := 38
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 1500
Cost Organics := 0
Cost Radioactives := 600
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 100
Restrictions := None
General Group := Shields
Family := 26
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Cloaking
Tech Level Req 1 := 2
Number of Abilities := 5
Ability 1 Type := Cloak Level
Ability 1 Descr := Prevents level 2 Active EM scans.
Ability 1 Val 1 := EM Active
Ability 1 Val 2 := 3
Ability 2 Type := Cloak Level
Ability 2 Descr := Prevents level 2 Passive EM scans.
Ability 2 Val 1 := EM Passive
Ability 2 Val 2 := 3
Ability 3 Type := Cloak Level
Ability 3 Descr := Prevents level 2 Psychic scans.
Ability 3 Val 1 := Psychic
Ability 3 Val 2 := 3
Ability 4 Type := Cloak Level
Ability 4 Descr := Prevents level 2 Gravitic scans.
Ability 4 Val 1 := Gravitic
Ability 4 Val 2 := 3
Ability 5 Type := Cloak Level
Ability 5 Descr := Prevents level 2 Temporal scans.
Ability 5 Val 1 := Temporal
Ability 5 Val 2 := 3
Weapon Type := None
Name := Cloaking Device III
Description := Field generated around a starship which passes all energy around the ship. This field has the effect of ren
Pic Num := 38
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 2000
Cost Organics := 0
Cost Radioactives := 700
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 100
Restrictions := None
General Group := Shields
Family := 26
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Cloaking
Tech Level Req 1 := 3
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
Weapon Type := None
Name := Tachyon Sensors I
Description := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num := 39
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 1500
Cost Organics := 0
Cost Radioactives := 500
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 27
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Sensors
Tech Level Req 1 := 4
Number of Abilities := 1
Ability 1 Type := Sensor Level
Ability 1 Descr := Allows EM Active scanning at level 2.
Ability 1 Val 1 := EM Active
Ability 1 Val 2 := 2
Weapon Type := None
Name := Tachyon Sensors II
Description := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num := 39
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 2000
Cost Organics := 0
Cost Radioactives := 800
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 27
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Sensors
Tech Level Req 1 := 5
Number of Abilities := 1
Ability 1 Type := Sensor Level
Ability 1 Descr := Allows EM Active scanning at level 3.
Ability 1 Val 1 := EM Active
Ability 1 Val 2 := 3
Weapon Type := None
Name := Tachyon Sensors III
Description := Modulating tachyon sensor grid which can detect cloaked ships in a system.
Pic Num := 39
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 2500
Cost Organics := 0
Cost Radioactives := 1100
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 27
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Sensors
Tech Level Req 1 := 6
Number of Abilities := 1
Ability 1 Type := Sensor Level
Ability 1 Descr := Allows EM Active scanning at level 4.
Ability 1 Val 1 := EM Active
Ability 1 Val 2 := 4
Weapon Type := None
Name := Self - Destruct Device
Description := Computer controlled device which overloads a ship's engines and destroys the ship. This will be used auto
Pic Num := 84
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 50
Vehicle Type := Ship\Base\Sat
Supply Amount Used := 0
Restrictions := None
General Group := Vehicle Control
Family := 28
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Self-Destruct
Ability 1 Descr := Vehicle can self-destruct when needed.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None
Name := Satellite Bay I
Description := Lays and recovers satellites in space.
Pic Num := 127
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 100
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Unit Launch
Family := 29
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Satellites
Tech Level Req 1 := 1
Number of Abilities := 2
Ability 1 Type := Launch/Recover Satellites
Ability 1 Descr := Can launch and recover satellites from space. 1 satellite can be launched per combat turn and 4 satellites
Ability 1 Val 1 := 1
Ability 1 Val 2 := 4
Ability 2 Type := Cargo Storage
Ability 2 Descr := Provides 80kT worth of cargo space.
Ability 2 Val 1 := 80
Ability 2 Val 2 := 0
Weapon Type := None
Name := Satellite Bay II
Description := Lays and recovers satellites in space.
Pic Num := 127
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 100
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Unit Launch
Family := 29
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Satellites
Tech Level Req 1 := 2
Number of Abilities := 2
Ability 1 Type := Launch/Recover Satellites
Ability 1 Descr := Can launch and recover satellites from space. 1 satellite can be launched per combat turn and 4 satellites
Ability 1 Val 1 := 1
Ability 1 Val 2 := 4
Ability 2 Type := Cargo Storage
Ability 2 Descr := Provides 100kT worth of cargo space.
Ability 2 Val 1 := 100
Ability 2 Val 2 := 0
Weapon Type := None
Name := Satellite Bay III
Description := Lays and recovers satellites in space.
Pic Num := 127
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 100
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Unit Launch
Family := 29
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Satellites
Tech Level Req 1 := 3
Number of Abilities := 2
Ability 1 Type := Launch/Recover Satellites
Ability 1 Descr := Can launch and recover satellites from space. 1 satellite can be launched per combat turn and 4 satellites
Ability 1 Val 1 := 1
Ability 1 Val 2 := 4
Ability 2 Type := Cargo Storage
Ability 2 Descr := Provides 120kT worth of cargo space.
Ability 2 Val 1 := 120
Ability 2 Val 2 := 0
Weapon Type := None
Name := Robo - Miners I
Description := Small autonomous robots which can mine asteroids or empty planets remotely, but it will decrease their va
Pic Num := 243
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 1000
Cost Organics := 0
Cost Radioactives := 200
Vehicle Type := Ship\Base\Sat
Supply Amount Used := 100
Restrictions := None
General Group := Remote Mining
Family := 30
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Minerals Extraction
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Remote Resource Generation - Minerals
Ability 1 Descr := Automatically mines 600 minerals from any asteroids or empty planets at those coordinates each turn. On
Ability 1 Val 1 := 600
Ability 1 Val 2 := 0
Weapon Type := None
Name := Robo - Miners II
Description := Small autonomous robots which can mine asteroids or empty planets remotely, but it will decrease their va
Pic Num := 243
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 1250
Cost Organics := 0
Cost Radioactives := 200
Vehicle Type := Ship\Base\Sat
Supply Amount Used := 100
Restrictions := None
General Group := Remote Mining
Family := 30
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Minerals Extraction
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Remote Resource Generation - Minerals
Ability 1 Descr := Automatically mines 700 minerals from any asteroids or empty planets at those coordinates each turn. On
Ability 1 Val 1 := 700
Ability 1 Val 2 := 0
Weapon Type := None
Name := Robo - Miners III
Description := Small autonomous robots which can mine asteroids or empty planets remotely, but it will decrease their va
Pic Num := 243
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 1500
Cost Organics := 0
Cost Radioactives := 200
Vehicle Type := Ship\Base\Sat
Supply Amount Used := 100
Restrictions := None
General Group := Remote Mining
Family := 30
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Minerals Extraction
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Remote Resource Generation - Minerals
Ability 1 Descr := Automatically mines 800 minerals from any asteroids or empty planets at those coordinates each turn. On
Ability 1 Val 1 := 800
Ability 1 Val 2 := 0
Weapon Type := None
Name := Robo - Farmers I
Description := Small autonomous robots which can farm asteroids or empty planets remotely, but it will decrease their va
Pic Num := 242
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 500
Cost Organics := 100
Cost Radioactives := 100
Vehicle Type := Ship\Base\Sat
Supply Amount Used := 100
Restrictions := None
General Group := Remote Mining
Family := 31
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organics Extraction
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Remote Resource Generation - Organics
Ability 1 Descr := Automatically farms 600 organics from any asteroids or empty planets at those coordinates each turn. On
Ability 1 Val 1 := 600
Ability 1 Val 2 := 0
Weapon Type := None
Name := Robo - Farmers II
Description := Small autonomous robots which can farm asteroids or empty planets remotely, but it will decrease their va
Pic Num := 242
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 750
Cost Organics := 100
Cost Radioactives := 100
Vehicle Type := Ship\Base\Sat
Supply Amount Used := 100
Restrictions := None
General Group := Remote Mining
Family := 31
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organics Extraction
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Remote Resource Generation - Organics
Ability 1 Descr := Automatically farms 700 organics from any asteroids or empty planets at those coordinates each turn. On
Ability 1 Val 1 := 700
Ability 1 Val 2 := 0
Weapon Type := None
Name := Robo - Farmers III
Description := Small autonomous robots which can farm asteroids or empty planets remotely, but it will decrease their va
Pic Num := 242
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 1000
Cost Organics := 100
Cost Radioactives := 100
Vehicle Type := Ship\Base\Sat
Supply Amount Used := 100
Restrictions := None
General Group := Remote Mining
Family := 31
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organics Extraction
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Remote Resource Generation - Organics
Ability 1 Descr := Automatically farms 800 organics from any asteroids or empty planets at those coordinates each turn. On
Ability 1 Val 1 := 800
Ability 1 Val 2 := 0
Weapon Type := None
Name := Robo - Rad Extractors I
Description := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely, but it w
Pic Num := 241
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 250
Vehicle Type := Ship\Base\Sat
Supply Amount Used := 100
Restrictions := None
General Group := Remote Mining
Family := 32
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Radioactives Extraction
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Remote Resource Generation - Radioactives
Ability 1 Descr := Automatically extracts 600 radioactives from any asteroids or empty planets at those coordinates each tur
Ability 1 Val 1 := 600
Ability 1 Val 2 := 0
Weapon Type := None
Name := Robo - Rad Extractors II
Description := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely, but it w
Pic Num := 241
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 750
Cost Organics := 0
Cost Radioactives := 250
Vehicle Type := Ship\Base\Sat
Supply Amount Used := 100
Restrictions := None
General Group := Remote Mining
Family := 32
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Radioactives Extraction
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Remote Resource Generation - Radioactives
Ability 1 Descr := Automatically extracts 700 radioactives from any asteroids or empty planets at those coordinates each tur
Ability 1 Val 1 := 700
Ability 1 Val 2 := 0
Weapon Type := None
Name := Robo - Rad Extractors III
Description := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely, but it w
Pic Num := 241
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 1000
Cost Organics := 0
Cost Radioactives := 250
Vehicle Type := Ship\Base\Sat
Supply Amount Used := 100
Restrictions := None
General Group := Remote Mining
Family := 32
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Radioactives Extraction
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Remote Resource Generation - Radioactives
Ability 1 Descr := Automatically extracts 800 radioactives from any asteroids or empty planets at those coordinates each tur
Ability 1 Val 1 := 800
Ability 1 Val 2 := 0
Weapon Type := None
Name := Organic Armor I
Description := Organic mesh armor used to protect a ship from physical damage.
Pic Num := 195
Tonnage Space Taken := 30
Tonnage Structure := 100
Cost Minerals := 0
Cost Organics := 70
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Armor
Family := 33
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organic Technology
Tech Level Req 1 := 1
Number of Abilities := 2
Ability 1 Type := Armor
Ability 1 Descr := Is damaged before any other components on a ship.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Armor Regeneration
Ability 2 Descr := Regenerates 20 points of damage per combat turn.
Ability 2 Val 1 := 20
Ability 2 Val 2 := 0
Weapon Type := None
Name := Organic Armor II
Description := Organic mesh armor used to protect a ship from physical damage.
Pic Num := 195
Tonnage Space Taken := 30
Tonnage Structure := 125
Cost Minerals := 0
Cost Organics := 100
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Armor
Family := 33
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organic Technology
Tech Level Req 1 := 2
Number of Abilities := 2
Ability 1 Type := Armor
Ability 1 Descr := Is damaged before any other components on a ship.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Armor Regeneration
Ability 2 Descr := Regenerates 25 points of damage per combat turn.
Ability 2 Val 1 := 25
Ability 2 Val 2 := 0
Weapon Type := None
Name := Organic Armor III
Description := Organic mesh armor used to protect a ship from physical damage.
Pic Num := 195
Tonnage Space Taken := 30
Tonnage Structure := 150
Cost Minerals := 0
Cost Organics := 130
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Armor
Family := 33
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organic Technology
Tech Level Req 1 := 3
Number of Abilities := 2
Ability 1 Type := Armor
Ability 1 Descr := Is damaged before any other components on a ship.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Armor Regeneration
Ability 2 Descr := Regenerates 30 points of damage per combat turn.
Ability 2 Val 1 := 30
Ability 2 Val 2 := 0
Weapon Type := None
Name := Crystalline Armor I
Description := Crystal lattice armor used to protect a ship from physical damage.
Pic Num := 191
Tonnage Space Taken := 30
Tonnage Structure := 100
Cost Minerals := 30
Cost Organics := 0
Cost Radioactives := 30
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Armor
Family := 34
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Crystalline Technology
Tech Level Req 1 := 1
Number of Abilities := 2
Ability 1 Type := Armor
Ability 1 Descr := Is damaged before any other components on a ship.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Shield Generation From Damage
Ability 2 Descr := 5 points of damage per hit will be channeled into the shields.
Ability 2 Val 1 := 5
Ability 2 Val 2 := 0
Weapon Type := None
Name := Crystalline Armor II
Description := Crystal lattice armor used to protect a ship from physical damage.
Pic Num := 191
Tonnage Space Taken := 30
Tonnage Structure := 125
Cost Minerals := 50
Cost Organics := 0
Cost Radioactives := 50
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Armor
Family := 34
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Crystalline Technology
Tech Level Req 1 := 2
Number of Abilities := 2
Ability 1 Type := Armor
Ability 1 Descr := Is damaged before any other components on a ship.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Shield Generation From Damage
Ability 2 Descr := 10 points of damage per hit will be channeled into the shields.
Ability 2 Val 1 := 10
Ability 2 Val 2 := 0
Weapon Type := None
Name := Crystalline Armor III
Description := Crystal lattice armor used to protect a ship from physical damage.
Pic Num := 191
Tonnage Space Taken := 30
Tonnage Structure := 150
Cost Minerals := 70
Cost Organics := 0
Cost Radioactives := 70
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Armor
Family := 34
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Crystalline Technology
Tech Level Req 1 := 3
Number of Abilities := 2
Ability 1 Type := Armor
Ability 1 Descr := Is damaged before any other components on a ship.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Shield Generation From Damage
Ability 2 Descr := 15 points of damage per hit will be channeled into the shields.
Ability 2 Val 1 := 15
Ability 2 Val 2 := 0
Weapon Type := None
Name := Repair Bay I
Description := Component which can repair other ships in space.
Pic Num := 103
Tonnage Space Taken := 150
Tonnage Structure := 150
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 10
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Construction
Family := 35
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Repair
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Component Repair
Ability 1 Descr := Can repair 3 components per turn.
Ability 1 Val 1 := 3
Ability 1 Val 2 := 0
Weapon Type := None
Name := Repair Bay II
Description := Component which can repair other ships in space.
Pic Num := 103
Tonnage Space Taken := 150
Tonnage Structure := 150
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 10
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Construction
Family := 35
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Repair
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Component Repair
Ability 1 Descr := Can repair 5 components per turn.
Ability 1 Val 1 := 5
Ability 1 Val 2 := 0
Weapon Type := None
Name := Repair Bay III
Description := Component which can repair other ships in space.
Pic Num := 103
Tonnage Space Taken := 150
Tonnage Structure := 150
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 10
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Construction
Family := 35
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Repair
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Component Repair
Ability 1 Descr := Can repair 8 components per turn.
Ability 1 Val 1 := 8
Ability 1 Val 2 := 0
Weapon Type := None
Name := Fighter Cockpit
Description := The main control center of a fighter.
Pic Num := 270
Tonnage Space Taken := 1
Tonnage Structure := 1
Cost Minerals := 20
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Fighter
Supply Amount Used := 0
Restrictions := None
General Group := Vehicle Control
Family := 500
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Fighters
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Ship Bridge
Ability 1 Descr := Contains a fighter cockpit.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None
Name := Fighter Life Support
Description := Mechanical means to generate a livable atmosphere within a fighter.
Pic Num := 4
Tonnage Space Taken := 1
Tonnage Structure := 1
Cost Minerals := 10
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Fighter
Supply Amount Used := 0
Restrictions := None
General Group := Vehicle Control
Family := 501
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Fighters
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Ship Life Support
Ability 1 Descr := Contains life support for a fighter.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None
Name := Troop Cockpit
Description := The main control center of a mechanized troop.
Pic Num := 271
Tonnage Space Taken := 1
Tonnage Structure := 1
Cost Minerals := 20
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Troop
Supply Amount Used := 0
Restrictions := None
General Group := Vehicle Control
Family := 502
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Troops
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Ship Bridge
Ability 1 Descr := Contains a troop cockpit.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None
Name := Satellite Computer Core
Description := The main computer core which controls a satellite.
Pic Num := 3
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 20
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Satellite
Supply Amount Used := 0
Restrictions := None
General Group := Vehicle Control
Family := 503
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Satellites
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Ship Bridge
Ability 1 Descr := Contains a satellite computer core.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None
Name := Weapons Platform Computer Core
Description := The main computer core which controls a weapons platform.
Pic Num := 3
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 20
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := WeapPlatform
Supply Amount Used := 0
Restrictions := None
General Group := Vehicle Control
Family := 504
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Weapon Platforms
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Ship Bridge
Ability 1 Descr := Contains a weapons platform computer core.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None
Name := Small Ion Engine
Description := Mini Ion Engine for sub-light inter-system travel.
Pic Num := 132
Tonnage Space Taken := 1
Tonnage Structure := 2
Cost Minerals := 20
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Fighter
Supply Amount Used := 2
Restrictions := None
General Group := Engines
Family := 505
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 1
Tech Area Req 2 := Fighters
Tech Level Req 2 := 1
Number of Abilities := 2
Ability 1 Type := Standard Ship Movement
Ability 1 Descr := Generates 1 standard movement.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Ability 2 Type := Supply Storage
Ability 2 Descr := Can store 50 units of supply.
Ability 2 Val 1 := 50
Ability 2 Val 2 := 0
Weapon Type := None
Name := Small Contra - Terrene Engine
Description := Mini anti-matter engine suitable for sub-light inter-system travel.
Pic Num := 133
Tonnage Space Taken := 1
Tonnage Structure := 2
Cost Minerals := 20
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Fighter
Supply Amount Used := 2
Restrictions := None
General Group := Engines
Family := 505
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 4
Tech Area Req 2 := Fighters
Tech Level Req 2 := 2
Number of Abilities := 3
Ability 1 Type := Movement Bonus
Ability 1 Descr := Generates 1 bonus movement point.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Ability 2 Type := Standard Ship Movement
Ability 2 Descr := Generates 1 standard movement.
Ability 2 Val 1 := 1
Ability 2 Val 2 := 0
Ability 3 Type := Supply Storage
Ability 3 Descr := Can store 50 units of supply.
Ability 3 Val 1 := 50
Ability 3 Val 2 := 0
Weapon Type := None
Name := Small Jacketed - Photon Engine
Description := Mini harnessed light drive engine suitable for sub-light inter-system travel.
Pic Num := 134
Tonnage Space Taken := 1
Tonnage Structure := 2
Cost Minerals := 20
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Fighter
Supply Amount Used := 2
Restrictions := None
General Group := Engines
Family := 505
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 7
Tech Area Req 2 := Fighters
Tech Level Req 2 := 3
Number of Abilities := 3
Ability 1 Type := Movement Bonus
Ability 1 Descr := Generates 2 bonus movement points.
Ability 1 Val 1 := 2
Ability 1 Val 2 := 0
Ability 2 Type := Standard Ship Movement
Ability 2 Descr := Generates 1 standard movement.
Ability 2 Val 1 := 1
Ability 2 Val 2 := 0
Ability 3 Type := Supply Storage
Ability 3 Descr := Can store 50 units of supply.
Ability 3 Val 1 := 50
Ability 3 Val 2 := 0
Weapon Type := None
Name := Small Quantum Engine
Description := Mini quantum element engine suitable for sub-light inter-system travel.
Pic Num := 135
Tonnage Space Taken := 1
Tonnage Structure := 2
Cost Minerals := 20
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Fighter
Supply Amount Used := 1
Restrictions := None
General Group := Engines
Family := 505
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 10
Tech Area Req 2 := Fighters
Tech Level Req 2 := 4
Number of Abilities := 3
Ability 1 Type := Movement Bonus
Ability 1 Descr := Generates 3 bonus movement points.
Ability 1 Val 1 := 3
Ability 1 Val 2 := 0
Ability 2 Type := Standard Ship Movement
Ability 2 Descr := Generates 1 standard movement.
Ability 2 Val 1 := 1
Ability 2 Val 2 := 0
Ability 3 Type := Supply Storage
Ability 3 Descr := Can store 50 units of supply.
Ability 3 Val 1 := 50
Ability 3 Val 2 := 0
Weapon Type := None
Name := Small Armor
Description := Mini titanium armor used to protect a vehicle from physical damage.
Pic Num := 28
Tonnage Space Taken := 1
Tonnage Structure := 3
Cost Minerals := 10
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ftr\Trp
Supply Amount Used := 0
Restrictions := None
General Group := Armor
Family := 506
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Armor
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Armor
Ability 1 Descr := Is damaged before any other components on the vehicle.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None
Name := Small Emissive Armor
Description := Mini armor which absorbs energy and radiates it back into space.
Pic Num := 30
Tonnage Space Taken := 2
Tonnage Structure := 7
Cost Minerals := 30
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ftr\Trp
Supply Amount Used := 0
Restrictions := None
General Group := Armor
Family := 506
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Armor
Tech Level Req 1 := 4
Number of Abilities := 2
Ability 1 Type := Armor
Ability 1 Descr := Is damaged before any other components on the vehicle.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Emissive Armor
Ability 2 Descr := Negates any damage of 3 or less.
Ability 2 Val 1 := 3
Ability 2 Val 2 := 0
Weapon Type := None
Name := Small Shield Generator I
Description := Generator which creates an energy field preventing damage.
Pic Num := 31
Tonnage Space Taken := 3
Tonnage Structure := 3
Cost Minerals := 50
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ftr\Trp
Supply Amount Used := 0
Restrictions := None
General Group := Shields
Family := 507
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Shields
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Shield Generation
Ability 1 Descr := Generates 20 shield points.
Ability 1 Val 1 := 20
Ability 1 Val 2 := 0
Weapon Type := None
Name := Small Shield Generator II
Description := Generator which creates an energy field preventing damage.
Pic Num := 31
Tonnage Space Taken := 4
Tonnage Structure := 4
Cost Minerals := 100
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ftr\Trp
Supply Amount Used := 0
Restrictions := None
General Group := Shields
Family := 507
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Shields
Tech Level Req 1 := 4
Number of Abilities := 1
Ability 1 Type := Shield Generation
Ability 1 Descr := Generates 40 shield points.
Ability 1 Val 1 := 40
Ability 1 Val 2 := 0
Weapon Type := None
Name := Small Shield Generator III
Description := Generator which creates an energy field preventing damage.
Pic Num := 31
Tonnage Space Taken := 4
Tonnage Structure := 4
Cost Minerals := 150
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ftr\Trp
Supply Amount Used := 0
Restrictions := None
General Group := Shields
Family := 507
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Shields
Tech Level Req 1 := 5
Number of Abilities := 1
Ability 1 Type := Shield Generation
Ability 1 Descr := Generates 60 shield points.
Ability 1 Val 1 := 60
Ability 1 Val 2 := 0
Weapon Type := None
Name := Gravitational Condenser
Description := Gravitational beam which closes an active warp point.
Pic Num := 40
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 55000
Cost Organics := 0
Cost Radioactives := 20000
Vehicle Type := Ship\Base
Supply Amount Used := 500
Restrictions := None
General Group := Stellar Manipulation
Family := 1000
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Stellar Manipulation
Tech Level Req 1 := 3
Number of Abilities := 2
Ability 1 Type := Close Warp Point
Ability 1 Descr := Can close any size warp point.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Component Destroyed On Use
Ability 2 Descr := Component is destroyed after use.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Weapon Type := None
Name := Gravitational Quantum Resonator I
Description := Gravitational beam which opens a new warp point to a nearby system.
Pic Num := 41
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 60000
Cost Organics := 0
Cost Radioactives := 30000
Vehicle Type := Ship\Base
Supply Amount Used := 500
Restrictions := None
General Group := Stellar Manipulation
Family := 1001
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Stellar Manipulation
Tech Level Req 1 := 3
Number of Abilities := 2
Ability 1 Type := Open Warp Point Distance
Ability 1 Descr := Can open a warp point out to a system 100 light years away.
Ability 1 Val 1 := 10
Ability 1 Val 2 := 0
Ability 2 Type := Component Destroyed On Use
Ability 2 Descr := Component is destroyed after use.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Weapon Type := None
Name := Gravitational Quantum Resonator II
Description := Gravitational beam which opens a new warp point to a nearby system.
Pic Num := 41
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 65000
Cost Organics := 0
Cost Radioactives := 30000
Vehicle Type := Ship\Base
Supply Amount Used := 500
Restrictions := None
General Group := Stellar Manipulation
Family := 1001
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Stellar Manipulation
Tech Level Req 1 := 4
Number of Abilities := 2
Ability 1 Type := Open Warp Point Distance
Ability 1 Descr := Can open a warp point out to a system 200 light years away.
Ability 1 Val 1 := 20
Ability 1 Val 2 := 0
Ability 2 Type := Component Destroyed On Use
Ability 2 Descr := Component is destroyed after use.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Weapon Type := None
Name := Gravitational Quantum Resonator III
Description := Gravitational beam which opens a new warp point to a nearby system.
Pic Num := 41
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 70000
Cost Organics := 0
Cost Radioactives := 30000
Vehicle Type := Ship\Base
Supply Amount Used := 500
Restrictions := None
General Group := Stellar Manipulation
Family := 1001
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Stellar Manipulation
Tech Level Req 1 := 5
Number of Abilities := 2
Ability 1 Type := Open Warp Point Distance
Ability 1 Descr := Can open a warp point out to a system 300 light years away.
Ability 1 Val 1 := 30
Ability 1 Val 2 := 0
Ability 2 Type := Component Destroyed On Use
Ability 2 Descr := Component is destroyed after use.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Weapon Type := None
Name := Gravitational Quantum Resonator IV
Description := Gravitational beam which opens a new warp point to a nearby system.
Pic Num := 41
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 75000
Cost Organics := 0
Cost Radioactives := 30000
Vehicle Type := Ship\Base
Supply Amount Used := 500
Restrictions := None
General Group := Stellar Manipulation
Family := 1001
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Stellar Manipulation
Tech Level Req 1 := 6
Number of Abilities := 2
Ability 1 Type := Open Warp Point Distance
Ability 1 Descr := Can open a warp point out to a system 400 light years away.
Ability 1 Val 1 := 40
Ability 1 Val 2 := 0
Ability 2 Type := Component Destroyed On Use
Ability 2 Descr := Component is destroyed after use.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Weapon Type := None
Name := Gravitational Quantum Resonator V
Description := Gravitational beam which opens a new warp point to a nearby system.
Pic Num := 41
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 80000
Cost Organics := 0
Cost Radioactives := 30000
Vehicle Type := Ship\Base
Supply Amount Used := 500
Restrictions := None
General Group := Stellar Manipulation
Family := 1001
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Stellar Manipulation
Tech Level Req 1 := 7
Number of Abilities := 2
Ability 1 Type := Open Warp Point Distance
Ability 1 Descr := Can open a warp point out to a system 500 light years away.
Ability 1 Val 1 := 50
Ability 1 Val 2 := 0
Ability 2 Type := Component Destroyed On Use
Ability 2 Descr := Component is destroyed after use.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Weapon Type := None
Name := Tectonic Bomb I
Description := Tectonic bomb which disrupts core activity in a planet, destroying it.
Pic Num := 59
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 60000
Cost Organics := 0
Cost Radioactives := 40000
Vehicle Type := Ship\Base
Supply Amount Used := 500
Restrictions := None
General Group := Stellar Manipulation
Family := 1002
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Stellar Manipulation
Tech Level Req 1 := 2
Number of Abilities := 2
Ability 1 Type := Destroy Planet Size
Ability 1 Descr := Can destroy a medium sized planet.
Ability 1 Val 1 := 3
Ability 1 Val 2 := 0
Ability 2 Type := Component Destroyed On Use
Ability 2 Descr := Component is destroyed after use.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Weapon Type := None
Name := Tectonic Bomb II
Description := Tectonic bomb which disrupts core activity in a planet, destroying it.
Pic Num := 59
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 70000
Cost Organics := 0
Cost Radioactives := 50000
Vehicle Type := Ship\Base
Supply Amount Used := 500
Restrictions := None
General Group := Stellar Manipulation
Family := 1002
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Stellar Manipulation
Tech Level Req 1 := 3
Number of Abilities := 2
Ability 1 Type := Destroy Planet Size
Ability 1 Descr := Can destroy a large sized planet.
Ability 1 Val 1 := 4
Ability 1 Val 2 := 0
Ability 2 Type := Component Destroyed On Use
Ability 2 Descr := Component is destroyed after use.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Weapon Type := None
Name := Tectonic Bomb III
Description := Tectonic bomb which disrupts core activity in a planet, destroying it.
Pic Num := 59
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 80000
Cost Organics := 0
Cost Radioactives := 60000
Vehicle Type := Ship\Base
Supply Amount Used := 500
Restrictions := None
General Group := Stellar Manipulation
Family := 1002
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Stellar Manipulation
Tech Level Req 1 := 4
Number of Abilities := 2
Ability 1 Type := Destroy Planet Size
Ability 1 Descr := Can destroy a huge sized planet.
Ability 1 Val 1 := 5
Ability 1 Val 2 := 0
Ability 2 Type := Component Destroyed On Use
Ability 2 Descr := Component is destroyed after use.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Weapon Type := None
Name := Matter Gravity Sphere I
Description := Gravitational field which pulls all matter into a planet sized sphere. Asteroids must be present in the sector
Pic Num := 60
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 40000
Cost Organics := 10000
Cost Radioactives := 20000
Vehicle Type := Ship\Base
Supply Amount Used := 500
Restrictions := None
General Group := Stellar Manipulation
Family := 1003
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Stellar Manipulation
Tech Level Req 1 := 2
Number of Abilities := 2
Ability 1 Type := Create Planet Size
Ability 1 Descr := Can create up to moderate sized planet with a random atmosphere and type.
Ability 1 Val 1 := 3
Ability 1 Val 2 := 0
Ability 2 Type := Component Destroyed On Use
Ability 2 Descr := Component is destroyed after use.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Weapon Type := None
Name := Matter Gravity Sphere II
Description := Gravitational field which pulls all matter into a planet sized sphere. Asteroids must be present in the sector
Pic Num := 60
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 50000
Cost Organics := 10000
Cost Radioactives := 20000
Vehicle Type := Ship\Base
Supply Amount Used := 500
Restrictions := None
General Group := Stellar Manipulation
Family := 1003
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Stellar Manipulation
Tech Level Req 1 := 3
Number of Abilities := 2
Ability 1 Type := Create Planet Size
Ability 1 Descr := Can create up to a large sized planet with a random atmosphere and type.
Ability 1 Val 1 := 4
Ability 1 Val 2 := 0
Ability 2 Type := Component Destroyed On Use
Ability 2 Descr := Component is destroyed after use.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Weapon Type := None
Name := Matter Gravity Sphere III
Description := Gravitational field which pulls all matter into a planet sized sphere. Asteroids must be present in the sector
Pic Num := 60
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 60000
Cost Organics := 10000
Cost Radioactives := 20000
Vehicle Type := Ship\Base
Supply Amount Used := 500
Restrictions := None
General Group := Stellar Manipulation
Family := 1003
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Stellar Manipulation
Tech Level Req 1 := 4
Number of Abilities := 2
Ability 1 Type := Create Planet Size
Ability 1 Descr := Can create up to a huge sized planet with a random atmosphere and type.
Ability 1 Val 1 := 5
Ability 1 Val 2 := 0
Ability 2 Type := Component Destroyed On Use
Ability 2 Descr := Component is destroyed after use.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Weapon Type := None
Name := Stellar Nucleonic Torpedo
Description := Nucleonic disruption torpedo which disrupts all nucleonic reactions in a star, destroying it. The resulting ex
Pic Num := 61
Tonnage Space Taken := 250
Tonnage Structure := 250
Cost Minerals := 100000
Cost Organics := 50000
Cost Radioactives := 100000
Vehicle Type := Ship\Base
Supply Amount Used := 500
Restrictions := None
General Group := Stellar Manipulation
Family := 1004
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Stellar Manipulation
Tech Level Req 1 := 6
Number of Abilities := 1
Ability 1 Type := Destroy Star
Ability 1 Descr := Can destroy a star of any size.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None
Name := Stellar Plasma Sphere
Description := Imploding plasma sphere which collects stellar gases and condenses them into a new star.
Pic Num := 62
Tonnage Space Taken := 200
Tonnage Structure := 200
Cost Minerals := 100000
Cost Organics := 50000
Cost Radioactives := 100000
Vehicle Type := Ship\Base
Supply Amount Used := 500
Restrictions := None
General Group := Stellar Manipulation
Family := 1005
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Stellar Manipulation
Tech Level Req 1 := 5
Number of Abilities := 2
Ability 1 Type := Create Star
Ability 1 Descr := Will create a star of random size and type.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Component Destroyed On Use
Ability 2 Descr := Component is destroyed after use.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Weapon Type := None
Name := Beta Displacement Pulser
Description := Displacement beta pulses which dissipate storm activity in a given sector.
Pic Num := 63
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 20000
Cost Organics := 2000
Cost Radioactives := 5000
Vehicle Type := Ship\Base
Supply Amount Used := 200
Restrictions := None
General Group := Stellar Manipulation
Family := 1006
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Stellar Manipulation
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Destroy Storm
Ability 1 Descr := Will destroy a storm of any size.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None
Name := Ionic Concussion Blaster
Description := Ionic concussion blasts which stir up storm activity in a given sector.
Pic Num := 64
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 20000
Cost Organics := 2000
Cost Radioactives := 10000
Vehicle Type := Ship\Base
Supply Amount Used := 200
Restrictions := None
General Group := Stellar Manipulation
Family := 1007
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Stellar Manipulation
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Create Storm
Ability 1 Descr := Will create a random storm of any size.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None
Name := Anti - Proton Beam I
Description := Focused energy beam used as a medium range weapon.
Pic Num := 18
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 50
Cost Organics := 0
Cost Radioactives := 10
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2000
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Energy Stream Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 20 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := apbeam.wav
Weapon Family := 1
Name := Anti - Proton Beam II
Description := Focused energy beam used as a medium range weapon.
Pic Num := 18
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 75
Cost Organics := 0
Cost Radioactives := 20
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2000
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Energy Stream Weapons
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 20 20 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := apbeam.wav
Weapon Family := 1
Name := Anti - Proton Beam III
Description := Focused energy beam used as a medium range weapon.
Pic Num := 18
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 100
Cost Organics := 0
Cost Radioactives := 30
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2000
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Energy Stream Weapons
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 25 25 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := apbeam.wav
Weapon Family := 1
Name := Anti - Proton Beam IV
Description := Focused energy beam used as a medium range weapon.
Pic Num := 18
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 125
Cost Organics := 0
Cost Radioactives := 40
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2000
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Energy Stream Weapons
Tech Level Req 1 := 4
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 30 25 25 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := apbeam.wav
Weapon Family := 1
Name := Anti - Proton Beam V
Description := Focused energy beam used as a medium range weapon.
Pic Num := 18
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 150
Cost Organics := 0
Cost Radioactives := 50
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2000
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Energy Stream Weapons
Tech Level Req 1 := 5
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 35 30 30 25 25 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := apbeam.wav
Weapon Family := 1
Name := Anti - Proton Beam VI
Description := Focused energy beam used as a medium range weapon.
Pic Num := 18
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 175
Cost Organics := 0
Cost Radioactives := 60
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2000
Roman Numeral := 6
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Energy Stream Weapons
Tech Level Req 1 := 6
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 40 35 35 30 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := apbeam.wav
Weapon Family := 1
Name := Anti - Proton Beam VII
Description := Focused energy beam used as a medium range weapon.
Pic Num := 18
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 70
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2000
Roman Numeral := 7
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Energy Stream Weapons
Tech Level Req 1 := 7
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 40 40 35 35 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := apbeam.wav
Weapon Family := 1
Name := Anti - Proton Beam VIII
Description := Focused energy beam used as a medium range weapon.
Pic Num := 18
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 225
Cost Organics := 0
Cost Radioactives := 80
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2000
Roman Numeral := 8
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Energy Stream Weapons
Tech Level Req 1 := 8
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 45 40 40 35 35 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := apbeam.wav
Weapon Family := 1
Name := Anti - Proton Beam IX
Description := Focused energy beam used as a medium range weapon.
Pic Num := 18
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 250
Cost Organics := 0
Cost Radioactives := 90
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2000
Roman Numeral := 9
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Energy Stream Weapons
Tech Level Req 1 := 9
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 50 45 45 40 40 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := apbeam.wav
Weapon Family := 1
Name := Anti - Proton Beam X
Description := Focused energy beam used as a medium range weapon.
Pic Num := 18
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 100
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2000
Roman Numeral := 10
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Energy Stream Weapons
Tech Level Req 1 := 10
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 55 50 50 45 45 40 40 35 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := apbeam.wav
Weapon Family := 1
Name := Anti - Proton Beam XI
Description := Focused energy beam used as a medium range weapon.
Pic Num := 18
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 350
Cost Organics := 0
Cost Radioactives := 110
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2000
Roman Numeral := 11
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Energy Stream Weapons
Tech Level Req 1 := 11
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 60 55 55 50 50 45 45 40 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := apbeam.wav
Weapon Family := 1
Name := Anti - Proton Beam XII
Description := Focused energy beam used as a medium range weapon.
Pic Num := 18
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 120
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2000
Roman Numeral := 12
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Energy Stream Weapons
Tech Level Req 1 := 12
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 65 60 60 55 55 50 50 45 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := apbeam.wav
Weapon Family := 1
Name := Capital Ship Missile I
Description := Heavy duty missile with nuclear warhead.
Pic Num := 67
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 80
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Weapons
Family := 2001
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Missile Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 60 60 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 3
Weapon Display Type := Seeker
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := capshpms.wav
Weapon Family := 2
Weapon Seeker Speed := 5
Weapon Seeker Dmg Res := 30
Name := Capital Ship Missile II
Description := Heavy duty missile with nuclear warhead.
Pic Num := 67
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 550
Cost Organics := 0
Cost Radioactives := 110
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 20
Restrictions := None
General Group := Weapons
Family := 2001
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Missile Weapons
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 75 75 75 75 75 75 75 75 75 75 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 3
Weapon Display Type := Seeker
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := capshpms.wav
Weapon Family := 2
Weapon Seeker Speed := 5
Weapon Seeker Dmg Res := 35
Name := Capital Ship Missile III
Description := Heavy duty missile with nuclear warhead.
Pic Num := 67
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 600
Cost Organics := 0
Cost Radioactives := 140
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 20
Restrictions := None
General Group := Weapons
Family := 2001
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Missile Weapons
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 90 90 90 90 90 90 90 90 90 90 90 90 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 3
Weapon Display Type := Seeker
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := capshpms.wav
Weapon Family := 2
Weapon Seeker Speed := 5
Weapon Seeker Dmg Res := 40
Name := Capital Ship Missile IV
Description := Heavy duty missile with nuclear warhead.
Pic Num := 67
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 700
Cost Organics := 0
Cost Radioactives := 170
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 20
Restrictions := None
General Group := Weapons
Family := 2001
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Missile Weapons
Tech Level Req 1 := 4
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 105 105 105 105 105 105 105 105 105 105 105 105 105 105 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 3
Weapon Display Type := Seeker
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := capshpms.wav
Weapon Family := 2
Weapon Seeker Speed := 5
Weapon Seeker Dmg Res := 45
Name := Capital Ship Missile V
Description := Heavy duty missile with nuclear warhead.
Pic Num := 67
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 800
Cost Organics := 0
Cost Radioactives := 200
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 20
Restrictions := None
General Group := Weapons
Family := 2001
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Missile Weapons
Tech Level Req 1 := 5
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 3
Weapon Display Type := Seeker
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := capshpms.wav
Weapon Family := 2
Weapon Seeker Speed := 6
Weapon Seeker Dmg Res := 50
Name := Meson Blaster I
Description := Medium range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num := 19
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 50
Cost Organics := 0
Cost Radioactives := 20
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 2
Restrictions := None
General Group := Weapons
Family := 2002
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Energy Pulse Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 17
Weapon Modifier := 0
Weapon Sound := mesonb.wav
Weapon Family := 3
Name := Meson Blaster II
Description := Medium range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num := 19
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 100
Cost Organics := 0
Cost Radioactives := 40
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 2
Restrictions := None
General Group := Weapons
Family := 2002
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Energy Pulse Weapons
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 17
Weapon Modifier := 0
Weapon Sound := mesonb.wav
Weapon Family := 3
Name := Meson Blaster III
Description := Medium range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num := 19
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 150
Cost Organics := 0
Cost Radioactives := 60
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 2
Restrictions := None
General Group := Weapons
Family := 2002
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Energy Pulse Weapons
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 17
Weapon Modifier := 0
Weapon Sound := mesonb.wav
Weapon Family := 3
Name := Meson Blaster IV
Description := Medium range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num := 19
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 80
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 2
Restrictions := None
General Group := Weapons
Family := 2002
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Energy Pulse Weapons
Tech Level Req 1 := 4
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 17
Weapon Modifier := 0
Weapon Sound := mesonb.wav
Weapon Family := 3
Name := Meson Blaster V
Description := Medium range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num := 19
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 250
Cost Organics := 0
Cost Radioactives := 100
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 2
Restrictions := None
General Group := Weapons
Family := 2002
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Energy Pulse Weapons
Tech Level Req 1 := 5
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 17
Weapon Modifier := 0
Weapon Sound := mesonb.wav
Weapon Family := 3
Name := Meson Blaster VI
Description := Medium range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num := 19
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 120
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 2
Restrictions := None
General Group := Weapons
Family := 2002
Roman Numeral := 6
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Energy Pulse Weapons
Tech Level Req 1 := 6
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 35 35 35 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 17
Weapon Modifier := 0
Weapon Sound := mesonb.wav
Weapon Family := 3
Name := Anti - Matter Torpedo I
Description := Highly charged anti-matter projectile.
Pic Num := 68
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 50
Cost Organics := 0
Cost Radioactives := 10
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Weapons
Family := 2003
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Torpedo Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 20
Weapon Modifier := 0
Weapon Sound := amtorp.wav
Weapon Family := 4
Name := Anti - Matter Torpedo II
Description := Highly charged anti-matter projectile.
Pic Num := 68
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 100
Cost Organics := 0
Cost Radioactives := 20
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Weapons
Family := 2003
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Torpedo Weapons
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 20
Weapon Modifier := 0
Weapon Sound := amtorp.wav
Weapon Family := 4
Name := Anti - Matter Torpedo III
Description := Highly charged anti-matter projectile.
Pic Num := 68
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 150
Cost Organics := 0
Cost Radioactives := 30
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Weapons
Family := 2003
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Torpedo Weapons
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 20
Weapon Modifier := 0
Weapon Sound := amtorp.wav
Weapon Family := 4
Name := Anti - Matter Torpedo IV
Description := Highly charged anti-matter projectile.
Pic Num := 68
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 40
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Weapons
Family := 2003
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Torpedo Weapons
Tech Level Req 1 := 4
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 45 45 45 45 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 20
Weapon Modifier := 0
Weapon Sound := amtorp.wav
Weapon Family := 4
Name := Anti - Matter Torpedo V
Description := Highly charged anti-matter projectile.
Pic Num := 68
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 250
Cost Organics := 0
Cost Radioactives := 50
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Weapons
Family := 2003
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Torpedo Weapons
Tech Level Req 1 := 5
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 50 50 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 20
Weapon Modifier := 0
Weapon Sound := amtorp.wav
Weapon Family := 4
Name := Quantum Torpedo I
Description := Highly charged quantum core projectile.
Pic Num := 69
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 60
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Weapons
Family := 2003
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Torpedo Weapons
Tech Level Req 1 := 6
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 5
Weapon Modifier := 0
Weapon Sound := qtorp.wav
Weapon Family := 4
Name := Quantum Torpedo II
Description := Highly charged quantum core projectile.
Pic Num := 69
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 350
Cost Organics := 0
Cost Radioactives := 70
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Weapons
Family := 2003
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Torpedo Weapons
Tech Level Req 1 := 7
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 70 70 70 70 70 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 5
Weapon Modifier := 0
Weapon Sound := qtorp.wav
Weapon Family := 4
Name := Quantum Torpedo III
Description := Highly charged quantum core projectile.
Pic Num := 69
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 80
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Weapons
Family := 2003
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Torpedo Weapons
Tech Level Req 1 := 8
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 80 80 80 80 80 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 5
Weapon Modifier := 0
Weapon Sound := qtorp.wav
Weapon Family := 4
Name := Quantum Torpedo IV
Description := Highly charged quantum core projectile.
Pic Num := 69
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 450
Cost Organics := 0
Cost Radioactives := 90
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Weapons
Family := 2003
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Torpedo Weapons
Tech Level Req 1 := 9
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 90 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 5
Weapon Modifier := 0
Weapon Sound := qtorp.wav
Weapon Family := 4
Name := Quantum Torpedo V
Description := Highly charged quantum core projectile.
Pic Num := 69
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 100
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Weapons
Family := 2003
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Torpedo Weapons
Tech Level Req 1 := 10
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 100 100 100 100 100 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 5
Weapon Modifier := 0
Weapon Sound := qtorp.wav
Weapon Family := 4
Name := Plasma Missile I
Description := Seeking plasma powered missile with an anti-matter core.
Pic Num := 70
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 40
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Weapons
Family := 2004
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Missile Weapons
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 70 65 60 55 50 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 3
Weapon Display Type := Seeker
Weapon Display := 2
Weapon Modifier := 0
Weapon Sound := plastorp.wav
Weapon Family := 5
Weapon Seeker Speed := 6
Weapon Seeker Dmg Res := 30
Name := Plasma Missile II
Description := Seeking plasma powered missile with an anti-matter core.
Pic Num := 70
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 80
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Weapons
Family := 2004
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Missile Weapons
Tech Level Req 1 := 4
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 90 85 80 75 70 65 60 55 50 45 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 3
Weapon Display Type := Seeker
Weapon Display := 2
Weapon Modifier := 0
Weapon Sound := plastorp.wav
Weapon Family := 5
Weapon Seeker Speed := 6
Weapon Seeker Dmg Res := 30
Name := Plasma Missile III
Description := Seeking plasma powered missile with an anti-matter core.
Pic Num := 70
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 600
Cost Organics := 0
Cost Radioactives := 120
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Weapons
Family := 2004
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Missile Weapons
Tech Level Req 1 := 5
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 110 105 100 95 90 85 80 75 70 65 60 55 50 45 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 3
Weapon Display Type := Seeker
Weapon Display := 2
Weapon Modifier := 0
Weapon Sound := plastorp.wav
Weapon Family := 5
Weapon Seeker Speed := 6
Weapon Seeker Dmg Res := 40
Name := Plasma Missile IV
Description := Seeking plasma powered missile with an anti-matter core.
Pic Num := 70
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 800
Cost Organics := 0
Cost Radioactives := 160
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Weapons
Family := 2004
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Missile Weapons
Tech Level Req 1 := 6
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 130 125 120 115 110 105 100 95 90 85 80 75 70 65 60 50 40 30 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 3
Weapon Display Type := Seeker
Weapon Display := 2
Weapon Modifier := 0
Weapon Sound := plastorp.wav
Weapon Family := 5
Weapon Seeker Speed := 7
Weapon Seeker Dmg Res := 50
Name := Plasma Missile V
Description := Seeking plasma powered missile with an anti-matter core.
Pic Num := 70
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 1000
Cost Organics := 0
Cost Radioactives := 200
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Weapons
Family := 2004
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Missile Weapons
Tech Level Req 1 := 7
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 150 145 140 135 130 125 120 115 110 105 100 95 90 85 80 70 60 50 40 0
Weapon Damage Type := Normal
Weapon Reload Rate := 3
Weapon Display Type := Seeker
Weapon Display := 2
Weapon Modifier := 0
Weapon Sound := plastorp.wav
Weapon Family := 5
Weapon Seeker Speed := 8
Weapon Seeker Dmg Res := 60
Name := Point - Defense Cannons I
Description := Small mobile cannons on turrets which are used to target and destroy incoming fighters and seekers.
Pic Num := 66
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 50
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Weapons
Family := 2005
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Point-Defense Weapons
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Point-Defense
Ability 1 Descr :=
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := Point-Defense
Weapon Target := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng := 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 21
Weapon Modifier := 70
Weapon Sound := pointdef.wav
Weapon Family := 6
Name := Point - Defense Cannons II
Description := Small mobile cannons on turrets which are used to target and destroy incoming fighters and seekers.
Pic Num := 66
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 100
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Weapons
Family := 2005
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Point-Defense Weapons
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Point-Defense
Ability 1 Descr :=
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := Point-Defense
Weapon Target := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng := 35 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 21
Weapon Modifier := 70
Weapon Sound := pointdef.wav
Weapon Family := 6
Name := Point - Defense Cannons III
Description := Small mobile cannons on turrets which are used to target and destroy incoming fighters and seekers.
Pic Num := 66
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 150
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Weapons
Family := 2005
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Point-Defense Weapons
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Point-Defense
Ability 1 Descr :=
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := Point-Defense
Weapon Target := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng := 45 45 45 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 21
Weapon Modifier := 70
Weapon Sound := pointdef.wav
Weapon Family := 6
Name := Point - Defense Cannons IV
Description := Small mobile cannons on turrets which are used to target and destroy incoming fighters and seekers.
Pic Num := 66
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Weapons
Family := 2005
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Point-Defense Weapons
Tech Level Req 1 := 4
Number of Abilities := 1
Ability 1 Type := Point-Defense
Ability 1 Descr :=
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := Point-Defense
Weapon Target := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng := 55 55 55 55 55 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 21
Weapon Modifier := 70
Weapon Sound := pointdef.wav
Weapon Family := 6
Name := Point - Defense Cannons V
Description := Small mobile cannons on turrets which are used to target and destroy incoming fighters and seekers.
Pic Num := 66
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 250
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Weapons
Family := 2005
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Point-Defense Weapons
Tech Level Req 1 := 5
Number of Abilities := 1
Ability 1 Type := Point-Defense
Ability 1 Descr :=
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := Point-Defense
Weapon Target := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng := 65 65 65 65 65 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 21
Weapon Modifier := 70
Weapon Sound := pointdef.wav
Weapon Family := 6
Name := Plague Bomb I
Description := Bomb used to infect planets with a level 1 plague.
Pic Num := 71
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 100
Cost Organics := 200
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2006
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Biological Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Planets
Weapon Damage At Rng := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Plague Level 1
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 4
Weapon Modifier := 0
Weapon Sound := plagbomb.wav
Weapon Family := 7
Name := Plague Bomb II
Description := Bomb used to infect planets with a level 2 plague.
Pic Num := 71
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 100
Cost Organics := 250
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2006
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Biological Weapons
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Planets
Weapon Damage At Rng := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Plague Level 2
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 4
Weapon Modifier := 0
Weapon Sound := plagbomb.wav
Weapon Family := 7
Name := Plague Bomb III
Description := Bomb used to infect planets with a level 3 plague.
Pic Num := 71
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 100
Cost Organics := 300
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2006
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Biological Weapons
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Planets
Weapon Damage At Rng := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Plague Level 3
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 4
Weapon Modifier := 0
Weapon Sound := plagbomb.wav
Weapon Family := 7
Name := Plague Bomb IV
Description := Bomb used to infect planets with a level 4 plague.
Pic Num := 71
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 100
Cost Organics := 350
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2006
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Biological Weapons
Tech Level Req 1 := 4
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Planets
Weapon Damage At Rng := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Plague Level 4
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 4
Weapon Modifier := 0
Weapon Sound := plagbomb.wav
Weapon Family := 7
Name := Plague Bomb V
Description := Bomb used to infect planets with a level 5 plague.
Pic Num := 71
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 100
Cost Organics := 400
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2006
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Biological Weapons
Tech Level Req 1 := 5
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Planets
Weapon Damage At Rng := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Plague Level 5
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 4
Weapon Modifier := 0
Weapon Sound := plagbomb.wav
Weapon Family := 7
Name := Phased - Polaron Beam I
Description := Multi-Phasic energy beam which can penetrate normal shields.
Pic Num := 20
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 100
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2007
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Phased-Energy Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 30 25 25 25 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Skips Normal Shields
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 2
Weapon Modifier := 0
Weapon Sound := ppbeam.wav
Weapon Family := 8
Name := Phased - Polaron Beam II
Description := Multi-Phasic energy beam which can penetrate normal shields.
Pic Num := 20
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 350
Cost Organics := 0
Cost Radioactives := 150
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2007
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Phased-Energy Weapons
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 45 40 40 40 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Skips Normal Shields
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 2
Weapon Modifier := 0
Weapon Sound := ppbeam.wav
Weapon Family := 8
Name := Phased - Polaron Beam III
Description := Multi-Phasic energy beam which can penetrate normal shields.
Pic Num := 20
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 200
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2007
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Phased-Energy Weapons
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 50 45 45 45 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Skips Normal Shields
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 2
Weapon Modifier := 0
Weapon Sound := ppbeam.wav
Weapon Family := 8
Name := Phased - Polaron Beam IV
Description := Multi-Phasic energy beam which can penetrate normal shields.
Pic Num := 20
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 450
Cost Organics := 0
Cost Radioactives := 250
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2007
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Phased-Energy Weapons
Tech Level Req 1 := 4
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 55 50 50 45 45 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Skips Normal Shields
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 2
Weapon Modifier := 0
Weapon Sound := ppbeam.wav
Weapon Family := 8
Name := Phased - Polaron Beam V
Description := Multi-Phasic energy beam which can penetrate normal shields.
Pic Num := 20
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 300
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2007
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Phased-Energy Weapons
Tech Level Req 1 := 5
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 60 55 55 55 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Skips Normal Shields
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 2
Weapon Modifier := 0
Weapon Sound := ppbeam.wav
Weapon Family := 8
Name := Ripper Beam I
Description := Short range high intensity fusion beam.
Pic Num := 21
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 50
Cost Organics := 0
Cost Radioactives := 40
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2009
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := High-Energy Discharge Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 5
Weapon Modifier := 0
Weapon Sound := ripbeam.wav
Weapon Family := 9
Name := Ripper Beam II
Description := Short range high intensity fusion beam.
Pic Num := 21
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 100
Cost Organics := 0
Cost Radioactives := 80
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2009
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := High-Energy Discharge Weapons
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 5
Weapon Modifier := 0
Weapon Sound := ripbeam.wav
Weapon Family := 9
Name := Ripper Beam III
Description := Short range high intensity fusion beam.
Pic Num := 21
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 150
Cost Organics := 0
Cost Radioactives := 120
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2009
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := High-Energy Discharge Weapons
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 5
Weapon Modifier := 0
Weapon Sound := ripbeam.wav
Weapon Family := 9
Name := Ripper Beam IV
Description := Short range high intensity fusion beam.
Pic Num := 21
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 160
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2009
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := High-Energy Discharge Weapons
Tech Level Req 1 := 4
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 5
Weapon Modifier := 0
Weapon Sound := ripbeam.wav
Weapon Family := 9
Name := Incinerator Beam I
Description := Medium range high intensity fusion beam.
Pic Num := 22
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 200
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 15
Restrictions := None
General Group := Weapons
Family := 2009
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := High-Energy Discharge Weapons
Tech Level Req 1 := 5
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Beam
Weapon Display := 6
Weapon Modifier := 10
Weapon Sound := incnbeam.wav
Weapon Family := 9
Name := Incinerator Beam II
Description := Medium range high intensity fusion beam.
Pic Num := 22
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 240
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 15
Restrictions := None
General Group := Weapons
Family := 2009
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := High-Energy Discharge Weapons
Tech Level Req 1 := 6
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 75 75 75 75 75 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Beam
Weapon Display := 6
Weapon Modifier := 10
Weapon Sound := incnbeam.wav
Weapon Family := 9
Name := Incinerator Beam III
Description := Medium range high intensity fusion beam.
Pic Num := 22
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 280
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 15
Restrictions := None
General Group := Weapons
Family := 2009
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := High-Energy Discharge Weapons
Tech Level Req 1 := 7
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 90 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Beam
Weapon Display := 6
Weapon Modifier := 10
Weapon Sound := incnbeam.wav
Weapon Family := 9
Name := Wave - Motion Gun I
Description := Long range high intensity fusion beam.
Pic Num := 23
Tonnage Space Taken := 70
Tonnage Structure := 70
Cost Minerals := 600
Cost Organics := 0
Cost Radioactives := 320
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 30
Restrictions := None
General Group := Weapons
Family := 2009
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := High-Energy Discharge Weapons
Tech Level Req 1 := 8
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 100 100 100 100 100 100 100 100 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 3
Weapon Display Type := Beam
Weapon Display := 3
Weapon Modifier := 30
Weapon Sound := wavegun.wav
Weapon Family := 9
Name := Wave - Motion Gun II
Description := Long range high intensity fusion beam.
Pic Num := 23
Tonnage Space Taken := 70
Tonnage Structure := 70
Cost Minerals := 700
Cost Organics := 0
Cost Radioactives := 360
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 30
Restrictions := None
General Group := Weapons
Family := 2009
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := High-Energy Discharge Weapons
Tech Level Req 1 := 9
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 120 120 120 120 120 120 120 120 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 3
Weapon Display Type := Beam
Weapon Display := 3
Weapon Modifier := 30
Weapon Sound := wavegun.wav
Weapon Family := 9
Name := Wave - Motion Gun III
Description := Long range high intensity fusion beam.
Pic Num := 23
Tonnage Space Taken := 70
Tonnage Structure := 70
Cost Minerals := 800
Cost Organics := 0
Cost Radioactives := 400
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 30
Restrictions := None
General Group := Weapons
Family := 2009
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := High-Energy Discharge Weapons
Tech Level Req 1 := 10
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 140 140 140 140 140 140 140 140 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 3
Weapon Display Type := Beam
Weapon Display := 3
Weapon Modifier := 30
Weapon Sound := wavegun.wav
Weapon Family := 9
Name := Tachyon Projection Cannon I
Description := Pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num := 24
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 100
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2010
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Weapon Overloading Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Weapons
Weapon Reload Rate := 4
Weapon Display Type := Torp
Weapon Display := 10
Weapon Modifier := 0
Weapon Sound := tpc.wav
Weapon Family := 10
Name := Tachyon Projection Cannon II
Description := Pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num := 24
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 600
Cost Organics := 0
Cost Radioactives := 200
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2010
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Weapon Overloading Weapons
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 30 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Weapons
Weapon Reload Rate := 4
Weapon Display Type := Torp
Weapon Display := 10
Weapon Modifier := 0
Weapon Sound := tpc.wav
Weapon Family := 10
Name := Tachyon Projection Cannon III
Description := Pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num := 24
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 800
Cost Organics := 0
Cost Radioactives := 300
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2010
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Weapon Overloading Weapons
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Weapons
Weapon Reload Rate := 4
Weapon Display Type := Torp
Weapon Display := 10
Weapon Modifier := 0
Weapon Sound := tpc.wav
Weapon Family := 10
Name := Tachyon Projection Cannon IV
Description := Pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num := 24
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 1000
Cost Organics := 0
Cost Radioactives := 400
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2010
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Weapon Overloading Weapons
Tech Level Req 1 := 4
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 50 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Weapons
Weapon Reload Rate := 4
Weapon Display Type := Torp
Weapon Display := 10
Weapon Modifier := 0
Weapon Sound := tpc.wav
Weapon Family := 10
Name := Tachyon Projection Cannon V
Description := Pulsed tachyon charges used to penetrate shields and destroy weapons.
Pic Num := 24
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 1200
Cost Organics := 0
Cost Radioactives := 500
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2010
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Weapon Overloading Weapons
Tech Level Req 1 := 5
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 60 50 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Weapons
Weapon Reload Rate := 4
Weapon Display Type := Torp
Weapon Display := 10
Weapon Modifier := 0
Weapon Sound := tpc.wav
Weapon Family := 10
Name := Ionic Disperser I
Description := Anti-ionic beam which disrupts engine operation.
Pic Num := 42
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 50
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2011
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Engine Overloading Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Engines
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 10
Weapon Modifier := 0
Weapon Sound := iondisp.wav
Weapon Family := 11
Name := Ionic Disperser II
Description := Anti-ionic beam which disrupts engine operation.
Pic Num := 42
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 100
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2011
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Engine Overloading Weapons
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Engines
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 10
Weapon Modifier := 0
Weapon Sound := iondisp.wav
Weapon Family := 11
Name := Ionic Disperser III
Description := Anti-ionic beam which disrupts engine operation.
Pic Num := 42
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 150
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2011
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Engine Overloading Weapons
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Engines
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 10
Weapon Modifier := 0
Weapon Sound := iondisp.wav
Weapon Family := 11
Name := Ionic Disperser IV
Description := Anti-ionic beam which disrupts engine operation.
Pic Num := 42
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 200
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2011
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Engine Overloading Weapons
Tech Level Req 1 := 4
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Engines
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 10
Weapon Modifier := 0
Weapon Sound := iondisp.wav
Weapon Family := 11
Name := Ionic Disperser V
Description := Anti-ionic beam which disrupts engine operation.
Pic Num := 42
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 600
Cost Organics := 0
Cost Radioactives := 250
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2011
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Engine Overloading Weapons
Tech Level Req 1 := 5
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 40 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Engines
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 10
Weapon Modifier := 0
Weapon Sound := iondisp.wav
Weapon Family := 11
Name := Ionic Pulse Missile I
Description := Seeking missile which tracks enemy ship's engines and disables them.
Pic Num := 72
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 100
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2012
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Engine Overloading Weapons
Tech Level Req 1 := 6
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships
Weapon Damage At Rng := 35 35 35 35 35 35 35 35 35 35 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Engines
Weapon Reload Rate := 3
Weapon Display Type := Seeker
Weapon Display := 0
Weapon Modifier := 0
Weapon Sound := ionmisl.wav
Weapon Family := 12
Weapon Seeker Speed := 6
Weapon Seeker Dmg Res := 20
Name := Ionic Pulse Missile II
Description := Seeking missile which tracks enemy ship's engines and disables them.
Pic Num := 72
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 200
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2012
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Engine Overloading Weapons
Tech Level Req 1 := 7
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships
Weapon Damage At Rng := 45 45 45 45 45 45 45 45 45 45 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Engines
Weapon Reload Rate := 3
Weapon Display Type := Seeker
Weapon Display := 0
Weapon Modifier := 0
Weapon Sound := ionmisl.wav
Weapon Family := 12
Weapon Seeker Speed := 6
Weapon Seeker Dmg Res := 25
Name := Ionic Pulse Missile III
Description := Seeking missile which tracks enemy ship's engines and disables them.
Pic Num := 72
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 300
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2012
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Engine Overloading Weapons
Tech Level Req 1 := 8
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships
Weapon Damage At Rng := 55 55 55 55 55 55 55 55 55 55 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Engines
Weapon Reload Rate := 3
Weapon Display Type := Seeker
Weapon Display := 0
Weapon Modifier := 0
Weapon Sound := ionmisl.wav
Weapon Family := 12
Weapon Seeker Speed := 6
Weapon Seeker Dmg Res := 30
Name := Ionic Pulse Missile IV
Description := Seeking missile which tracks enemy ship's engines and disables them.
Pic Num := 72
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 400
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2012
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Engine Overloading Weapons
Tech Level Req 1 := 9
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships
Weapon Damage At Rng := 65 65 65 65 65 65 65 65 65 65 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Engines
Weapon Reload Rate := 3
Weapon Display Type := Seeker
Weapon Display := 0
Weapon Modifier := 0
Weapon Sound := ionmisl.wav
Weapon Family := 12
Weapon Seeker Speed := 6
Weapon Seeker Dmg Res := 35
Name := Ionic Pulse Missile V
Description := Seeking missile which tracks enemy ship's engines and disables them.
Pic Num := 72
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 600
Cost Organics := 0
Cost Radioactives := 500
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2012
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Engine Overloading Weapons
Tech Level Req 1 := 10
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships
Weapon Damage At Rng := 75 75 75 75 75 75 75 75 75 75 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Engines
Weapon Reload Rate := 3
Weapon Display Type := Seeker
Weapon Display := 0
Weapon Modifier := 0
Weapon Sound := ionmisl.wav
Weapon Family := 12
Weapon Seeker Speed := 6
Weapon Seeker Dmg Res := 40
Name := Planetary Napalm I
Description := Burning plasma bomb which is dropped from orbit against planets.
Pic Num := 90
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 100
Cost Organics := 30
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2013
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Planetary Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Planets
Weapon Damage At Rng := 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 20
Weapon Modifier := 0
Weapon Sound := plntnplm.wav
Weapon Family := 13
Name := Planetary Napalm II
Description := Burning plasma bomb which is dropped from orbit against planets.
Pic Num := 90
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 150
Cost Organics := 60
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2013
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Planetary Weapons
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Planets
Weapon Damage At Rng := 300 300 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 20
Weapon Modifier := 0
Weapon Sound := plntnplm.wav
Weapon Family := 13
Name := Planetary Napalm III
Description := Burning plasma bomb which is dropped from orbit against planets.
Pic Num := 90
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 200
Cost Organics := 90
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2013
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Planetary Weapons
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Planets
Weapon Damage At Rng := 400 400 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 20
Weapon Modifier := 0
Weapon Sound := plntnplm.wav
Weapon Family := 13
Name := Planetary Napalm IV
Description := Burning plasma bomb which is dropped from orbit against planets.
Pic Num := 90
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 250
Cost Organics := 120
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2013
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Planetary Weapons
Tech Level Req 1 := 4
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Planets
Weapon Damage At Rng := 500 500 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 20
Weapon Modifier := 0
Weapon Sound := plntnplm.wav
Weapon Family := 13
Name := Planetary Napalm V
Description := Burning plasma bomb which is dropped from orbit against planets.
Pic Num := 90
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 300
Cost Organics := 150
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2013
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Planetary Weapons
Tech Level Req 1 := 5
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Planets
Weapon Damage At Rng := 600 600 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 20
Weapon Modifier := 0
Weapon Sound := plntnplm.wav
Weapon Family := 13
Name := Neutron Bomb I
Description := Bomb which releases high intensity neutron radiation killing a planet's population.
Pic Num := 91
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 100
Cost Organics := 0
Cost Radioactives := 30
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2014
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Planetary Weapons
Tech Level Req 1 := 6
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Planets
Weapon Damage At Rng := 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Planet Population
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := neutbomb.wav
Weapon Family := 14
Name := Neutron Bomb II
Description := Bomb which releases high intensity neutron radiation killing a planet's population.
Pic Num := 91
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 60
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2014
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Planetary Weapons
Tech Level Req 1 := 7
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Planets
Weapon Damage At Rng := 80 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Planet Population
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := neutbomb.wav
Weapon Family := 14
Name := Neutron Bomb III
Description := Bomb which releases high intensity neutron radiation killing a planet's population.
Pic Num := 91
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 90
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2014
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Planetary Weapons
Tech Level Req 1 := 8
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Planets
Weapon Damage At Rng := 120 120 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Planet Population
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := neutbomb.wav
Weapon Family := 14
Name := Neutron Bomb IV
Description := Bomb which releases high intensity neutron radiation killing a planet's population.
Pic Num := 91
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 120
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2014
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Planetary Weapons
Tech Level Req 1 := 9
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Planets
Weapon Damage At Rng := 160 160 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Planet Population
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := neutbomb.wav
Weapon Family := 14
Name := Neutron Bomb V
Description := Bomb which releases high intensity neutron radiation killing a planet's population.
Pic Num := 91
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 150
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2014
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Planetary Weapons
Tech Level Req 1 := 10
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Planets
Weapon Damage At Rng := 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Planet Population
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := neutbomb.wav
Weapon Family := 14
Name := Radiation Bomb I
Description := Bomb which releases high intensity radiation deteriorating a planet's conditions.
Pic Num := 92
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 100
Cost Organics := 0
Cost Radioactives := 30
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2015
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Planetary Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Planets
Weapon Damage At Rng := 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Planet Conditions
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 18
Weapon Modifier := 0
Weapon Sound := radbomb.wav
Weapon Family := 15
Name := Radiation Bomb II
Description := Bomb which releases high intensity radiation deteriorating a planet's conditions.
Pic Num := 92
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 60
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2015
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Planetary Weapons
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Planets
Weapon Damage At Rng := 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Planet Conditions
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 18
Weapon Modifier := 0
Weapon Sound := radbomb.wav
Weapon Family := 15
Name := Radiation Bomb III
Description := Bomb which releases high intensity radiation deteriorating a planet's conditions.
Pic Num := 92
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 90
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2015
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Planetary Weapons
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Planets
Weapon Damage At Rng := 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Planet Conditions
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 18
Weapon Modifier := 0
Weapon Sound := radbomb.wav
Weapon Family := 15
Name := Radiation Bomb IV
Description := Bomb which releases high intensity radiation deteriorating a planet's conditions.
Pic Num := 92
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 120
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2015
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Planetary Weapons
Tech Level Req 1 := 4
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Planets
Weapon Damage At Rng := 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Planet Conditions
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 18
Weapon Modifier := 0
Weapon Sound := radbomb.wav
Weapon Family := 15
Name := Radiation Bomb V
Description := Bomb which releases high intensity radiation deteriorating a planet's conditions.
Pic Num := 92
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 150
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2015
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Planetary Weapons
Tech Level Req 1 := 5
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Planets
Weapon Damage At Rng := 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Planet Conditions
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 18
Weapon Modifier := 0
Weapon Sound := radbomb.wav
Weapon Family := 15
Name := Smart Bomb (RD) I
Description := AI controlled cruise missile which seeks and destroys Resupply Depots on a planet.
Pic Num := 93
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 50
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2016
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Planetary Weapons
Tech Level Req 1 := 6
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Planets
Weapon Damage At Rng := 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Resupply Depots
Weapon Reload Rate := 3
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := smrtb_rd.wav
Weapon Family := 16
Name := Smart Bomb (RD) II
Description := AI controlled cruise missile which seeks and destroys Resupply Depots on a planet.
Pic Num := 93
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 700
Cost Organics := 0
Cost Radioactives := 50
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2016
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Planetary Weapons
Tech Level Req 1 := 7
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Planets
Weapon Damage At Rng := 200 200 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Resupply Depots
Weapon Reload Rate := 3
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := smrtb_rd.wav
Weapon Family := 16
Name := Smart Bomb (RD) III
Description := AI controlled cruise missile which seeks and destroys Resupply Depots on a planet.
Pic Num := 93
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 900
Cost Organics := 0
Cost Radioactives := 50
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2016
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Planetary Weapons
Tech Level Req 1 := 8
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Planets
Weapon Damage At Rng := 200 200 200 200 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Resupply Depots
Weapon Reload Rate := 3
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := smrtb_rd.wav
Weapon Family := 16
Name := Smart Bomb (SP) I
Description := AI controlled cruise missile which seeks and destroys Spaceports on a planet.
Pic Num := 94
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 50
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2017
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Planetary Weapons
Tech Level Req 1 := 6
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Planets
Weapon Damage At Rng := 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Spaceports
Weapon Reload Rate := 3
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := smrtb_sp.wav
Weapon Family := 17
Name := Smart Bomb (SP) II
Description := AI controlled cruise missile which seeks and destroys Spaceports on a planet.
Pic Num := 94
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 700
Cost Organics := 0
Cost Radioactives := 50
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2017
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Planetary Weapons
Tech Level Req 1 := 7
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Planets
Weapon Damage At Rng := 200 200 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Spaceports
Weapon Reload Rate := 3
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := smrtb_sp.wav
Weapon Family := 17
Name := Smart Bomb (SP) III
Description := AI controlled cruise missile which seeks and destroys Spaceports on a planet.
Pic Num := 94
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 900
Cost Organics := 0
Cost Radioactives := 50
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2017
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Planetary Weapons
Tech Level Req 1 := 8
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Planets
Weapon Damage At Rng := 200 200 200 200 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Spaceports
Weapon Reload Rate := 3
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := smrtb_sp.wav
Weapon Family := 17
Name := Repulser Beam I
Description := Gravitational beam which pushes enemy ships away from your ship.
Pic Num := 43
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 100
Cost Organics := 0
Cost Radioactives := 20
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2018
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Tractor\Repulser Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Pushes Target
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 13
Weapon Modifier := 0
Weapon Sound := repulse.wav
Weapon Family := 18
Name := Repulser Beam II
Description := Gravitational beam which pushes enemy ships away from your ship.
Pic Num := 43
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 150
Cost Organics := 0
Cost Radioactives := 40
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2018
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Tractor\Repulser Weapons
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 3 3 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Pushes Target
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 13
Weapon Modifier := 0
Weapon Sound := repulse.wav
Weapon Family := 18
Name := Repulser Beam III
Description := Gravitational beam which pushes enemy ships away from your ship.
Pic Num := 43
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 60
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2018
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Tractor\Repulser Weapons
Tech Level Req 1 := 5
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 4 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Pushes Target
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 13
Weapon Modifier := 0
Weapon Sound := repulse.wav
Weapon Family := 18
Name := Tractor Beam I
Description := Gravitational beam which pulls enemy ships towards your ship.
Pic Num := 44
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 100
Cost Organics := 0
Cost Radioactives := 20
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2019
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Tractor\Repulser Weapons
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Pulls Target
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 14
Weapon Modifier := 0
Weapon Sound := tractor.wav
Weapon Family := 19
Name := Tractor Beam II
Description := Gravitational beam which pulls enemy ships towards your ship.
Pic Num := 44
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 150
Cost Organics := 0
Cost Radioactives := 40
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2019
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Tractor\Repulser Weapons
Tech Level Req 1 := 4
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 3 3 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Pulls Target
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 14
Weapon Modifier := 0
Weapon Sound := tractor.wav
Weapon Family := 19
Name := Tractor Beam III
Description := Gravitational beam which pulls enemy ships towards your ship.
Pic Num := 44
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 60
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2019
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Tractor\Repulser Weapons
Tech Level Req 1 := 6
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 4 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Pulls Target
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 14
Weapon Modifier := 0
Weapon Sound := tractor.wav
Weapon Family := 19
Name := Graviton Hellbore I
Description := Intense gravitational sphere fired at enemy ships causing them to implode.
Pic Num := 45
Tonnage Space Taken := 60
Tonnage Structure := 60
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 50
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Weapons
Family := 2020
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Gravitational Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 45 30 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 6
Weapon Modifier := 0
Weapon Sound := gravhell.wav
Weapon Family := 20
Name := Graviton Hellbore II
Description := Intense gravitational sphere fired at enemy ships causing them to implode.
Pic Num := 45
Tonnage Space Taken := 60
Tonnage Structure := 60
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 100
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Weapons
Family := 2020
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Gravitational Weapons
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 70 55 40 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 6
Weapon Modifier := 0
Weapon Sound := gravhell.wav
Weapon Family := 20
Name := Graviton Hellbore III
Description := Intense gravitational sphere fired at enemy ships causing them to implode.
Pic Num := 45
Tonnage Space Taken := 60
Tonnage Structure := 60
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 150
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Weapons
Family := 2020
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Gravitational Weapons
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 95 80 65 50 35 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 6
Weapon Modifier := 0
Weapon Sound := gravhell.wav
Weapon Family := 20
Name := Graviton Hellbore IV
Description := Intense gravitational sphere fired at enemy ships causing them to implode.
Pic Num := 45
Tonnage Space Taken := 60
Tonnage Structure := 60
Cost Minerals := 600
Cost Organics := 0
Cost Radioactives := 200
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Weapons
Family := 2020
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Gravitational Weapons
Tech Level Req 1 := 4
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 120 105 90 75 60 45 30 15 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 6
Weapon Modifier := 0
Weapon Sound := gravhell.wav
Weapon Family := 20
Name := Graviton Hellbore V
Description := Intense gravitational sphere fired at enemy ships causing them to implode.
Pic Num := 45
Tonnage Space Taken := 60
Tonnage Structure := 60
Cost Minerals := 700
Cost Organics := 0
Cost Radioactives := 250
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 10
Restrictions := None
General Group := Weapons
Family := 2020
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Gravitational Weapons
Tech Level Req 1 := 5
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 145 130 115 100 85 70 55 40 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 6
Weapon Modifier := 0
Weapon Sound := gravhell.wav
Weapon Family := 20
Name := Wormhole Beam I
Description := Beam which creates a temporary wormhole at the location of the enemy ship.
Pic Num := 46
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 100
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2021
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Warp Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Random Target Movement
Weapon Reload Rate := 2
Weapon Display Type := Beam
Weapon Display := 15
Weapon Modifier := 0
Weapon Sound := wormbeam.wav
Weapon Family := 21
Name := Wormhole Beam II
Description := Beam which creates a temporary wormhole at the location of the enemy ship.
Pic Num := 46
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 200
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2021
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Warp Weapons
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Random Target Movement
Weapon Reload Rate := 2
Weapon Display Type := Beam
Weapon Display := 15
Weapon Modifier := 0
Weapon Sound := wormbeam.wav
Weapon Family := 21
Name := Wormhole Beam III
Description := Beam which creates a temporary wormhole at the location of the enemy ship.
Pic Num := 46
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 300
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2021
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Warp Weapons
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Random Target Movement
Weapon Reload Rate := 2
Weapon Display Type := Beam
Weapon Display := 15
Weapon Modifier := 0
Weapon Sound := wormbeam.wav
Weapon Family := 21
Name := Shield Depleter I
Description := Gamma radiation beam which saps shields but does no other damage.
Pic Num := 47
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 75
Cost Organics := 0
Cost Radioactives := 50
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2022
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Shield Damaging Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Shields Only
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 16
Weapon Modifier := 0
Weapon Sound := shlddepl.wav
Weapon Family := 22
Name := Shield Depleter II
Description := Gamma radiation beam which saps shields but does no other damage.
Pic Num := 47
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 150
Cost Organics := 0
Cost Radioactives := 100
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2022
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Shield Damaging Weapons
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Shields Only
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 16
Weapon Modifier := 0
Weapon Sound := shlddepl.wav
Weapon Family := 22
Name := Shield Depleter III
Description := Gamma radiation beam which saps shields but does no other damage.
Pic Num := 47
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 225
Cost Organics := 0
Cost Radioactives := 150
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2022
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Shield Damaging Weapons
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Shields Only
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 16
Weapon Modifier := 0
Weapon Sound := shlddepl.wav
Weapon Family := 22
Name := Shield Depleter IV
Description := Gamma radiation beam which saps shields but does no other damage.
Pic Num := 47
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 200
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2022
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Shield Damaging Weapons
Tech Level Req 1 := 4
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 120 120 120 120 120 120 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Shields Only
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 16
Weapon Modifier := 0
Weapon Sound := shlddepl.wav
Weapon Family := 22
Name := Shield Depleter V
Description := Gamma radiation beam which saps shields but does no other damage.
Pic Num := 47
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 375
Cost Organics := 0
Cost Radioactives := 250
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2022
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Shield Damaging Weapons
Tech Level Req 1 := 5
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 150 150 150 150 150 150 150 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Shields Only
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 16
Weapon Modifier := 0
Weapon Sound := shlddepl.wav
Weapon Family := 22
Name := Shield Disrupter I
Description := Tunneling neutrino beam which burns out shield generators.
Pic Num := 48
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 700
Cost Organics := 0
Cost Radioactives := 200
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2023
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Shield Damaging Weapons
Tech Level Req 1 := 6
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Shield Generators
Weapon Reload Rate := 3
Weapon Display Type := Beam
Weapon Display := 16
Weapon Modifier := 0
Weapon Sound := shlddisr.wav
Weapon Family := 23
Name := Shield Disrupter II
Description := Tunneling neutrino beam which burns out shield generators.
Pic Num := 48
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 900
Cost Organics := 0
Cost Radioactives := 400
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2023
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Shield Damaging Weapons
Tech Level Req 1 := 7
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 30 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Shield Generators
Weapon Reload Rate := 3
Weapon Display Type := Beam
Weapon Display := 16
Weapon Modifier := 0
Weapon Sound := shlddisr.wav
Weapon Family := 23
Name := Shield Disrupter III
Description := Tunneling neutrino beam which burns out shield generators.
Pic Num := 48
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 1100
Cost Organics := 0
Cost Radioactives := 600
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2023
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Shield Damaging Weapons
Tech Level Req 1 := 8
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 40 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Shield Generators
Weapon Reload Rate := 3
Weapon Display Type := Beam
Weapon Display := 16
Weapon Modifier := 0
Weapon Sound := shlddisr.wav
Weapon Family := 23
Name := Shield Disrupter IV
Description := Tunneling neutrino beam which burns out shield generators.
Pic Num := 48
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 1300
Cost Organics := 0
Cost Radioactives := 800
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2023
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Shield Damaging Weapons
Tech Level Req 1 := 9
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 50 35 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Shield Generators
Weapon Reload Rate := 3
Weapon Display Type := Beam
Weapon Display := 16
Weapon Modifier := 0
Weapon Sound := shlddisr.wav
Weapon Family := 23
Name := Shield Disrupter V
Description := Tunneling neutrino beam which burns out shield generators.
Pic Num := 48
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 1500
Cost Organics := 0
Cost Radioactives := 1000
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2023
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Shield Damaging Weapons
Tech Level Req 1 := 10
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 60 45 30 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Shield Generators
Weapon Reload Rate := 3
Weapon Display Type := Beam
Weapon Display := 16
Weapon Modifier := 0
Weapon Sound := shlddisr.wav
Weapon Family := 23
Name := Boarding Parties I
Description := Space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture s
Pic Num := 65
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2024
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Ship Capture
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Boarding Attack
Ability 1 Descr := Provides 20 space marines for boarding combat (all boarding parties on ship can be used for attack or de
Ability 1 Val 1 := 5
Ability 1 Val 2 := 0
Weapon Type := None
Name := Boarding Parties II
Description := Space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture s
Pic Num := 65
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 600
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2024
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Ship Capture
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Boarding Attack
Ability 1 Descr := Provides 40 space marines for boarding combat (all boarding parties on ship can be used for attack or de
Ability 1 Val 1 := 10
Ability 1 Val 2 := 0
Weapon Type := None
Name := Boarding Parties III
Description := Space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture s
Pic Num := 65
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 700
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2024
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Ship Capture
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Boarding Attack
Ability 1 Descr := Provides 60 space marines for boarding combat (all boarding parties on ship can be used for attack or de
Ability 1 Val 1 := 15
Ability 1 Val 2 := 0
Weapon Type := None
Name := Boarding Parties IV
Description := Space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture s
Pic Num := 65
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 800
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2024
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Ship Capture
Tech Level Req 1 := 4
Number of Abilities := 1
Ability 1 Type := Boarding Attack
Ability 1 Descr := Provides 80 space marines for boarding combat (all boarding parties on ship can be used for attack or de
Ability 1 Val 1 := 20
Ability 1 Val 2 := 0
Weapon Type := None
Name := Boarding Parties V
Description := Space marines trained in boarding enemy ships and taking them over. Boarding parties can only capture s
Pic Num := 65
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 900
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2024
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Ship Capture
Tech Level Req 1 := 5
Number of Abilities := 1
Ability 1 Type := Boarding Attack
Ability 1 Descr := Provides 100 space marines for boarding combat (all boarding parties on ship can be used for attack or d
Ability 1 Val 1 := 25
Ability 1 Val 2 := 0
Weapon Type := None
Name := Security Station I
Description := Defensive installations designed to prevent ship capture by boarding parties.
Pic Num := 83
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2025
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Ship Capture
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Boarding Defense
Ability 1 Descr := Provides 60 anti-personnel turrets to use on attacking space marines (all stations on ship will be used for
Ability 1 Val 1 := 15
Ability 1 Val 2 := 0
Weapon Type := None
Name := Security Station II
Description := Defensive installations designed to prevent ship capture by boarding parties.
Pic Num := 83
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 600
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2025
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Ship Capture
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Boarding Defense
Ability 1 Descr := Provides 100 anti-personnel turrets to use on attacking space marines (all stations on ship will be used fo
Ability 1 Val 1 := 25
Ability 1 Val 2 := 0
Weapon Type := None
Name := Security Station III
Description := Defensive installations designed to prevent ship capture by boarding parties.
Pic Num := 83
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 700
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2025
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Ship Capture
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Boarding Defense
Ability 1 Descr := Provides 140 anti-personnel turrets to use on attacking space marines (all stations on ship will be used fo
Ability 1 Val 1 := 35
Ability 1 Val 2 := 0
Weapon Type := None
Name := Security Station IV
Description := Defensive installations designed to prevent ship capture by boarding parties.
Pic Num := 83
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 800
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2025
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Ship Capture
Tech Level Req 1 := 4
Number of Abilities := 1
Ability 1 Type := Boarding Defense
Ability 1 Descr := Provides 180 anti-personnel turrets to use on attacking space marines (all stations on ship will be used fo
Ability 1 Val 1 := 45
Ability 1 Val 2 := 0
Weapon Type := None
Name := Security Station V
Description := Defensive installations designed to prevent ship capture by boarding parties.
Pic Num := 83
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 900
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2025
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Ship Capture
Tech Level Req 1 := 5
Number of Abilities := 1
Ability 1 Type := Boarding Defense
Ability 1 Descr := Provides 220 anti-personnel turrets to use on attacking space marines (all stations on ship will be used fo
Ability 1 Val 1 := 55
Ability 1 Val 2 := 0
Weapon Type := None
Name := Mine Warhead I
Description := Large warhead which will explode on contact with a ship.
Pic Num := 185
Tonnage Space Taken := 5
Tonnage Structure := 5
Cost Minerals := 50
Cost Organics := 0
Cost Radioactives := 20
Vehicle Type := Mine
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2026
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Explosive Warheads
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Warhead
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 0
Weapon Display Type := Torp
Weapon Display := 0
Weapon Modifier := 0
Weapon Sound := mine.wav
Weapon Family := 24
Name := Mine Warhead II
Description := Large warhead which will explode on contact with a ship.
Pic Num := 185
Tonnage Space Taken := 5
Tonnage Structure := 5
Cost Minerals := 75
Cost Organics := 0
Cost Radioactives := 40
Vehicle Type := Mine
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2026
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Explosive Warheads
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Warhead
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 0
Weapon Display Type := Torp
Weapon Display := 0
Weapon Modifier := 0
Weapon Sound := mine.wav
Weapon Family := 24
Name := Mine Warhead III
Description := Large warhead which will explode on contact with a ship.
Pic Num := 185
Tonnage Space Taken := 5
Tonnage Structure := 5
Cost Minerals := 100
Cost Organics := 0
Cost Radioactives := 60
Vehicle Type := Mine
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2026
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Explosive Warheads
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Warhead
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 300 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 0
Weapon Display Type := Torp
Weapon Display := 0
Weapon Modifier := 0
Weapon Sound := mine.wav
Weapon Family := 24
Name := Depleted Uranium Cannon I
Description := Medium range cannon which fires large depleted uranium shells.
Pic Num := 98
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 100
Cost Organics := 0
Cost Radioactives := 5
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 2
Restrictions := None
General Group := Weapons
Family := 2027
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Projectile Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := uranc.wav
Weapon Family := 25
Name := Depleted Uranium Cannon II
Description := Medium range cannon which fires large depleted uranium shells.
Pic Num := 98
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 150
Cost Organics := 0
Cost Radioactives := 10
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 2
Restrictions := None
General Group := Weapons
Family := 2027
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Projectile Weapons
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := uranc.wav
Weapon Family := 25
Name := Depleted Uranium Cannon III
Description := Medium range cannon which fires large depleted uranium shells.
Pic Num := 98
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 15
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 2
Restrictions := None
General Group := Weapons
Family := 2027
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Projectile Weapons
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := uranc.wav
Weapon Family := 25
Name := Depleted Uranium Cannon IV
Description := Medium range cannon which fires large depleted uranium shells.
Pic Num := 98
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 250
Cost Organics := 0
Cost Radioactives := 20
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 2
Restrictions := None
General Group := Weapons
Family := 2027
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Projectile Weapons
Tech Level Req 1 := 4
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 35 35 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := uranc.wav
Weapon Family := 25
Name := Depleted Uranium Cannon V
Description := Medium range cannon which fires large depleted uranium shells.
Pic Num := 98
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 25
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 2
Restrictions := None
General Group := Weapons
Family := 2027
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Projectile Weapons
Tech Level Req 1 := 5
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := uranc.wav
Weapon Family := 25
Name := Plasma Charge I
Description := Ball of condensed high-energy plasma hurled into space.
Pic Num := 257
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 0
Cost Organics := 150
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2028
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 20 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := plaschrg.wav
Weapon Family := 26
Name := Plasma Charge II
Description := Ball of condensed high-energy plasma hurled into space.
Pic Num := 257
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 0
Cost Organics := 200
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2028
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 25 20 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := plaschrg.wav
Weapon Family := 26
Name := Plasma Charge III
Description := Ball of condensed high-energy plasma hurled into space.
Pic Num := 257
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 0
Cost Organics := 250
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2028
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 30 25 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := plaschrg.wav
Weapon Family := 26
Name := Plasma Charge IV
Description := Ball of condensed high-energy plasma hurled into space.
Pic Num := 257
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 0
Cost Organics := 300
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2028
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 4
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 35 30 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := plaschrg.wav
Weapon Family := 26
Name := Plasma Charge V
Description := Ball of condensed high-energy plasma hurled into space.
Pic Num := 257
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 0
Cost Organics := 350
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2028
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 5
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 40 35 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := plaschrg.wav
Weapon Family := 26
Name := Hyper - Plasma Bolt I
Description := Ball of condensed high-energy plasma hurled into space.
Pic Num := 272
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 0
Cost Organics := 400
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2029
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 6
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 40 35 30 30 30 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := hyp_plas.wav
Weapon Family := 26
Name := Hyper - Plasma Bolt II
Description := Ball of condensed high-energy plasma hurled into space.
Pic Num := 272
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 0
Cost Organics := 450
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2029
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 7
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 40 35 30 30 30 25 10 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := hyp_plas.wav
Weapon Family := 26
Name := Hyper - Plasma Bolt III
Description := Ball of condensed high-energy plasma hurled into space.
Pic Num := 272
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 0
Cost Organics := 500
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2029
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 8
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 45 40 35 35 35 30 25 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := hyp_plas.wav
Weapon Family := 26
Name := Hyper - Plasma Bolt IV
Description := Ball of condensed high-energy plasma hurled into space.
Pic Num := 272
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 0
Cost Organics := 550
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2029
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 9
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 45 40 35 35 35 30 25 25 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := hyp_plas.wav
Weapon Family := 26
Name := Hyper - Plasma Bolt V
Description := Ball of condensed high-energy plasma hurled into space.
Pic Num := 272
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 0
Cost Organics := 600
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2029
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 10
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 50 45 40 40 40 35 30 30 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := hyp_plas.wav
Weapon Family := 26
Name := Electric Discharge I
Description := Intense discharge of electricity focused at a target.
Pic Num := 256
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 0
Cost Organics := 200
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2030
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 10 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 15
Weapon Modifier := 0
Weapon Sound := elec_d.wav
Weapon Family := 27
Name := Electric Discharge II
Description := Intense discharge of electricity focused at a target.
Pic Num := 256
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 0
Cost Organics := 240
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2030
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 20 20 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 15
Weapon Modifier := 0
Weapon Sound := elec_d.wav
Weapon Family := 27
Name := Electric Discharge III
Description := Intense discharge of electricity focused at a target.
Pic Num := 256
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 0
Cost Organics := 280
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2030
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 30 20 20 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 15
Weapon Modifier := 0
Weapon Sound := elec_d.wav
Weapon Family := 27
Name := Lightning Ray I
Description := Intense discharge of electricity focused at a target.
Pic Num := 256
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 0
Cost Organics := 320
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2030
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 4
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 30 30 20 20 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 15
Weapon Modifier := 0
Weapon Sound := lightray.wav
Weapon Family := 27
Name := Lightning Ray II
Description := Intense discharge of electricity focused at a target.
Pic Num := 256
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 0
Cost Organics := 360
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2030
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 5
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 40 30 30 20 20 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 15
Weapon Modifier := 0
Weapon Sound := lightray.wav
Weapon Family := 27
Name := Lightning Ray III
Description := Intense discharge of electricity focused at a target.
Pic Num := 256
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 0
Cost Organics := 400
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2030
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 6
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 40 40 30 30 20 20 10 10 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 15
Weapon Modifier := 0
Weapon Sound := lightray.wav
Weapon Family := 27
Name := Seeking Parasite I
Description := Vicious space-born parasite which will seek and explode against an enemy target.
Pic Num := 258
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 50
Cost Organics := 300
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2032
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 60 60 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Seeker
Weapon Display := 0
Weapon Modifier := 0
Weapon Sound := seekpara.wav
Weapon Family := 28
Weapon Seeker Speed := 5
Weapon Seeker Dmg Res := 30
Name := Seeking Parasite II
Description := Vicious space-born parasite which will seek and explode against an enemy target.
Pic Num := 258
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 50
Cost Organics := 400
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2032
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 70 70 70 70 70 70 70 70 70 70 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Seeker
Weapon Display := 0
Weapon Modifier := 0
Weapon Sound := seekpara.wav
Weapon Family := 28
Weapon Seeker Speed := 5
Weapon Seeker Dmg Res := 35
Name := Seeking Parasite III
Description := Vicious space-born parasite which will seek and explode against an enemy target.
Pic Num := 258
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 50
Cost Organics := 500
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2032
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 80 80 80 80 80 80 80 80 80 80 80 80 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Seeker
Weapon Display := 0
Weapon Modifier := 0
Weapon Sound := seekpara.wav
Weapon Family := 28
Weapon Seeker Speed := 6
Weapon Seeker Dmg Res := 40
Name := Seeking Parasite IV
Description := Vicious space-born parasite which will seek and explode against an enemy target.
Pic Num := 258
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 50
Cost Organics := 600
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2032
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 4
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 90 90 90 90 90 90 90 90 90 90 90 90 90 90 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Seeker
Weapon Display := 0
Weapon Modifier := 0
Weapon Sound := seekpara.wav
Weapon Family := 28
Weapon Seeker Speed := 6
Weapon Seeker Dmg Res := 45
Name := Seeking Parasite V
Description := Vicious space-born parasite which will seek and explode against an enemy target.
Pic Num := 258
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 50
Cost Organics := 700
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2032
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 5
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Seeker
Weapon Display := 0
Weapon Modifier := 0
Weapon Sound := seekpara.wav
Weapon Family := 28
Weapon Seeker Speed := 6
Weapon Seeker Dmg Res := 50
Name := Acid Globule I
Description := Cohesive ball of super corrosive acid.
Pic Num := 260
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 50
Cost Organics := 200
Cost Radioactives := 20
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2033
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 16
Weapon Modifier := 0
Weapon Sound := acglob.wav
Weapon Family := 29
Name := Acid Globule II
Description := Cohesive ball of super corrosive acid.
Pic Num := 260
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 50
Cost Organics := 230
Cost Radioactives := 20
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2033
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 16
Weapon Modifier := 0
Weapon Sound := acglob.wav
Weapon Family := 29
Name := Acid Globule III
Description := Cohesive ball of super corrosive acid.
Pic Num := 260
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 50
Cost Organics := 260
Cost Radioactives := 20
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2033
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 35 35 35 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 16
Weapon Modifier := 0
Weapon Sound := acglob.wav
Weapon Family := 29
Name := Acid Globule IV
Description := Cohesive ball of super corrosive acid.
Pic Num := 260
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 50
Cost Organics := 290
Cost Radioactives := 20
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2033
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 4
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 40 40 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 16
Weapon Modifier := 0
Weapon Sound := acglob.wav
Weapon Family := 29
Name := Acid Globule V
Description := Cohesive ball of super corrosive acid.
Pic Num := 260
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 50
Cost Organics := 320
Cost Radioactives := 20
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2033
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 5
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 45 45 45 45 45 45 45 45 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 16
Weapon Modifier := 0
Weapon Sound := acglob.wav
Weapon Family := 29
Name := Enveloping Acid Globule I
Description := Cohesive ball of enveloping organic acid.
Pic Num := 260
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 50
Cost Organics := 350
Cost Radioactives := 20
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2034
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 6
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 60 60 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 4
Weapon Modifier := 0
Weapon Sound := env_acid.wav
Weapon Family := 29
Name := Enveloping Acid Globule II
Description := Cohesive ball of enveloping organic acid.
Pic Num := 260
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 50
Cost Organics := 380
Cost Radioactives := 20
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2034
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 7
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 70 70 70 70 70 70 70 70 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 4
Weapon Modifier := 0
Weapon Sound := env_acid.wav
Weapon Family := 29
Name := Enveloping Acid Globule III
Description := Cohesive ball of enveloping organic acid.
Pic Num := 260
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 50
Cost Organics := 410
Cost Radioactives := 20
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2034
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 8
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 80 80 80 80 80 80 80 80 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 4
Weapon Modifier := 0
Weapon Sound := env_acid.wav
Weapon Family := 29
Name := Enveloping Acid Globule IV
Description := Cohesive ball of enveloping organic acid.
Pic Num := 260
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 50
Cost Organics := 440
Cost Radioactives := 20
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2034
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 9
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 90 90 90 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 4
Weapon Modifier := 0
Weapon Sound := env_acid.wav
Weapon Family := 29
Name := Enveloping Acid Globule V
Description := Cohesive ball of enveloping organic acid.
Pic Num := 260
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 50
Cost Organics := 470
Cost Radioactives := 20
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2034
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 10
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 100 100 100 100 100 100 100 100 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 4
Weapon Modifier := 0
Weapon Sound := env_acid.wav
Weapon Family := 29
Name := Shard Cannon I
Description := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor
Pic Num := 264
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 100
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2035
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Crystalline Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Skips Armor
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 22
Weapon Modifier := 0
Weapon Sound := shardc.wav
Weapon Family := 30
Name := Shard Cannon II
Description := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor
Pic Num := 264
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 340
Cost Organics := 0
Cost Radioactives := 100
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2035
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Crystalline Weapons
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Skips Armor
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 22
Weapon Modifier := 0
Weapon Sound := shardc.wav
Weapon Family := 30
Name := Shard Cannon III
Description := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor
Pic Num := 264
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 380
Cost Organics := 0
Cost Radioactives := 100
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2035
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Crystalline Weapons
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Skips Armor
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 22
Weapon Modifier := 0
Weapon Sound := shardc.wav
Weapon Family := 30
Name := Shard Cannon IV
Description := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor
Pic Num := 264
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 420
Cost Organics := 0
Cost Radioactives := 100
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2035
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Crystalline Weapons
Tech Level Req 1 := 4
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 15 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Skips Armor
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 22
Weapon Modifier := 0
Weapon Sound := shardc.wav
Weapon Family := 30
Name := Shard Cannon V
Description := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor
Pic Num := 264
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 460
Cost Organics := 0
Cost Radioactives := 100
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2035
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Crystalline Weapons
Tech Level Req 1 := 5
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 20 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Skips Armor
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 22
Weapon Modifier := 0
Weapon Sound := shardc.wav
Weapon Family := 30
Name := Shard Cannon VI
Description := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor
Pic Num := 264
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 100
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2035
Roman Numeral := 6
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Crystalline Weapons
Tech Level Req 1 := 6
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 20 20 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Skips Armor
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 22
Weapon Modifier := 0
Weapon Sound := shardc.wav
Weapon Family := 30
Name := Shard Cannon VII
Description := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor
Pic Num := 264
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 540
Cost Organics := 0
Cost Radioactives := 100
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2035
Roman Numeral := 7
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Crystalline Weapons
Tech Level Req 1 := 7
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 25 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Skips Armor
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 22
Weapon Modifier := 0
Weapon Sound := shardc.wav
Weapon Family := 30
Name := Shard Cannon VIII
Description := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor
Pic Num := 264
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 580
Cost Organics := 0
Cost Radioactives := 100
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2035
Roman Numeral := 8
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Crystalline Weapons
Tech Level Req 1 := 8
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 30 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Skips Armor
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 22
Weapon Modifier := 0
Weapon Sound := shardc.wav
Weapon Family := 30
Name := Shard Cannon IX
Description := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor
Pic Num := 264
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 620
Cost Organics := 0
Cost Radioactives := 100
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2035
Roman Numeral := 9
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Crystalline Weapons
Tech Level Req 1 := 9
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 30 30 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Skips Armor
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 22
Weapon Modifier := 0
Weapon Sound := shardc.wav
Weapon Family := 30
Name := Shard Cannon X
Description := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor
Pic Num := 264
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 660
Cost Organics := 0
Cost Radioactives := 100
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2035
Roman Numeral := 10
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Crystalline Weapons
Tech Level Req 1 := 10
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 35 35 35 35 35 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Skips Armor
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 22
Weapon Modifier := 0
Weapon Sound := shardc.wav
Weapon Family := 30
Name := High - Energy Magnifier I
Description := A series of focusing crystals that magnify a simple energy beam a thousand-fold.
Pic Num := 265
Tonnage Space Taken := 60
Tonnage Structure := 60
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 140
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2036
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Crystalline Weapons
Tech Level Req 1 := 8
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 70 70 70 70 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Beam
Weapon Display := 3
Weapon Modifier := 30
Weapon Sound := highmag.wav
Weapon Family := 31
Name := High - Energy Magnifier II
Description := A series of focusing crystals that magnify a simple energy beam a thousand-fold.
Pic Num := 265
Tonnage Space Taken := 60
Tonnage Structure := 60
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 140
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2036
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Crystalline Weapons
Tech Level Req 1 := 9
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 90 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Beam
Weapon Display := 3
Weapon Modifier := 30
Weapon Sound := highmag.wav
Weapon Family := 31
Name := High - Energy Magnifier III
Description := A series of focusing crystals that magnify a simple energy beam a thousand-fold.
Pic Num := 265
Tonnage Space Taken := 60
Tonnage Structure := 60
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 140
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2036
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Crystalline Weapons
Tech Level Req 1 := 10
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 110 110 110 110 110 110 110 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Beam
Weapon Display := 3
Weapon Modifier := 30
Weapon Sound := highmag.wav
Weapon Family := 31
Name := Time Distortion Burst I
Description := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num := 176
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 200
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2037
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Temporal Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 10 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Quad Damage To Shields
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 6
Weapon Modifier := 0
Weapon Sound := timeburs.wav
Weapon Family := 32
Name := Time Distortion Burst II
Description := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num := 176
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 300
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2037
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Temporal Weapons
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Quad Damage To Shields
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 6
Weapon Modifier := 0
Weapon Sound := timeburs.wav
Weapon Family := 32
Name := Time Distortion Burst III
Description := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num := 176
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 400
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2037
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Temporal Weapons
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Quad Damage To Shields
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 6
Weapon Modifier := 0
Weapon Sound := timeburs.wav
Weapon Family := 32
Name := Time Distortion Burst IV
Description := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num := 176
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 500
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2037
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Temporal Weapons
Tech Level Req 1 := 4
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Quad Damage To Shields
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 6
Weapon Modifier := 0
Weapon Sound := timeburs.wav
Weapon Family := 32
Name := Time Distortion Burst V
Description := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num := 176
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 600
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2037
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Temporal Weapons
Tech Level Req 1 := 5
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 30 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Quad Damage To Shields
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 6
Weapon Modifier := 0
Weapon Sound := timeburs.wav
Weapon Family := 32
Name := Temporal Shifter I
Description := Attempts to shift a target to the beginning of time.
Pic Num := 175
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 100
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2038
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Temporal Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Skips Shields And Armor
Weapon Reload Rate := 3
Weapon Display Type := Torp
Weapon Display := 7
Weapon Modifier := 0
Weapon Sound := temporal.wav
Weapon Family := 33
Name := Temporal Shifter II
Description := Attempts to shift a target to the beginning of time.
Pic Num := 175
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 150
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2038
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Temporal Weapons
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Skips Shields And Armor
Weapon Reload Rate := 3
Weapon Display Type := Torp
Weapon Display := 7
Weapon Modifier := 0
Weapon Sound := temporal.wav
Weapon Family := 33
Name := Temporal Shifter III
Description := Attempts to shift a target to the beginning of time.
Pic Num := 175
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 200
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2038
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Temporal Weapons
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Skips Shields And Armor
Weapon Reload Rate := 3
Weapon Display Type := Torp
Weapon Display := 7
Weapon Modifier := 0
Weapon Sound := temporal.wav
Weapon Family := 33
Name := Telekinetic Projector I
Description := Projects a battering ram of telekinetic force against its target.
Pic Num := 181
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 20
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2039
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Psychic Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 30 30 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 25
Weapon Modifier := 0
Weapon Sound := telek.wav
Weapon Family := 34
Name := Telekinetic Projector II
Description := Projects a battering ram of telekinetic force against its target.
Pic Num := 181
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 230
Cost Organics := 0
Cost Radioactives := 20
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2039
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Psychic Weapons
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 25
Weapon Modifier := 0
Weapon Sound := telek.wav
Weapon Family := 34
Name := Telekinetic Projector III
Description := Projects a battering ram of telekinetic force against its target.
Pic Num := 181
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 260
Cost Organics := 0
Cost Radioactives := 20
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2039
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Psychic Weapons
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 50 50 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 25
Weapon Modifier := 0
Weapon Sound := telek.wav
Weapon Family := 34
Name := Telekinetic Projector IV
Description := Projects a battering ram of telekinetic force against its target.
Pic Num := 181
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 290
Cost Organics := 0
Cost Radioactives := 20
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2039
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Psychic Weapons
Tech Level Req 1 := 4
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 25
Weapon Modifier := 0
Weapon Sound := telek.wav
Weapon Family := 34
Name := Telekinetic Projector V
Description := Projects a battering ram of telekinetic force against its target.
Pic Num := 181
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 320
Cost Organics := 0
Cost Radioactives := 20
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2039
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Psychic Weapons
Tech Level Req 1 := 5
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 70 70 70 70 70 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 25
Weapon Modifier := 0
Weapon Sound := telek.wav
Weapon Family := 34
Name := Mental Flailer I
Description := Psychic attack of the crew momentarily prevents them from firing weapons. Will not work against Master C
Pic Num := 182
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 200
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2040
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Psychic Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships
Weapon Damage At Rng := 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Increase Reload Time
Weapon Reload Rate := 15
Weapon Display Type := Torp
Weapon Display := 28
Weapon Modifier := 0
Weapon Sound := mental.wav
Weapon Family := 35
Name := Mental Flailer II
Description := Psychic attack of the crew momentarily prevents them from firing weapons. Will not work against Master C
Pic Num := 182
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 340
Cost Organics := 0
Cost Radioactives := 300
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2040
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Psychic Weapons
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships
Weapon Damage At Rng := 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Increase Reload Time
Weapon Reload Rate := 15
Weapon Display Type := Torp
Weapon Display := 28
Weapon Modifier := 0
Weapon Sound := mental.wav
Weapon Family := 35
Name := Mental Flailer III
Description := Psychic attack of the crew momentarily prevents them from firing weapons. Will not work against Master C
Pic Num := 182
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 380
Cost Organics := 0
Cost Radioactives := 400
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2040
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Psychic Weapons
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships
Weapon Damage At Rng := 6 6 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Increase Reload Time
Weapon Reload Rate := 15
Weapon Display Type := Torp
Weapon Display := 28
Weapon Modifier := 0
Weapon Sound := mental.wav
Weapon Family := 35
Name := Allegiance Subverter I
Description := Psychic attack to mentally conquer the crew of the target vehicle. If the crew doesn't convert, it is uneffecte
Pic Num := 183
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 450
Cost Organics := 0
Cost Radioactives := 80
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2041
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Psychic Weapons
Tech Level Req 1 := 4
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships
Weapon Damage At Rng := 50 40 30 20 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Crew Conversion
Weapon Reload Rate := 30
Weapon Display Type := Torp
Weapon Display := 30
Weapon Modifier := 0
Weapon Sound := allegian.wav
Weapon Family := 35
Name := Allegiance Subverter II
Description := Psychic attack to mentally conquer the crew of the target vehicle. If the crew doesn't convert, it is uneffecte
Pic Num := 183
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 80
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2041
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Psychic Weapons
Tech Level Req 1 := 5
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships
Weapon Damage At Rng := 60 50 40 30 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Crew Conversion
Weapon Reload Rate := 30
Weapon Display Type := Torp
Weapon Display := 30
Weapon Modifier := 0
Weapon Sound := allegian.wav
Weapon Family := 35
Name := Allegiance Subverter III
Description := Psychic attack to mentally conquer the crew of the target vehicle. If the crew doesn't convert, it is uneffecte
Pic Num := 183
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 550
Cost Organics := 0
Cost Radioactives := 80
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2041
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Psychic Weapons
Tech Level Req 1 := 6
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships
Weapon Damage At Rng := 70 60 50 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Crew Conversion
Weapon Reload Rate := 30
Weapon Display Type := Torp
Weapon Display := 30
Weapon Modifier := 0
Weapon Sound := allegian.wav
Weapon Family := 35
Name := Cobalt Warhead I
Description := Large warhead which will explode if your ship rams another ship.
Pic Num := 185
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 1000
Cost Organics := 0
Cost Radioactives := 200
Vehicle Type := Ship
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2042
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Explosive Warheads
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Warhead
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 0
Weapon Display Type := Torp
Weapon Display := 0
Weapon Modifier := 0
Weapon Sound := cobaltw.wav
Weapon Family := 36
Name := Cobalt Warhead II
Description := Large warhead which will explode if your ship rams another ship.
Pic Num := 185
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 1000
Cost Organics := 0
Cost Radioactives := 300
Vehicle Type := Ship
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2042
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Explosive Warheads
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Warhead
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 0
Weapon Display Type := Torp
Weapon Display := 0
Weapon Modifier := 0
Weapon Sound := cobaltw.wav
Weapon Family := 36
Name := Cobalt Warhead III
Description := Large warhead which will explode if your ship rams another ship.
Pic Num := 185
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 1000
Cost Organics := 0
Cost Radioactives := 400
Vehicle Type := Ship
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2042
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Explosive Warheads
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Warhead
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 300 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 0
Weapon Display Type := Torp
Weapon Display := 0
Weapon Modifier := 0
Weapon Sound := cobaltw.wav
Weapon Family := 36
Name := Small Anti - Proton Beam I
Description := Focused energy beam used as a medium range weapon.
Pic Num := 139
Tonnage Space Taken := 5
Tonnage Structure := 5
Cost Minerals := 10
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2500
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Energy Stream Weapons
Tech Level Req 1 := 1
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := apbeam_s.wav
Weapon Family := 100
Name := Small Anti - Proton Beam II
Description := Focused energy beam used as a medium range weapon.
Pic Num := 139
Tonnage Space Taken := 5
Tonnage Structure := 5
Cost Minerals := 15
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2500
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Energy Stream Weapons
Tech Level Req 1 := 2
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 15 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := apbeam_s.wav
Weapon Family := 100
Name := Small Anti - Proton Beam III
Description := Focused energy beam used as a medium range weapon.
Pic Num := 139
Tonnage Space Taken := 5
Tonnage Structure := 5
Cost Minerals := 20
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2500
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Energy Stream Weapons
Tech Level Req 1 := 3
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 20 15 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := apbeam_s.wav
Weapon Family := 100
Name := Small Depleted Uranium Cannon I
Description := Short range cannon which fires large depleted uranium shells.
Pic Num := 154
Tonnage Space Taken := 3
Tonnage Structure := 3
Cost Minerals := 10
Cost Organics := 0
Cost Radioactives := 2
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2501
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Projectile Weapons
Tech Level Req 1 := 1
Tech Area Req 2 := Fighters
Tech Level Req 2 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := uranc_s.wav
Weapon Family := 101
Name := Small Depleted Uranium Cannon II
Description := Short range cannon which fires large depleted uranium shells.
Pic Num := 154
Tonnage Space Taken := 3
Tonnage Structure := 3
Cost Minerals := 15
Cost Organics := 0
Cost Radioactives := 2
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2501
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Projectile Weapons
Tech Level Req 1 := 2
Tech Area Req 2 := Fighters
Tech Level Req 2 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := uranc_s.wav
Weapon Family := 101
Name := Small Depleted Uranium Cannon III
Description := Short range cannon which fires large depleted uranium shells.
Pic Num := 154
Tonnage Space Taken := 3
Tonnage Structure := 3
Cost Minerals := 20
Cost Organics := 0
Cost Radioactives := 2
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2501
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Projectile Weapons
Tech Level Req 1 := 3
Tech Area Req 2 := Fighters
Tech Level Req 2 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := uranc_s.wav
Weapon Family := 101
Name := Nebulae Graviton Emitter
Description := Polarized graviton waves force the gasses of a nebulae out of the system and dissipate them.
Pic Num := 85
Tonnage Space Taken := 400
Tonnage Structure := 400
Cost Minerals := 60000
Cost Organics := 10000
Cost Radioactives := 60000
Vehicle Type := Ship\Base
Supply Amount Used := 800
Restrictions := None
General Group := Stellar Manipulation
Family := 1008
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Stellar Manipulation
Tech Level Req 1 := 6
Number of Abilities := 2
Ability 1 Type := Destroy Nebulae
Ability 1 Descr := Can destroy a system sized nebulae.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Component Destroyed On Use
Ability 2 Descr := Component is destroyed after use.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Weapon Type := None
Name := Nucleonic Thresher Torpedo
Description := Nucleonic torpedo which causes a star's fusion process to run at infinite capacity. The star will explode des
Pic Num := 86
Tonnage Space Taken := 400
Tonnage Structure := 400
Cost Minerals := 70000
Cost Organics := 20000
Cost Radioactives := 70000
Vehicle Type := Ship\Base
Supply Amount Used := 800
Restrictions := None
General Group := Stellar Manipulation
Family := 1009
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Stellar Manipulation
Tech Level Req 1 := 7
Number of Abilities := 1
Ability 1 Type := Create Nebulae
Ability 1 Descr := Will create a nebulae by exploding a star.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None
Name := Quantum Graviton Beam
Description := Pulsing graviton beams will create a gravimetric polarity shift in a black hole which will cause it to collapse.
Pic Num := 238
Tonnage Space Taken := 400
Tonnage Structure := 400
Cost Minerals := 80000
Cost Organics := 10000
Cost Radioactives := 80000
Vehicle Type := Ship\Base
Supply Amount Used := 800
Restrictions := None
General Group := Stellar Manipulation
Family := 1010
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Stellar Manipulation
Tech Level Req 1 := 6
Number of Abilities := 2
Ability 1 Type := Destroy Black Hole
Ability 1 Descr := Can collapse a black hole.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Component Destroyed On Use
Ability 2 Descr := Component is destroyed after use.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Weapon Type := None
Name := Inverted Quantum Beam
Description := Inverted graviton beam which when triangulated at a single point in the core of a star causes it to collapse
Pic Num := 239
Tonnage Space Taken := 400
Tonnage Structure := 400
Cost Minerals := 100000
Cost Organics := 20000
Cost Radioactives := 100000
Vehicle Type := Ship\Base
Supply Amount Used := 800
Restrictions := None
General Group := Stellar Manipulation
Family := 1011
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Stellar Manipulation
Tech Level Req 1 := 7
Number of Abilities := 1
Ability 1 Type := Create Black Hole
Ability 1 Descr := Will create a black hole by collapsing a star.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None
Name := Massive Shield Depleter
Description := Massive gamma radiation beam which saps all of a target's shields but does no other damage.
Pic Num := 198
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 2000
Cost Organics := 0
Cost Radioactives := 500
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 100
Restrictions := None
General Group := Weapons
Family := 2043
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Massive Shield Depleting Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 1000 1000 1000 1000 1000 1000 1000 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Shields Only
Weapon Reload Rate := 30
Weapon Display Type := Beam
Weapon Display := 16
Weapon Modifier := 0
Weapon Sound := shlddepm.wav
Weapon Family := 37
Name := Massive Ionic Disperser
Description := Anti-ionic beam which disrupts all engine operation and burns them out.
Pic Num := 202
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 2000
Cost Organics := 0
Cost Radioactives := 500
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 40
Restrictions := None
General Group := Weapons
Family := 2044
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Massive Engine Destroying Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 500 500 500 500 500 500 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Engines
Weapon Reload Rate := 30
Weapon Display Type := Beam
Weapon Display := 10
Weapon Modifier := 0
Weapon Sound := iondispm.wav
Weapon Family := 38
Name := Neural Combat Net
Description := Neural network that connects ships in combat allowing them to fight with a combined experience.
Pic Num := 173
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 50
Vehicle Type := Ship\Base\Sat
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 36
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Neural Computer Interface
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Combat Best Experience
Ability 1 Descr := This ship gets an experience level as high as any of your other ships in combat.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None
Name := Small Meson Blaster I
Description := Short range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num := 140
Tonnage Space Taken := 3
Tonnage Structure := 3
Cost Minerals := 30
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2502
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Energy Pulse Weapons
Tech Level Req 1 := 1
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 17
Weapon Modifier := 0
Weapon Sound := meson_s.wav
Weapon Family := 102
Name := Small Meson Blaster II
Description := Short range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num := 140
Tonnage Space Taken := 3
Tonnage Structure := 3
Cost Minerals := 30
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2502
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Energy Pulse Weapons
Tech Level Req 1 := 2
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 17
Weapon Modifier := 0
Weapon Sound := meson_s.wav
Weapon Family := 102
Name := Small Meson Blaster III
Description := Short range meson cannon which fires tunneling mesons in cohesive bursts.
Pic Num := 140
Tonnage Space Taken := 3
Tonnage Structure := 3
Cost Minerals := 30
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2502
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Energy Pulse Weapons
Tech Level Req 1 := 3
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 10 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 17
Weapon Modifier := 0
Weapon Sound := meson_s.wav
Weapon Family := 102
Name := Small Phased - Polaron Beam I
Description := Multi-Phasic energy beam which can penetrate normal shields.
Pic Num := 141
Tonnage Space Taken := 6
Tonnage Structure := 6
Cost Minerals := 60
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2503
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Phased-Energy Weapons
Tech Level Req 1 := 1
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Skips Normal Shields
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 2
Weapon Modifier := 0
Weapon Sound := polar_s.wav
Weapon Family := 103
Name := Small Phased - Polaron Beam II
Description := Multi-Phasic energy beam which can penetrate normal shields.
Pic Num := 141
Tonnage Space Taken := 6
Tonnage Structure := 6
Cost Minerals := 60
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2503
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Phased-Energy Weapons
Tech Level Req 1 := 2
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Skips Normal Shields
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 2
Weapon Modifier := 0
Weapon Sound := polar_s.wav
Weapon Family := 103
Name := Small Phased - Polaron Beam III
Description := Multi-Phasic energy beam which can penetrate normal shields.
Pic Num := 141
Tonnage Space Taken := 6
Tonnage Structure := 6
Cost Minerals := 60
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2503
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Phased-Energy Weapons
Tech Level Req 1 := 3
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Skips Normal Shields
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 2
Weapon Modifier := 0
Weapon Sound := polar_s.wav
Weapon Family := 103
Name := Small Incinerator Beam I
Description := Short range high intensity fusion beam.
Pic Num := 143
Tonnage Space Taken := 5
Tonnage Structure := 5
Cost Minerals := 50
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2504
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := High-Energy Discharge Weapons
Tech Level Req 1 := 5
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 6
Weapon Modifier := 0
Weapon Sound := incn_s.wav
Weapon Family := 104
Name := Small Incinerator Beam II
Description := Short range high intensity fusion beam.
Pic Num := 143
Tonnage Space Taken := 5
Tonnage Structure := 5
Cost Minerals := 50
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2504
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := High-Energy Discharge Weapons
Tech Level Req 1 := 6
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 6
Weapon Modifier := 0
Weapon Sound := incn_s.wav
Weapon Family := 104
Name := Small Incinerator Beam III
Description := Short range high intensity fusion beam.
Pic Num := 143
Tonnage Space Taken := 5
Tonnage Structure := 5
Cost Minerals := 50
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2504
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := High-Energy Discharge Weapons
Tech Level Req 1 := 7
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 6
Weapon Modifier := 0
Weapon Sound := incn_s.wav
Weapon Family := 104
Name := Small Anti - Matter Torpedo I
Description := Highly charged anti-matter projectile.
Pic Num := 157
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 100
Cost Organics := 0
Cost Radioactives := 5
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2505
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Torpedo Weapons
Tech Level Req 1 := 1
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 20
Weapon Modifier := 0
Weapon Sound := amtorp_s.wav
Weapon Family := 105
Name := Small Anti - Matter Torpedo II
Description := Highly charged anti-matter projectile.
Pic Num := 157
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 100
Cost Organics := 0
Cost Radioactives := 5
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2505
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Torpedo Weapons
Tech Level Req 1 := 2
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 20
Weapon Modifier := 0
Weapon Sound := amtorp_s.wav
Weapon Family := 105
Name := Small Anti - Matter Torpedo III
Description := Highly charged anti-matter projectile.
Pic Num := 157
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 100
Cost Organics := 0
Cost Radioactives := 5
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2505
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Torpedo Weapons
Tech Level Req 1 := 3
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 20
Weapon Modifier := 0
Weapon Sound := amtorp_s.wav
Weapon Family := 105
Name := Kamikaze Warhead I
Description := Large warhead which will explode if your fighter rams another ship.
Pic Num := 174
Tonnage Space Taken := 8
Tonnage Structure := 8
Cost Minerals := 80
Cost Organics := 0
Cost Radioactives := 10
Vehicle Type := Fighter
Supply Amount Used := 0
Restrictions := None
General Group := Weapons
Family := 2506
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Explosive Warheads
Tech Level Req 1 := 1
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 1
Number of Abilities := 0
Weapon Type := Warhead
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 0
Weapon Display Type := Torp
Weapon Display := 0
Weapon Modifier := 0
Weapon Sound := kamiw.wav
Weapon Family := 106
Name := Kamikaze Warhead II
Description := Large warhead which will explode if your fighter rams another ship.
Pic Num := 174
Tonnage Space Taken := 8
Tonnage Structure := 8
Cost Minerals := 80
Cost Organics := 0
Cost Radioactives := 10
Vehicle Type := Fighter
Supply Amount Used := 0
Restrictions := None
General Group := Weapons
Family := 2506
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Explosive Warheads
Tech Level Req 1 := 2
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 2
Number of Abilities := 0
Weapon Type := Warhead
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 0
Weapon Display Type := Torp
Weapon Display := 0
Weapon Modifier := 0
Weapon Sound := kamiw.wav
Weapon Family := 106
Name := Kamikaze Warhead III
Description := Large warhead which will explode if your fighter rams another ship.
Pic Num := 174
Tonnage Space Taken := 8
Tonnage Structure := 8
Cost Minerals := 80
Cost Organics := 0
Cost Radioactives := 10
Vehicle Type := Fighter
Supply Amount Used := 0
Restrictions := None
General Group := Weapons
Family := 2506
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Explosive Warheads
Tech Level Req 1 := 3
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 3
Number of Abilities := 0
Weapon Type := Warhead
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 0
Weapon Display Type := Torp
Weapon Display := 0
Weapon Modifier := 0
Weapon Sound := kamiw.wav
Weapon Family := 106
Name := Small Cluster Bomb I
Description := Burning plasma bomb which is dropped on planets.
Pic Num := 162
Tonnage Space Taken := 3
Tonnage Structure := 3
Cost Minerals := 30
Cost Organics := 0
Cost Radioactives := 5
Vehicle Type := Fighter
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2507
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Planetary Weapons
Tech Level Req 1 := 1
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Planets
Weapon Damage At Rng := 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 20
Weapon Modifier := 0
Weapon Sound := cluster.wav
Weapon Family := 107
Name := Small Cluster Bomb II
Description := Burning plasma bomb which is dropped on planets.
Pic Num := 162
Tonnage Space Taken := 3
Tonnage Structure := 3
Cost Minerals := 30
Cost Organics := 0
Cost Radioactives := 5
Vehicle Type := Fighter
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2507
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Planetary Weapons
Tech Level Req 1 := 2
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Planets
Weapon Damage At Rng := 70 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 20
Weapon Modifier := 0
Weapon Sound := cluster.wav
Weapon Family := 107
Name := Small Cluster Bomb III
Description := Burning plasma bomb which is dropped on planets.
Pic Num := 162
Tonnage Space Taken := 3
Tonnage Structure := 3
Cost Minerals := 30
Cost Organics := 0
Cost Radioactives := 5
Vehicle Type := Fighter
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2507
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Planetary Weapons
Tech Level Req 1 := 3
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Planets
Weapon Damage At Rng := 90 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 20
Weapon Modifier := 0
Weapon Sound := cluster.wav
Weapon Family := 107
Name := Small Rocket Pods I
Description := Small nuclear missiles used against ships and bases.
Pic Num := 156
Tonnage Space Taken := 6
Tonnage Structure := 6
Cost Minerals := 60
Cost Organics := 0
Cost Radioactives := 5
Vehicle Type := Fighter
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2508
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Missile Weapons
Tech Level Req 1 := 1
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 30
Weapon Display Type := Torp
Weapon Display := 22
Weapon Modifier := 0
Weapon Sound := rockpods.wav
Weapon Family := 108
Name := Small Rocket Pods II
Description := Small nuclear missiles used against ships and bases.
Pic Num := 156
Tonnage Space Taken := 6
Tonnage Structure := 6
Cost Minerals := 60
Cost Organics := 0
Cost Radioactives := 5
Vehicle Type := Fighter
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2508
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Missile Weapons
Tech Level Req 1 := 2
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 75 75 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 30
Weapon Display Type := Torp
Weapon Display := 22
Weapon Modifier := 0
Weapon Sound := rockpods.wav
Weapon Family := 108
Name := Small Rocket Pods III
Description := Small nuclear missiles used against ships and bases.
Pic Num := 156
Tonnage Space Taken := 6
Tonnage Structure := 6
Cost Minerals := 60
Cost Organics := 0
Cost Radioactives := 5
Vehicle Type := Fighter
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2508
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Missile Weapons
Tech Level Req 1 := 3
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 100 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 30
Weapon Display Type := Torp
Weapon Display := 22
Weapon Modifier := 0
Weapon Sound := rockpods.wav
Weapon Family := 108
Name := Small Shard Cannon I
Description := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor
Pic Num := 264
Tonnage Space Taken := 4
Tonnage Structure := 4
Cost Minerals := 40
Cost Organics := 0
Cost Radioactives := 10
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2509
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Crystalline Weapons
Tech Level Req 1 := 1
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Skips Armor
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 22
Weapon Modifier := 0
Weapon Sound := shardc_s.wav
Weapon Family := 109
Name := Small Shard Cannon II
Description := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor
Pic Num := 264
Tonnage Space Taken := 4
Tonnage Structure := 4
Cost Minerals := 40
Cost Organics := 0
Cost Radioactives := 10
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2509
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Crystalline Weapons
Tech Level Req 1 := 2
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Skips Armor
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 22
Weapon Modifier := 0
Weapon Sound := shardc_s.wav
Weapon Family := 109
Name := Small Shard Cannon III
Description := Super dense crystal projectiles fired by a polarized cannon. These projectiles cannot be stopped by armor
Pic Num := 264
Tonnage Space Taken := 4
Tonnage Structure := 4
Cost Minerals := 40
Cost Organics := 0
Cost Radioactives := 10
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2509
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Crystalline Weapons
Tech Level Req 1 := 3
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Skips Armor
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 22
Weapon Modifier := 0
Weapon Sound := shardc_s.wav
Weapon Family := 109
Name := Small Electric Discharge I
Description := Intense discharge of electricity focused at a target.
Pic Num := 256
Tonnage Space Taken := 3
Tonnage Structure := 3
Cost Minerals := 0
Cost Organics := 30
Cost Radioactives := 0
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2510
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 1
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 10 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 15
Weapon Modifier := 0
Weapon Sound := elec_ds.wav
Weapon Family := 110
Name := Small Electric Discharge II
Description := Intense discharge of electricity focused at a target.
Pic Num := 256
Tonnage Space Taken := 3
Tonnage Structure := 3
Cost Minerals := 0
Cost Organics := 30
Cost Radioactives := 0
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2510
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 2
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 15
Weapon Modifier := 0
Weapon Sound := elec_ds.wav
Weapon Family := 110
Name := Small Electric Discharge III
Description := Intense discharge of electricity focused at a target.
Pic Num := 256
Tonnage Space Taken := 3
Tonnage Structure := 3
Cost Minerals := 0
Cost Organics := 30
Cost Radioactives := 0
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2510
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 3
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 15
Weapon Modifier := 0
Weapon Sound := elec_ds.wav
Weapon Family := 110
Name := Small Acid Globule I
Description := Cohesive ball of super corrosive acid.
Pic Num := 260
Tonnage Space Taken := 4
Tonnage Structure := 4
Cost Minerals := 5
Cost Organics := 20
Cost Radioactives := 2
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2511
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 1
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 16
Weapon Modifier := 0
Weapon Sound := acglob_s.wav
Weapon Family := 111
Name := Small Acid Globule II
Description := Cohesive ball of super corrosive acid.
Pic Num := 260
Tonnage Space Taken := 4
Tonnage Structure := 4
Cost Minerals := 5
Cost Organics := 20
Cost Radioactives := 2
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2511
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 2
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 16
Weapon Modifier := 0
Weapon Sound := acglob_s.wav
Weapon Family := 111
Name := Small Acid Globule III
Description := Cohesive ball of super corrosive acid.
Pic Num := 260
Tonnage Space Taken := 4
Tonnage Structure := 4
Cost Minerals := 5
Cost Organics := 20
Cost Radioactives := 2
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2511
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Organic Weapons
Tech Level Req 1 := 3
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 30 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 16
Weapon Modifier := 0
Weapon Sound := acglob_s.wav
Weapon Family := 111
Name := Small Time Distortion Burst I
Description := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num := 176
Tonnage Space Taken := 3
Tonnage Structure := 3
Cost Minerals := 30
Cost Organics := 0
Cost Radioactives := 8
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2512
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Temporal Weapons
Tech Level Req 1 := 1
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Quad Damage To Shields
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 6
Weapon Modifier := 0
Weapon Sound := timebu_s.wav
Weapon Family := 112
Name := Small Time Distortion Burst II
Description := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num := 176
Tonnage Space Taken := 3
Tonnage Structure := 3
Cost Minerals := 30
Cost Organics := 0
Cost Radioactives := 8
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2512
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Temporal Weapons
Tech Level Req 1 := 2
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Quad Damage To Shields
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 6
Weapon Modifier := 0
Weapon Sound := timebu_s.wav
Weapon Family := 112
Name := Small Time Distortion Burst III
Description := A projected burst of distorted time. A vehicle hit will take 4x damage to shields, plus normal damage.
Pic Num := 176
Tonnage Space Taken := 3
Tonnage Structure := 3
Cost Minerals := 30
Cost Organics := 0
Cost Radioactives := 8
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2512
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Temporal Weapons
Tech Level Req 1 := 3
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Quad Damage To Shields
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 6
Weapon Modifier := 0
Weapon Sound := timebu_s.wav
Weapon Family := 112
Name := Small Telekinetic Projector I
Description := Projects a battering ram of telekinetic force against its target.
Pic Num := 181
Tonnage Space Taken := 4
Tonnage Structure := 4
Cost Minerals := 40
Cost Organics := 0
Cost Radioactives := 5
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2513
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Psychic Weapons
Tech Level Req 1 := 1
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := telek_s.wav
Weapon Family := 113
Name := Small Telekinetic Projector II
Description := Projects a battering ram of telekinetic force against its target.
Pic Num := 181
Tonnage Space Taken := 4
Tonnage Structure := 4
Cost Minerals := 40
Cost Organics := 0
Cost Radioactives := 5
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2513
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Psychic Weapons
Tech Level Req 1 := 2
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := telek_s.wav
Weapon Family := 113
Name := Small Telekinetic Projector III
Description := Projects a battering ram of telekinetic force against its target.
Pic Num := 181
Tonnage Space Taken := 4
Tonnage Structure := 4
Cost Minerals := 40
Cost Organics := 0
Cost Radioactives := 5
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2513
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Psychic Weapons
Tech Level Req 1 := 3
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := telek_s.wav
Weapon Family := 113
Name := Small Graviton Beam I
Description := Intense gravitational beam fired at enemy ships causing them to rip apart.
Pic Num := 149
Tonnage Space Taken := 6
Tonnage Structure := 6
Cost Minerals := 60
Cost Organics := 0
Cost Radioactives := 5
Vehicle Type := Fighter
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2514
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Tractor\Repulser Weapons
Tech Level Req 1 := 7
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 20 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Beam
Weapon Display := 5
Weapon Modifier := 0
Weapon Sound := gravhe_s.wav
Weapon Family := 114
Name := Small Graviton Beam II
Description := Intense gravitational beam fired at enemy ships causing them to rip apart.
Pic Num := 149
Tonnage Space Taken := 6
Tonnage Structure := 6
Cost Minerals := 60
Cost Organics := 0
Cost Radioactives := 5
Vehicle Type := Fighter
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2514
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Tractor\Repulser Weapons
Tech Level Req 1 := 8
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 30 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Beam
Weapon Display := 5
Weapon Modifier := 0
Weapon Sound := gravhe_s.wav
Weapon Family := 114
Name := Small Graviton Beam III
Description := Intense gravitational beam fired at enemy ships causing them to rip apart.
Pic Num := 149
Tonnage Space Taken := 6
Tonnage Structure := 6
Cost Minerals := 60
Cost Organics := 0
Cost Radioactives := 5
Vehicle Type := Fighter
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2514
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Tractor\Repulser Weapons
Tech Level Req 1 := 9
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 40 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Beam
Weapon Display := 5
Weapon Modifier := 0
Weapon Sound := gravhe_s.wav
Weapon Family := 114
Name := Small Shield Depleter I
Description := Gamma radiation beam which saps shields but does no other damage.
Pic Num := 151
Tonnage Space Taken := 2
Tonnage Structure := 2
Cost Minerals := 20
Cost Organics := 0
Cost Radioactives := 1
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2515
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Shield Damaging Weapons
Tech Level Req 1 := 1
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Shields Only
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 16
Weapon Modifier := 0
Weapon Sound := shldde_s.wav
Weapon Family := 115
Name := Small Shield Depleter II
Description := Gamma radiation beam which saps shields but does no other damage.
Pic Num := 151
Tonnage Space Taken := 2
Tonnage Structure := 2
Cost Minerals := 20
Cost Organics := 0
Cost Radioactives := 1
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2515
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Shield Damaging Weapons
Tech Level Req 1 := 2
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Shields Only
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 16
Weapon Modifier := 0
Weapon Sound := shldde_s.wav
Weapon Family := 115
Name := Small Shield Depleter III
Description := Gamma radiation beam which saps shields but does no other damage.
Pic Num := 151
Tonnage Space Taken := 2
Tonnage Structure := 2
Cost Minerals := 20
Cost Organics := 0
Cost Radioactives := 1
Vehicle Type := Ftr\Trp
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2515
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Shield Damaging Weapons
Tech Level Req 1 := 3
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Shields Only
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 16
Weapon Modifier := 0
Weapon Sound := shldde_s.wav
Weapon Family := 115
Name := Small Combat Sensors I
Description := Sensors which increase the chance to hit an enemy ship.
Pic Num := 237
Tonnage Space Taken := 1
Tonnage Structure := 1
Cost Minerals := 10
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ftr\Trp
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 2516
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Sensors
Tech Level Req 1 := 1
Tech Area Req 2 := Fighters
Tech Level Req 2 := 1
Number of Abilities := 1
Ability 1 Type := Combat To Hit Offense Plus
Ability 1 Descr := Gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1 := 10
Ability 1 Val 2 := 0
Weapon Type := None
Name := Small Combat Sensors II
Description := Sensors which increase the chance to hit an enemy ship.
Pic Num := 237
Tonnage Space Taken := 1
Tonnage Structure := 1
Cost Minerals := 10
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ftr\Trp
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 2516
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Sensors
Tech Level Req 1 := 2
Tech Area Req 2 := Fighters
Tech Level Req 2 := 2
Number of Abilities := 1
Ability 1 Type := Combat To Hit Offense Plus
Ability 1 Descr := Gives a 20% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1 := 20
Ability 1 Val 2 := 0
Weapon Type := None
Name := Small Combat Sensors III
Description := Sensors which increase the chance to hit an enemy ship.
Pic Num := 237
Tonnage Space Taken := 1
Tonnage Structure := 1
Cost Minerals := 10
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ftr\Trp
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 2516
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Sensors
Tech Level Req 1 := 3
Tech Area Req 2 := Fighters
Tech Level Req 2 := 3
Number of Abilities := 1
Ability 1 Type := Combat To Hit Offense Plus
Ability 1 Descr := Gives a 30% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1 := 30
Ability 1 Val 2 := 0
Weapon Type := None
Name := Small ECM I
Description := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num := 100
Tonnage Space Taken := 1
Tonnage Structure := 1
Cost Minerals := 10
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ftr\Trp
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 2517
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Combat Support
Tech Level Req 1 := 1
Tech Area Req 2 := Fighters
Tech Level Req 2 := 1
Number of Abilities := 1
Ability 1 Type := Combat To Hit Defense Plus
Ability 1 Descr := Gives a 10% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1 := 10
Ability 1 Val 2 := 0
Weapon Type := None
Name := Small ECM II
Description := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num := 100
Tonnage Space Taken := 1
Tonnage Structure := 1
Cost Minerals := 10
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ftr\Trp
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 2517
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Combat Support
Tech Level Req 1 := 2
Tech Area Req 2 := Fighters
Tech Level Req 2 := 2
Number of Abilities := 1
Ability 1 Type := Combat To Hit Defense Plus
Ability 1 Descr := Gives a 20% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1 := 20
Ability 1 Val 2 := 0
Weapon Type := None
Name := Small ECM III
Description := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies.
Pic Num := 100
Tonnage Space Taken := 1
Tonnage Structure := 1
Cost Minerals := 10
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ftr\Trp
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 2517
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Combat Support
Tech Level Req 1 := 3
Tech Area Req 2 := Fighters
Tech Level Req 2 := 3
Number of Abilities := 1
Ability 1 Type := Combat To Hit Defense Plus
Ability 1 Descr := Gives a 30% defense bonus in combat (only 1 component per ship effective).
Ability 1 Val 1 := 30
Ability 1 Val 2 := 0
Weapon Type := None
Name := Afterburners I
Description := Provides additional movement for a fighter during combat.
Pic Num := 188
Tonnage Space Taken := 2
Tonnage Structure := 2
Cost Minerals := 20
Cost Organics := 0
Cost Radioactives := 2
Vehicle Type := Fighter
Supply Amount Used := 10
Restrictions := None
General Group := Engines
Family := 2518
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 3
Tech Area Req 2 := Fighters
Tech Level Req 2 := 1
Number of Abilities := 1
Ability 1 Type := Combat Movement
Ability 1 Descr := Generates 1 additional movement point during combat (only 1 component per ship effective).
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Weapon Type := None
Name := Afterburners II
Description := Provides additional movement for a fighter during combat.
Pic Num := 188
Tonnage Space Taken := 2
Tonnage Structure := 2
Cost Minerals := 20
Cost Organics := 0
Cost Radioactives := 2
Vehicle Type := Fighter
Supply Amount Used := 10
Restrictions := None
General Group := Engines
Family := 2518
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 6
Tech Area Req 2 := Fighters
Tech Level Req 2 := 2
Number of Abilities := 1
Ability 1 Type := Combat Movement
Ability 1 Descr := Generates 2 additional movement points during combat (only 1 component per ship effective).
Ability 1 Val 1 := 2
Ability 1 Val 2 := 0
Weapon Type := None
Name := Afterburners III
Description := Provides additional movement for a fighter during combat.
Pic Num := 188
Tonnage Space Taken := 2
Tonnage Structure := 2
Cost Minerals := 20
Cost Organics := 0
Cost Radioactives := 2
Vehicle Type := Fighter
Supply Amount Used := 10
Restrictions := None
General Group := Engines
Family := 2518
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Propulsion
Tech Level Req 1 := 9
Tech Area Req 2 := Fighters
Tech Level Req 2 := 3
Number of Abilities := 1
Ability 1 Type := Combat Movement
Ability 1 Descr := Generates 3 additional movement during combat (only 1 component per ship effective).
Ability 1 Val 1 := 3
Ability 1 Val 2 := 0
Weapon Type := None
Name := Computer Virus I
Description := Computer virus which is beamed to an enemy ship and then destroys any Master Computers.
Pic Num := 167
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 500
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 20
Restrictions := None
General Group := Weapons
Family := 2045
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Computer Combat
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 20 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Master Computers
Weapon Reload Rate := 3
Weapon Display Type := Beam
Weapon Display := 12
Weapon Modifier := 0
Weapon Sound := virus.wav
Weapon Family := 39
Name := Computer Virus II
Description := Computer virus which is beamed to an enemy ship and then destroys any Master Computers.
Pic Num := 167
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 500
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 20
Restrictions := None
General Group := Weapons
Family := 2045
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Computer Combat
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 40 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Master Computers
Weapon Reload Rate := 3
Weapon Display Type := Beam
Weapon Display := 12
Weapon Modifier := 0
Weapon Sound := virus.wav
Weapon Family := 39
Name := Computer Virus III
Description := Computer virus which is beamed to an enemy ship and then destroys any Master Computers.
Pic Num := 167
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 500
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 20
Restrictions := None
General Group := Weapons
Family := 2045
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Computer Combat
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Master Computers
Weapon Reload Rate := 3
Weapon Display Type := Beam
Weapon Display := 12
Weapon Modifier := 0
Weapon Sound := virus.wav
Weapon Family := 39
Name := Hyper Optics I
Description := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num := 212
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 1500
Cost Organics := 0
Cost Radioactives := 500
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 37
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Advanced Military Science
Tech Level Req 1 := 4
Number of Abilities := 1
Ability 1 Type := Sensor Level
Ability 1 Descr := Allows EM Passive scanning at level 2.
Ability 1 Val 1 := EM Passive
Ability 1 Val 2 := 2
Weapon Type := None
Name := Hyper Optics II
Description := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num := 212
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 1500
Cost Organics := 0
Cost Radioactives := 500
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 37
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Advanced Military Science
Tech Level Req 1 := 5
Number of Abilities := 1
Ability 1 Type := Sensor Level
Ability 1 Descr := Allows EM Passive scanning at level 3.
Ability 1 Val 1 := EM Passive
Ability 1 Val 2 := 3
Weapon Type := None
Name := Hyper Optics III
Description := Advanced detection matrix which scans all electro-magnetic bands to detect hidden ships in a system.
Pic Num := 212
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 1500
Cost Organics := 0
Cost Radioactives := 500
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 37
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Advanced Military Science
Tech Level Req 1 := 6
Number of Abilities := 1
Ability 1 Type := Sensor Level
Ability 1 Descr := Allows EM Passive scanning at level 4.
Ability 1 Val 1 := EM Passive
Ability 1 Val 2 := 4
Weapon Type := None
Name := Psychic Receptors I
Description := Psychic scanners which can detect vessels hidden in a system.
Pic Num := 214
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 1500
Cost Organics := 0
Cost Radioactives := 500
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 38
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Psychic Technology
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Sensor Level
Ability 1 Descr := Allows Psychic scanning at level 2.
Ability 1 Val 1 := Psychic
Ability 1 Val 2 := 2
Weapon Type := None
Name := Psychic Receptors II
Description := Psychic scanners which can detect vessels hidden in a system.
Pic Num := 214
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 1500
Cost Organics := 0
Cost Radioactives := 500
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 38
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Psychic Technology
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Sensor Level
Ability 1 Descr := Allows Psychic scanning at level 3.
Ability 1 Val 1 := Psychic
Ability 1 Val 2 := 3
Weapon Type := None
Name := Psychic Receptors III
Description := Psychic scanners which can detect vessels hidden in a system.
Pic Num := 214
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 1500
Cost Organics := 0
Cost Radioactives := 500
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 38
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Psychic Technology
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Sensor Level
Ability 1 Descr := Allows Psychic scanning at level 4.
Ability 1 Val 1 := Psychic
Ability 1 Val 2 := 4
Weapon Type := None
Name := Temporal Sensors I
Description := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num := 216
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 1500
Cost Organics := 0
Cost Radioactives := 500
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 39
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Temporal Technology
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Sensor Level
Ability 1 Descr := Allows Temporal scanning at level 2.
Ability 1 Val 1 := Temporal
Ability 1 Val 2 := 2
Weapon Type := None
Name := Temporal Sensors II
Description := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num := 216
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 1500
Cost Organics := 0
Cost Radioactives := 500
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 39
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Temporal Technology
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Sensor Level
Ability 1 Descr := Allows Temporal scanning at level 3.
Ability 1 Val 1 := Temporal
Ability 1 Val 2 := 3
Weapon Type := None
Name := Temporal Sensors III
Description := Temporal scanners which can detect vessels hidden in a system by looking for temporal distortions.
Pic Num := 216
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 1500
Cost Organics := 0
Cost Radioactives := 500
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 39
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Temporal Technology
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Sensor Level
Ability 1 Descr := Allows Temporal scanning at level 4.
Ability 1 Val 1 := Temporal
Ability 1 Val 2 := 4
Weapon Type := None
Name := Gravitic Sensors I
Description := Gravitic scanners which use minor gravity fluctuations in a solar system to detect hidden ships.
Pic Num := 215
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 1500
Cost Organics := 0
Cost Radioactives := 500
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 40
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Gravitational Technology
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Sensor Level
Ability 1 Descr := Allows Gravitic scanning at level 2.
Ability 1 Val 1 := Gravitic
Ability 1 Val 2 := 2
Weapon Type := None
Name := Gravitic Sensors II
Description := Gravitic scanners which use minor gravity fluctuations in a solar system to detect hidden ships.
Pic Num := 215
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 1500
Cost Organics := 0
Cost Radioactives := 500
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 40
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Gravitational Technology
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Sensor Level
Ability 1 Descr := Allows Gravitic scanning at level 3.
Ability 1 Val 1 := Gravitic
Ability 1 Val 2 := 3
Weapon Type := None
Name := Gravitic Sensors III
Description := Gravitic scanners which use minor gravity fluctuations in a solar system to detect hidden ships.
Pic Num := 215
Tonnage Space Taken := 40
Tonnage Structure := 40
Cost Minerals := 1500
Cost Organics := 0
Cost Radioactives := 500
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 40
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Gravitational Technology
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Sensor Level
Ability 1 Descr := Allows Gravitic scanning at level 4.
Ability 1 Val 1 := Gravitic
Ability 1 Val 2 := 4
Weapon Type := None
Name := Solar Collector I
Description := Collects solar energy and converts it into supplies for a ship.
Pic Num := 128
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 20
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Supply
Family := 41
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Stellar Harnessing
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Solar Supply Generation
Ability 1 Descr := Generates 50 supplies for each star in a system per turn.
Ability 1 Val 1 := 50
Ability 1 Val 2 := 0
Weapon Type := None
Name := Solar Collector II
Description := Collects solar energy and converts it into supplies for a ship.
Pic Num := 128
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 20
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Supply
Family := 41
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Stellar Harnessing
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Solar Supply Generation
Ability 1 Descr := Generates 100 supplies for each star in a system per turn.
Ability 1 Val 1 := 100
Ability 1 Val 2 := 0
Weapon Type := None
Name := Solar Collector III
Description := Collects solar energy and converts it into supplies for a ship.
Pic Num := 128
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 20
Vehicle Type := Ship\Base\Sat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Supply
Family := 41
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Stellar Harnessing
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Solar Supply Generation
Ability 1 Descr := Generates 150 supplies for each star in a system per turn.
Ability 1 Val 1 := 150
Ability 1 Val 2 := 0
Weapon Type := None
Name := Solar Sail I
Description := Uses solar winds to generate extra movement for a ship.
Pic Num := 129
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 100
Vehicle Type := Ship
Supply Amount Used := 0
Restrictions := None
General Group := Engines
Family := 42
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Stellar Harnessing
Tech Level Req 1 := 4
Number of Abilities := 1
Ability 1 Type := Extra Movement Generation
Ability 1 Descr := Generates 1 bonus movement point (only 1 component per ship effective).
Ability 1 Val 1 := 1
Ability 1 Val 2 := 1
Weapon Type := None
Name := Solar Sail II
Description := Uses solar winds to generate extra movement for a ship.
Pic Num := 129
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 100
Vehicle Type := Ship
Supply Amount Used := 0
Restrictions := None
General Group := Engines
Family := 42
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Stellar Harnessing
Tech Level Req 1 := 5
Number of Abilities := 1
Ability 1 Type := Extra Movement Generation
Ability 1 Descr := Generates 2 bonus movement points (only 1 component per ship effective).
Ability 1 Val 1 := 2
Ability 1 Val 2 := 1
Weapon Type := None
Name := Solar Sail III
Description := Uses solar winds to generate extra movement for a ship.
Pic Num := 129
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 100
Vehicle Type := Ship
Supply Amount Used := 0
Restrictions := None
General Group := Engines
Family := 42
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Stellar Harnessing
Tech Level Req 1 := 6
Number of Abilities := 1
Ability 1 Type := Extra Movement Generation
Ability 1 Descr := Generates 3 bonus movement points (only 1 component per ship effective).
Ability 1 Val 1 := 3
Ability 1 Val 2 := 1
Weapon Type := None
Name := Stealth Armor I
Description := Advanced absorbing materials which render a ship nearly invisible.
Pic Num := 189
Tonnage Space Taken := 30
Tonnage Structure := 100
Cost Minerals := 700
Cost Organics := 0
Cost Radioactives := 200
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Armor
Family := 43
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Armor
Tech Level Req 1 := 4
Number of Abilities := 4
Ability 1 Type := Armor
Ability 1 Descr := Is damaged before any other components on a ship.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Combat To Hit Defense Plus
Ability 2 Descr := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1 := 5
Ability 2 Val 2 := 0
Ability 3 Type := Cloak Level
Ability 3 Descr := Prevents level 1 Active EM scans.
Ability 3 Val 1 := EM Active
Ability 3 Val 2 := 2
Ability 4 Type := Cloak Level
Ability 4 Descr := Prevents level 1 Passive EM scans.
Ability 4 Val 1 := EM Passive
Ability 4 Val 2 := 2
Weapon Type := None
Name := Stealth Armor II
Description := Advanced absorbing materials which render a ship nearly invisible.
Pic Num := 189
Tonnage Space Taken := 30
Tonnage Structure := 100
Cost Minerals := 700
Cost Organics := 0
Cost Radioactives := 200
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Armor
Family := 43
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Armor
Tech Level Req 1 := 5
Number of Abilities := 4
Ability 1 Type := Armor
Ability 1 Descr := Is damaged before any other components on a ship.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Combat To Hit Defense Plus
Ability 2 Descr := Gives a 10% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1 := 10
Ability 2 Val 2 := 0
Ability 3 Type := Cloak Level
Ability 3 Descr := Prevents level 1 Active EM scans.
Ability 3 Val 1 := EM Active
Ability 3 Val 2 := 2
Ability 4 Type := Cloak Level
Ability 4 Descr := Prevents level 1 Passive EM scans.
Ability 4 Val 1 := EM Passive
Ability 4 Val 2 := 2
Weapon Type := None
Name := Stealth Armor III
Description := Advanced absorbing materials which render a ship nearly invisible.
Pic Num := 189
Tonnage Space Taken := 30
Tonnage Structure := 100
Cost Minerals := 700
Cost Organics := 0
Cost Radioactives := 200
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Armor
Family := 43
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Armor
Tech Level Req 1 := 6
Number of Abilities := 4
Ability 1 Type := Armor
Ability 1 Descr := Is damaged before any other components on a ship.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Combat To Hit Defense Plus
Ability 2 Descr := Gives a 15% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1 := 15
Ability 2 Val 2 := 0
Ability 3 Type := Cloak Level
Ability 3 Descr := Prevents level 1 Active EM scans.
Ability 3 Val 1 := EM Active
Ability 3 Val 2 := 2
Ability 4 Type := Cloak Level
Ability 4 Descr := Prevents level 1 Passive EM scans.
Ability 4 Val 1 := EM Passive
Ability 4 Val 2 := 2
Weapon Type := None
Name := Scattering Armor I
Description := Armor composed of a highly reflective alloy which negates most scanners.
Pic Num := 190
Tonnage Space Taken := 50
Tonnage Structure := 150
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 100
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Armor
Family := 44
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Armor
Tech Level Req 1 := 4
Number of Abilities := 3
Ability 1 Type := Armor
Ability 1 Descr := Is damaged before any other components on a ship.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Scanner Jammer
Ability 2 Descr := Prevents use of Long Range scanners on this ship.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Combat To Hit Defense Plus
Ability 3 Descr := Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1 := 5
Ability 3 Val 2 := 0
Weapon Type := None
Name := Scattering Armor II
Description := Armor composed of a highly reflective alloy which negates most scanners.
Pic Num := 190
Tonnage Space Taken := 50
Tonnage Structure := 150
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 100
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Armor
Family := 44
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Armor
Tech Level Req 1 := 5
Number of Abilities := 3
Ability 1 Type := Armor
Ability 1 Descr := Is damaged before any other components on a ship.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Scanner Jammer
Ability 2 Descr := Prevents use of Long Range scanners on this ship.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Combat To Hit Defense Plus
Ability 3 Descr := Gives a 10% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1 := 10
Ability 3 Val 2 := 0
Weapon Type := None
Name := Scattering Armor III
Description := Armor composed of a highly reflective alloy which negates most scanners.
Pic Num := 190
Tonnage Space Taken := 50
Tonnage Structure := 150
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 100
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Armor
Family := 44
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Armor
Tech Level Req 1 := 6
Number of Abilities := 3
Ability 1 Type := Armor
Ability 1 Descr := Is damaged before any other components on a ship.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Scanner Jammer
Ability 2 Descr := Prevents use of Long Range scanners on this ship.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Combat To Hit Defense Plus
Ability 3 Descr := Gives a 15% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1 := 15
Ability 3 Val 2 := 0
Weapon Type := None
Name := Ground Cannon I
Description := Large cannon used to suppress ground targets.
Pic Num := 153
Tonnage Space Taken := 3
Tonnage Structure := 3
Cost Minerals := 20
Cost Organics := 0
Cost Radioactives := 2
Vehicle Type := Troop
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2519
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Troop Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := groundc.wav
Weapon Family := 116
Name := Ground Cannon II
Description := Large cannon used to suppress ground targets.
Pic Num := 153
Tonnage Space Taken := 3
Tonnage Structure := 3
Cost Minerals := 30
Cost Organics := 0
Cost Radioactives := 4
Vehicle Type := Troop
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2519
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Troop Weapons
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := groundc.wav
Weapon Family := 116
Name := Ground Cannon III
Description := Large cannon used to suppress ground targets.
Pic Num := 153
Tonnage Space Taken := 3
Tonnage Structure := 3
Cost Minerals := 40
Cost Organics := 0
Cost Radioactives := 6
Vehicle Type := Troop
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 2519
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Troop Weapons
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 19
Weapon Modifier := 0
Weapon Sound := groundc.wav
Weapon Family := 116
Name := Null - Space Projector I
Description := Projector which launches a cohesive ball of null-space at its target.
Pic Num := 226
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 800
Cost Organics := 0
Cost Radioactives := 800
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 20
Restrictions := None
General Group := Weapons
Family := 2045
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Null-Space Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Skips Shields And Armor
Weapon Reload Rate := 3
Weapon Display Type := Torp
Weapon Display := 26
Weapon Modifier := 0
Weapon Sound := null.wav
Weapon Family := 40
Name := Null - Space Projector II
Description := Projector which launches a cohesive ball of null-space at its target.
Pic Num := 226
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 900
Cost Organics := 0
Cost Radioactives := 900
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 20
Restrictions := None
General Group := Weapons
Family := 2045
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Null-Space Weapons
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 50 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Skips Shields And Armor
Weapon Reload Rate := 3
Weapon Display Type := Torp
Weapon Display := 26
Weapon Modifier := 0
Weapon Sound := null.wav
Weapon Family := 40
Name := Null - Space Projector III
Description := Projector which launches a cohesive ball of null-space at its target.
Pic Num := 226
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 1000
Cost Organics := 0
Cost Radioactives := 1000
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 20
Restrictions := None
General Group := Weapons
Family := 2045
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Null-Space Weapons
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Skips Shields And Armor
Weapon Reload Rate := 3
Weapon Display Type := Torp
Weapon Display := 26
Weapon Modifier := 0
Weapon Sound := null.wav
Weapon Family := 40
Name := Religious Talisman
Description := Centers the spirituality of the vehicle and focuses it towards its goal.
Pic Num := 166
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 300
Cost Organics := 300
Cost Radioactives := 300
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Religious
Family := 6001
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Religious Technology
Tech Level Req 1 := 4
Number of Abilities := 1
Ability 1 Type := Weapons Always Hit
Ability 1 Descr := Direct-fire weapons fired from this vehicle will always hit their target.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None
Name := Ring World Placement Generator
Description := Provides the gravitational matrix needed to assemble a ring world.
Pic Num := 169
Tonnage Space Taken := 2000
Tonnage Structure := 2000
Cost Minerals := 50000
Cost Organics := 50000
Cost Radioactives := 50000
Vehicle Type := Ship\Base
Supply Amount Used := 800
Restrictions := None
General Group := Stellar Manipulation
Family := 1050
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Stellar Manipulation
Tech Level Req 1 := 5
Number of Abilities := 3
Ability 1 Type := Create Constructed Planet
Ability 1 Descr := Will create a ringworld around a star.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Ability 2 Type := Constructed Planet Requirements
Ability 2 Descr := Must have 10000kT of Gravity Plating present at location.
Ability 2 Val 1 := 1
Ability 2 Val 2 := 10000
Ability 3 Type := Constructed Planet Requirements
Ability 3 Descr := Must have 10000kT of Hyper-Dense Cables present at location.
Ability 3 Val 1 := 2
Ability 3 Val 2 := 10000
Weapon Type := None
Name := Sphere World Placement Generator
Description := Provides the gravitational matrix needed to assemble a sphere world.
Pic Num := 178
Tonnage Space Taken := 2000
Tonnage Structure := 2000
Cost Minerals := 50000
Cost Organics := 50000
Cost Radioactives := 50000
Vehicle Type := Ship\Base
Supply Amount Used := 800
Restrictions := None
General Group := Stellar Manipulation
Family := 1051
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Stellar Manipulation
Tech Level Req 1 := 8
Number of Abilities := 3
Ability 1 Type := Create Constructed Planet
Ability 1 Descr := Will create a sphereworld around a star.
Ability 1 Val 1 := 2
Ability 1 Val 2 := 0
Ability 2 Type := Constructed Planet Requirements
Ability 2 Descr := Must have 20000kT of Gravity Plating present at location.
Ability 2 Val 1 := 1
Ability 2 Val 2 := 20000
Ability 3 Type := Constructed Planet Requirements
Ability 3 Descr := Must have 20000kT of Hyper-Dense Cables present at location.
Ability 3 Val 1 := 2
Ability 3 Val 2 := 20000
Weapon Type := None
Name := Planetary Gravity Plating
Description := Provides the ground material used in artificial planet construction.
Pic Num := 211
Tonnage Space Taken := 2000
Tonnage Structure := 2000
Cost Minerals := 10000
Cost Organics := 10000
Cost Radioactives := 10000
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Stellar Manipulation
Family := 1052
Roman Numeral := 0
Custom Group := 1
Number of Tech Req := 1
Tech Area Req 1 := Stellar Manipulation
Tech Level Req 1 := 5
Number of Abilities := 0
Weapon Type := None
Name := Hyper - Density Cables
Description := Provides the infrastructure for holding ground material used in artificial planet construction.
Pic Num := 245
Tonnage Space Taken := 2000
Tonnage Structure := 2000
Cost Minerals := 10000
Cost Organics := 10000
Cost Radioactives := 10000
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Stellar Manipulation
Family := 1053
Roman Numeral := 0
Custom Group := 2
Number of Tech Req := 1
Tech Area Req 1 := Stellar Manipulation
Tech Level Req 1 := 5
Number of Abilities := 0
Weapon Type := None
Name := Crystalline Torpedo I
Description := Hardened crystal projectile which will seek and explode against an enemy target.
Pic Num := 261
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 300
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2046
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Crystalline Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 25 25 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Skips Armor
Weapon Reload Rate := 2
Weapon Display Type := Seeker
Weapon Display := 0
Weapon Modifier := 0
Weapon Sound := crystorp.wav
Weapon Family := 41
Weapon Seeker Speed := 5
Weapon Seeker Dmg Res := 40
Name := Crystalline Torpedo II
Description := Hardened crystal projectile which will seek and explode against an enemy target.
Pic Num := 261
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 400
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2046
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Crystalline Weapons
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 30 30 30 30 30 30 30 30 30 30 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Skips Armor
Weapon Reload Rate := 2
Weapon Display Type := Seeker
Weapon Display := 0
Weapon Modifier := 0
Weapon Sound := crystorp.wav
Weapon Family := 41
Weapon Seeker Speed := 5
Weapon Seeker Dmg Res := 40
Name := Crystalline Torpedo III
Description := Hardened crystal projectile which will seek and explode against an enemy target.
Pic Num := 261
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 500
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2046
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Crystalline Weapons
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 35 35 35 35 35 35 35 35 35 35 35 35 0 0 0 0 0 0 0 0
Weapon Damage Type := Skips Armor
Weapon Reload Rate := 2
Weapon Display Type := Seeker
Weapon Display := 0
Weapon Modifier := 0
Weapon Sound := crystorp.wav
Weapon Family := 41
Weapon Seeker Speed := 5
Weapon Seeker Dmg Res := 40
Name := Crystalline Torpedo IV
Description := Hardened crystal projectile which will seek and explode against an enemy target.
Pic Num := 261
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 600
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2046
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Crystalline Weapons
Tech Level Req 1 := 4
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 40 40 40 40 40 40 40 40 40 40 40 40 40 40 0 0 0 0 0 0
Weapon Damage Type := Skips Armor
Weapon Reload Rate := 2
Weapon Display Type := Seeker
Weapon Display := 0
Weapon Modifier := 0
Weapon Sound := crystorp.wav
Weapon Family := 41
Weapon Seeker Speed := 5
Weapon Seeker Dmg Res := 40
Name := Crystalline Torpedo V
Description := Hardened crystal projectile which will seek and explode against an enemy target.
Pic Num := 261
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 700
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2046
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Crystalline Weapons
Tech Level Req 1 := 5
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 45 45 45 45 45 45 45 45 45 45 45 45 45 45 45 45 0 0 0 0
Weapon Damage Type := Skips Armor
Weapon Reload Rate := 2
Weapon Display Type := Seeker
Weapon Display := 0
Weapon Modifier := 0
Weapon Sound := crystorp.wav
Weapon Family := 41
Weapon Seeker Speed := 6
Weapon Seeker Dmg Res := 40
Name := Energy Dampener I
Description := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num := 263
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 200
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2047
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Crystalline Weapons
Tech Level Req 1 := 6
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships
Weapon Damage At Rng := 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Disrupt Reload Time
Weapon Reload Rate := 10
Weapon Display Type := Torp
Weapon Display := 28
Weapon Modifier := 0
Weapon Sound := nrgdamp.wav
Weapon Family := 42
Name := Energy Dampener II
Description := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num := 263
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 600
Cost Organics := 0
Cost Radioactives := 200
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2047
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Crystalline Weapons
Tech Level Req 1 := 7
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships
Weapon Damage At Rng := 2 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Disrupt Reload Time
Weapon Reload Rate := 10
Weapon Display Type := Torp
Weapon Display := 28
Weapon Modifier := 0
Weapon Sound := nrgdamp.wav
Weapon Family := 42
Name := Energy Dampener III
Description := Energy dampening weapon which will cause all weapons on the target ship to be disrupted.
Pic Num := 263
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 700
Cost Organics := 0
Cost Radioactives := 200
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2047
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Crystalline Weapons
Tech Level Req 1 := 8
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships
Weapon Damage At Rng := 3 3 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Disrupt Reload Time
Weapon Reload Rate := 10
Weapon Display Type := Torp
Weapon Display := 28
Weapon Modifier := 0
Weapon Sound := nrgdamp.wav
Weapon Family := 42
Name := Shield Accelerator I
Description := Temporal accelerator which causes a target's shields to burn out.
Pic Num := 244
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 100
Cost Organics := 0
Cost Radioactives := 100
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2048
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Temporal Weapons
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Shields Only
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 15
Weapon Modifier := 0
Weapon Sound := shldaccl.wav
Weapon Family := 43
Name := Shield Accelerator II
Description := Temporal accelerator which causes a target's shields to burn out.
Pic Num := 244
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 200
Cost Organics := 0
Cost Radioactives := 200
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2048
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Temporal Weapons
Tech Level Req 1 := 4
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Shields Only
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 15
Weapon Modifier := 0
Weapon Sound := shldaccl.wav
Weapon Family := 43
Name := Shield Accelerator III
Description := Temporal accelerator which causes a target's shields to burn out.
Pic Num := 244
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 300
Cost Organics := 0
Cost Radioactives := 300
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2048
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Temporal Weapons
Tech Level Req 1 := 5
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 120 120 120 120 120 120 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Shields Only
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 15
Weapon Modifier := 0
Weapon Sound := shldaccl.wav
Weapon Family := 43
Name := Shield Accelerator IV
Description := Temporal accelerator which causes a target's shields to burn out.
Pic Num := 244
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 400
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2048
Roman Numeral := 4
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Temporal Weapons
Tech Level Req 1 := 6
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 150 150 150 150 150 150 150 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Shields Only
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 15
Weapon Modifier := 0
Weapon Sound := shldaccl.wav
Weapon Family := 43
Name := Shield Accelerator V
Description := Temporal accelerator which causes a target's shields to burn out.
Pic Num := 244
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 500
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2048
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Temporal Weapons
Tech Level Req 1 := 7
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 180 180 180 180 180 180 180 180 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Shields Only
Weapon Reload Rate := 1
Weapon Display Type := Beam
Weapon Display := 15
Weapon Modifier := 0
Weapon Sound := shldaccl.wav
Weapon Family := 43
Name := Tachyon Cannon I
Description := Polarized tachyon particles fired towards a target by a temporal cannon.
Pic Num := 126
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 300
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 15
Restrictions := None
General Group := Weapons
Family := 2049
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Temporal Weapons
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Beam
Weapon Display := 7
Weapon Modifier := 10
Weapon Sound := tachcann.wav
Weapon Family := 44
Name := Tachyon Cannon II
Description := Polarized tachyon particles fired towards a target by a temporal cannon.
Pic Num := 126
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 400
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 15
Restrictions := None
General Group := Weapons
Family := 2049
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Temporal Weapons
Tech Level Req 1 := 4
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 90 90 90 90 90 90 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Beam
Weapon Display := 7
Weapon Modifier := 10
Weapon Sound := tachcann.wav
Weapon Family := 44
Name := Tachyon Cannon III
Description := Polarized tachyon particles fired towards a target by a temporal cannon.
Pic Num := 126
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 600
Cost Organics := 0
Cost Radioactives := 500
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 15
Restrictions := None
General Group := Weapons
Family := 2049
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Temporal Weapons
Tech Level Req 1 := 5
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 120 120 120 120 120 120 120 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Beam
Weapon Display := 7
Weapon Modifier := 10
Weapon Sound := tachcann.wav
Weapon Family := 44
Name := Mental Singularity Generator I
Description := Telekinetic collapsing of a solid core into a singularity and then this is fired at a target.
Pic Num := 253
Tonnage Space Taken := 70
Tonnage Structure := 70
Cost Minerals := 700
Cost Organics := 0
Cost Radioactives := 300
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 20
Restrictions := None
General Group := Weapons
Family := 2050
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Psychic Weapons
Tech Level Req 1 := 4
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 130 130 130 130 130 130 130 130 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 4
Weapon Display Type := Torp
Weapon Display := 32
Weapon Modifier := 20
Weapon Sound := mentalg.wav
Weapon Family := 45
Name := Mental Singularity Generator II
Description := Telekinetic collapsing of a solid core into a singularity and then this is fired at a target.
Pic Num := 253
Tonnage Space Taken := 70
Tonnage Structure := 70
Cost Minerals := 700
Cost Organics := 0
Cost Radioactives := 400
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 20
Restrictions := None
General Group := Weapons
Family := 2050
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Psychic Weapons
Tech Level Req 1 := 5
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 160 160 160 160 160 160 160 160 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 4
Weapon Display Type := Torp
Weapon Display := 32
Weapon Modifier := 20
Weapon Sound := mentalg.wav
Weapon Family := 45
Name := Mental Singularity Generator III
Description := Telekinetic collapsing of a solid core into a singularity and then this is fired at a target.
Pic Num := 253
Tonnage Space Taken := 70
Tonnage Structure := 70
Cost Minerals := 700
Cost Organics := 0
Cost Radioactives := 500
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 20
Restrictions := None
General Group := Weapons
Family := 2050
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Psychic Weapons
Tech Level Req 1 := 6
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 190 190 190 190 190 190 190 190 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 4
Weapon Display Type := Torp
Weapon Display := 32
Weapon Modifier := 20
Weapon Sound := mentalg.wav
Weapon Family := 45
Name := Drone Computer Core
Description := The main computer core which controls a drone.
Pic Num := 3
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 40
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Drone
Supply Amount Used := 0
Restrictions := None
General Group := Vehicle Control
Family := 4000
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Drones
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Ship Bridge
Ability 1 Descr := Contains a drone computer core.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None
Name := Drone Launcher I
Description := Launches drones into space.
Pic Num := 125
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 100
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Unit Launch
Family := 4001
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Drones
Tech Level Req 1 := 1
Number of Abilities := 2
Ability 1 Type := Launch Drones
Ability 1 Descr := Can launch drones into space. 1 drone can be launched per combat turn and 4 drones can be launched p
Ability 1 Val 1 := 1
Ability 1 Val 2 := 4
Ability 2 Type := Cargo Storage
Ability 2 Descr := Provides 120kT worth of cargo space.
Ability 2 Val 1 := 120
Ability 2 Val 2 := 0
Weapon Type := None
Name := Drone Launcher II
Description := Launches drones into space.
Pic Num := 125
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 100
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Unit Launch
Family := 4001
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Drones
Tech Level Req 1 := 2
Number of Abilities := 2
Ability 1 Type := Launch Drones
Ability 1 Descr := Can launch drones into space. 1 drone can be launched per combat turn and 4 drones can be launched p
Ability 1 Val 1 := 1
Ability 1 Val 2 := 4
Ability 2 Type := Cargo Storage
Ability 2 Descr := Provides 140kT worth of cargo space.
Ability 2 Val 1 := 140
Ability 2 Val 2 := 0
Weapon Type := None
Name := Drone Launcher III
Description := Launches drones into space.
Pic Num := 125
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 100
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Unit Launch
Family := 4001
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Drones
Tech Level Req 1 := 3
Number of Abilities := 2
Ability 1 Type := Launch Drones
Ability 1 Descr := Can launch drones into space. 1 drone can be launched per combat turn and 4 drones can be launched p
Ability 1 Val 1 := 1
Ability 1 Val 2 := 4
Ability 2 Type := Cargo Storage
Ability 2 Descr := Provides 180kT worth of cargo space.
Ability 2 Val 1 := 180
Ability 2 Val 2 := 0
Weapon Type := None
Name := Anti - Ship Warhead I
Description := Large warhead which will explode when a drone hits an enemy ship.
Pic Num := 185
Tonnage Space Taken := 20
Tonnage Structure := 50
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 200
Vehicle Type := Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 4002
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Drones
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Warhead
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 0
Weapon Display Type := Torp
Weapon Display := 0
Weapon Modifier := 0
Weapon Sound := mine.wav
Weapon Family := 50
Name := Anti - Ship Warhead II
Description := Large warhead which will explode when a drone hits an enemy ship.
Pic Num := 185
Tonnage Space Taken := 20
Tonnage Structure := 50
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 300
Vehicle Type := Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 4002
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Drones
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Warhead
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 400 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 0
Weapon Display Type := Torp
Weapon Display := 0
Weapon Modifier := 0
Weapon Sound := mine.wav
Weapon Family := 50
Name := Anti - Ship Warhead III
Description := Large warhead which will explode when a drone hits an enemy ship.
Pic Num := 185
Tonnage Space Taken := 20
Tonnage Structure := 50
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 400
Vehicle Type := Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 4002
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Drones
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Warhead
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 600 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 0
Weapon Display Type := Torp
Weapon Display := 0
Weapon Modifier := 0
Weapon Sound := mine.wav
Weapon Family := 50
Name := Anti - Planet Warhead I
Description := Large plasma warhead which will cause massive damage when a drone hits an enemy planet.
Pic Num := 36
Tonnage Space Taken := 20
Tonnage Structure := 50
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 200
Vehicle Type := Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 4003
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Drones
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Warhead
Weapon Target := Planets
Weapon Damage At Rng := 400 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 0
Weapon Display Type := Torp
Weapon Display := 0
Weapon Modifier := 0
Weapon Sound := plntnplm.wav
Weapon Family := 51
Name := Anti - Planet Warhead II
Description := Large plasma warhead which will cause massive damage when a drone hits an enemy planet.
Pic Num := 36
Tonnage Space Taken := 20
Tonnage Structure := 50
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 300
Vehicle Type := Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 4003
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Drones
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Warhead
Weapon Target := Planets
Weapon Damage At Rng := 700 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 0
Weapon Display Type := Torp
Weapon Display := 0
Weapon Modifier := 0
Weapon Sound := plntnplm.wav
Weapon Family := 51
Name := Anti - Planet Warhead III
Description := Large plasma warhead which will cause massive damage when a drone hits an enemy planet.
Pic Num := 36
Tonnage Space Taken := 20
Tonnage Structure := 50
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 400
Vehicle Type := Drone
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 4003
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Drones
Tech Level Req 1 := 3
Number of Abilities := 0
Weapon Type := Warhead
Weapon Target := Planets
Weapon Damage At Rng := 1000 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 0
Weapon Display Type := Torp
Weapon Display := 0
Weapon Modifier := 0
Weapon Sound := plntnplm.wav
Weapon Family := 51
=======================================================================================
*END*
=======================================================================================
==================
==================
==================
==================
ge for the ship.
rship without need of a crew and gain experience from its actions.
rship without need of a crew and gain experience from its actions.
rship without need of a crew and gain experience from its actions.
phased weapons.
phased weapons.
phased weapons.
phased weapons.
phased weapons.
hip. Only one component allowed per vehicle.
hip. Only one component allowed per vehicle.
hip. Only one component allowed per vehicle.
hip. Only one component allowed per vehicle.
hip. Only one component allowed per vehicle.
ed per combat turn and 4 fighters can be launched per game turn.
ed per combat turn and 4 fighters can be launched per game turn.
ed per combat turn and 4 fighters can be launched per game turn.
ne component allowed per vehicle.
ne component allowed per vehicle.
ne component allowed per vehicle.
ship. This field has the effect of rendering the ship invisible.
ship. This field has the effect of rendering the ship invisible.
ship. This field has the effect of rendering the ship invisible.
troys the ship. This will be used automatically if a ship is successfully boarded, destroying both your ship and the attacking ship.
ched per combat turn and 4 satellites can be launched per game turn.
ched per combat turn and 4 satellites can be launched per game turn.
ched per combat turn and 4 satellites can be launched per game turn.
remotely, but it will decrease their value permanently.
s at those coordinates each turn. Only one ship can mine a location each turn.
remotely, but it will decrease their value permanently.
s at those coordinates each turn. Only one ship can mine a location each turn.
remotely, but it will decrease their value permanently.
s at those coordinates each turn. Only one ship can mine a location each turn.
remotely, but it will decrease their value permanently.
s at those coordinates each turn. Only one ship can farm a location each turn.
remotely, but it will decrease their value permanently.
s at those coordinates each turn. Only one ship can farm a location each turn.
remotely, but it will decrease their value permanently.
s at those coordinates each turn. Only one ship can farm a location each turn.
ds or empty planets remotely, but it will decrease their value permanently.
planets at those coordinates each turn. Only one ship can extract from a location each turn.
ds or empty planets remotely, but it will decrease their value permanently.
planets at those coordinates each turn. Only one ship can extract from a location each turn.
ds or empty planets remotely, but it will decrease their value permanently.
planets at those coordinates each turn. Only one ship can extract from a location each turn.
teroids must be present in the sector to form the planet.
teroids must be present in the sector to form the planet.
teroids must be present in the sector to form the planet.
a star, destroying it. The resulting explosion will destroy all planets and ships within the solar system.
them into a new star.
120 120 0 0 0 0
70 60 50 40 0
incoming fighters and seekers.
incoming fighters and seekers.
incoming fighters and seekers.
incoming fighters and seekers.
incoming fighters and seekers.
ts on a planet.
ts on a planet.
ts on a planet.
. Boarding parties can only capture ships which have no shields remaining.
on ship can be used for attack or defense).
. Boarding parties can only capture ships which have no shields remaining.
on ship can be used for attack or defense).
. Boarding parties can only capture ships which have no shields remaining.
on ship can be used for attack or defense).
. Boarding parties can only capture ships which have no shields remaining.
on ship can be used for attack or defense).
. Boarding parties can only capture ships which have no shields remaining.
s on ship can be used for attack or defense).
(all stations on ship will be used for defense).
s (all stations on ship will be used for defense).
s (all stations on ship will be used for defense).
s (all stations on ship will be used for defense).
s (all stations on ship will be used for defense).
100 100 0 0 0 0
ojectiles cannot be stopped by armor.
ojectiles cannot be stopped by armor.
ojectiles cannot be stopped by armor.
ojectiles cannot be stopped by armor.
ojectiles cannot be stopped by armor.
ojectiles cannot be stopped by armor.
ojectiles cannot be stopped by armor.
ojectiles cannot be stopped by armor.
ojectiles cannot be stopped by armor.
ojectiles cannot be stopped by armor.
o shields, plus normal damage.
o shields, plus normal damage.
o shields, plus normal damage.
o shields, plus normal damage.
o shields, plus normal damage.
pons. Will not work against Master Computers.
pons. Will not work against Master Computers.
pons. Will not work against Master Computers.
e crew doesn't convert, it is uneffected. Will not work against Master Computers.
e crew doesn't convert, it is uneffected. Will not work against Master Computers.
e crew doesn't convert, it is uneffected. Will not work against Master Computers.
tem and dissipate them.
te capacity. The star will explode destroying everything in the system and forming a large nebulae cloud.
k hole which will cause it to collapse.
e core of a star causes it to collapse to infinite mass. The resulting black hole will destroy everything in the system but warp points.
ut does no other damage.
with a combined experience.
ojectiles cannot be stopped by armor.
ojectiles cannot be stopped by armor.
ojectiles cannot be stopped by armor.
o shields, plus normal damage.
o shields, plus normal damage.
o shields, plus normal damage.
onent per ship effective).
onent per ship effective).
per ship effective).
any Master Computers.
any Master Computers.
any Master Computers.
detect hidden ships in a system.
detect hidden ships in a system.
detect hidden ships in a system.
ooking for temporal distortions.
ooking for temporal distortions.
ooking for temporal distortions.
m to detect hidden ships.
m to detect hidden ships.
m to detect hidden ships.
l planet construction.
t ship to be disrupted.
t ship to be disrupted.
t ship to be disrupted.
fired at a target.
fired at a target.
fired at a target.
turn and 4 drones can be launched per game turn.
turn and 4 drones can be launched per game turn.
turn and 4 drones can be launched per game turn.
ne hits an enemy planet.
ne hits an enemy planet.
ne hits an enemy planet.
==================
==================
p and the attacking ship.
he system but warp points.
=======================================================================================
FACILITY DATA FILE
=======================================================================================
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.
=======================================================================================
*BEGIN*
=======================================================================================
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 := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Minerals Extraction
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Resource Generation - Minerals
Ability 1 Descr := Mines 800 minerals each turn.
Ability 1 Val 1 := 800
Ability 1 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 := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Minerals Extraction
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Resource Generation - Minerals
Ability 1 Descr := Mines 900 minerals each turn.
Ability 1 Val 1 := 900
Ability 1 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 := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Minerals Extraction
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Resource Generation - Minerals
Ability 1 Descr := Mines 1000 minerals each turn.
Ability 1 Val 1 := 1000
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 := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Organics Extraction
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Resource Generation - Organics
Ability 1 Descr := Grows 800 organics each turn.
Ability 1 Val 1 := 800
Ability 1 Val 2 := 0
Name := Organics Farm Facility II
Description := Biological growing facility which generates organic materials from a planet's surface.
Facility Group := Resource Extraction
Facility Family := 2
Roman Numeral := 2
Restrictions := None
Pic Num := 60
Cost Minerals := 2000
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Organics Extraction
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Resource Generation - Organics
Ability 1 Descr := Grows 900 organics each turn.
Ability 1 Val 1 := 900
Ability 1 Val 2 := 0
Name := Organics Farm Facility III
Description := Biological growing facility which generates organic materials from a planet's surface.
Facility Group := Resource Extraction
Facility Family := 2
Roman Numeral := 3
Restrictions := None
Pic Num := 60
Cost Minerals := 2500
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Organics Extraction
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Resource Generation - Organics
Ability 1 Descr := Grows 1000 organics each turn.
Ability 1 Val 1 := 1000
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 := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Radioactives Extraction
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Resource Generation - Radioactives
Ability 1 Descr := Extracts 800 radioactives each turn.
Ability 1 Val 1 := 800
Ability 1 Val 2 := 0
Name := Radioactives Extraction Facility II
Description := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group := Resource Extraction
Facility Family := 3
Roman Numeral := 2
Restrictions := None
Pic Num := 61
Cost Minerals := 2000
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Radioactives Extraction
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Resource Generation - Radioactives
Ability 1 Descr := Extracts 900 radioactives each turn.
Ability 1 Val 1 := 900
Ability 1 Val 2 := 0
Name := Radioactives Extraction Facility III
Description := Large fusion reactors which process a planet's ore to generate refined high-energy materials.
Facility Group := Resource Extraction
Facility Family := 3
Roman Numeral := 3
Restrictions := None
Pic Num := 61
Cost Minerals := 2500
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Radioactives Extraction
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Resource Generation - Radioactives
Ability 1 Descr := Extracts 1000 radioactives each turn.
Ability 1 Val 1 := 1000
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 := 1
Tech Area Req 1 := Stellar Manipulation
Tech Level Req 1 := 1
Number of Abilities := 3
Ability 1 Type := Resource Generation - Minerals
Ability 1 Descr := Mines 500 minerals each turn.
Ability 1 Val 1 := 500
Ability 1 Val 2 := 0
Ability 2 Type := Resource Generation - Organics
Ability 2 Descr := Harvests 500 organics each turn.
Ability 2 Val 1 := 500
Ability 2 Val 2 := 0
Ability 3 Type := Resource Generation - Radioactives
Ability 3 Descr := Extracts 500 radioactives each turn.
Ability 3 Val 1 := 500
Ability 3 Val 2 := 0
Name := Monolith Facility II
Description := Universal tool which can harvest all of a planet's resources.
Facility Group := 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 := 1
Tech Area Req 1 := Stellar Manipulation
Tech Level Req 1 := 2
Number of Abilities := 3
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 Generation - Organics
Ability 2 Descr := Harvests 700 organics each turn.
Ability 2 Val 1 := 700
Ability 2 Val 2 := 0
Ability 3 Type := Resource Generation - Radioactives
Ability 3 Descr := Extracts 700 radioactives each turn.
Ability 3 Val 1 := 700
Ability 3 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 := 1
Tech Area Req 1 := Stellar Manipulation
Tech Level Req 1 := 3
Number of Abilities := 3
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
Name := Research Center I
Description := High-Tech researching facility which develops new technology for a society.
Facility Group := Research
Facility Family := 5
Roman Numeral := 1
Restrictions := None
Pic Num := 62
Cost Minerals := 1500
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Applied Research
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Point Generation - Research
Ability 1 Descr := Generates 500 research points each turn.
Ability 1 Val 1 := 500
Ability 1 Val 2 := 0
Name := Research Center II
Description := High-Tech researching facility which develops new technology for a society.
Facility Group := Research
Facility Family := 5
Roman Numeral := 2
Restrictions := None
Pic Num := 62
Cost Minerals := 2000
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Applied Research
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Point Generation - Research
Ability 1 Descr := Generates 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 := 5
Roman Numeral := 3
Restrictions := None
Pic Num := 62
Cost Minerals := 2500
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Applied Research
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Point Generation - Research
Ability 1 Descr := Generates 700 research points each turn.
Ability 1 Val 1 := 700
Ability 1 Val 2 := 0
Name := Intelligence Center I
Description := Large intelligence gathering organization.
Facility Group := Intelligence
Facility Family := 6
Roman Numeral := 1
Restrictions := None
Pic Num := 3
Cost Minerals := 1500
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Applied Intelligence
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Point Generation - Intelligence
Ability 1 Descr := Generates 500 intelligence points each turn.
Ability 1 Val 1 := 500
Ability 1 Val 2 := 0
Name := Intelligence Center II
Description := Large intelligence gathering organization.
Facility Group := Intelligence
Facility Family := 6
Roman Numeral := 2
Restrictions := None
Pic Num := 3
Cost Minerals := 2000
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Applied Intelligence
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Point Generation - Intelligence
Ability 1 Descr := Generates 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 := 6
Roman Numeral := 3
Restrictions := None
Pic Num := 3
Cost Minerals := 2500
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Applied Intelligence
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Point Generation - Intelligence
Ability 1 Descr := Generates 700 intelligence points each turn.
Ability 1 Val 1 := 700
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 := Resource Extraction
Facility Family := 7
Roman Numeral := 0
Restrictions := None
Pic Num := 7
Cost Minerals := 6000
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Cargo
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Spaceport
Ability 1 Descr := Acts as a spaceport for this system.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := None
Name := Resupply Depot
Description := Resupplies any ships which move through the sector it occupies.
Facility Group := Resupply
Facility Family := 8
Roman Numeral := 0
Restrictions := None
Pic Num := 35
Cost Minerals := 6000
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Resupply
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Supply Generation
Ability 1 Descr := Can generate unlimited supplies each turn for ships.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Name := Mineral Resource Storage I
Description := Large warehouses which store unused resources for an empire.
Facility Group := Storage
Facility Family := 9
Roman Numeral := 1
Restrictions := None
Pic Num := 6
Cost Minerals := 2000
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Cargo
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Resource Storage - Mineral
Ability 1 Descr := Can store 20000 minerals for an empire.
Ability 1 Val 1 := 20000
Ability 1 Val 2 := 0
Name := Mineral Resource Storage II
Description := Large warehouses which store unused resources for an empire.
Facility Group := Storage
Facility Family := 9
Roman Numeral := 2
Restrictions := None
Pic Num := 6
Cost Minerals := 2000
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Cargo
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := 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 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 := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Cargo
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Resource Storage - Mineral
Ability 1 Descr := Can store 40000 minerals for an empire.
Ability 1 Val 1 := 40000
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 := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Cargo
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := 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 := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Cargo
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := 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 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 := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Cargo
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Resource Storage - Organics
Ability 1 Descr := Can store 40000 organics for an empire.
Ability 1 Val 1 := 40000
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 := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Cargo
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Resource Storage - Radioactives
Ability 1 Descr := Can store 20000 radioactives for an empire.
Ability 1 Val 1 := 20000
Ability 1 Val 2 := 0
Name := Radioactive Resource Storage II
Description := Large warehouses which store unused resources for an empire.
Facility Group := Storage
Facility Family := 11
Roman Numeral := 2
Restrictions := None
Pic Num := 6
Cost Minerals := 2000
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Cargo
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := 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 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 := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Cargo
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Resource Storage - Radioactives
Ability 1 Descr := Can store 40000 radioactives for an empire.
Ability 1 Val 1 := 40000
Ability 1 Val 2 := 0
Name := Cargo Facility I
Description := Large warehouses which can provide extra cargo space on a planet.
Facility Group := Storage
Facility Family := 12
Roman Numeral := 1
Restrictions := None
Pic Num := 32
Cost Minerals := 5000
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Cargo
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Cargo Storage
Ability 1 Descr := Provides 1000 extra unit spaces on a planet.
Ability 1 Val 1 := 1000
Ability 1 Val 2 := 0
Name := Cargo Facility II
Description := Large warehouses which can provide extra cargo space on a planet.
Facility Group := Storage
Facility Family := 12
Roman Numeral := 2
Restrictions := None
Pic Num := 32
Cost Minerals := 5000
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Cargo
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Cargo Storage
Ability 1 Descr := Provides 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 := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Cargo
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Cargo Storage
Ability 1 Descr := Provides 3000 extra unit spaces on a planet.
Ability 1 Val 1 := 3000
Ability 1 Val 2 := 0
Name := Mineral Scanner I
Description := Advanced mineral detection which improves mineral extraction for an entire planet.
Facility Group := Resource Extraction
Facility Family := 13
Roman Numeral := 1
Restrictions := None
Pic Num := 56
Cost Minerals := 8000
Cost Organics := 0
Cost Radioactives := 1000
Number of Tech Req := 1
Tech Area Req 1 := Minerals Extraction
Tech Level Req 1 := 4
Number of Abilities := 1
Ability 1 Type := Resource Gen Modifier Planet - Minerals
Ability 1 Descr := Increase mineral production on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1 := 10
Ability 1 Val 2 := 0
Name := Mineral Scanner II
Description := Advanced mineral detection which improves mineral extraction for an entire planet.
Facility Group := Resource Extraction
Facility Family := 13
Roman Numeral := 2
Restrictions := None
Pic Num := 56
Cost Minerals := 8000
Cost Organics := 0
Cost Radioactives := 1000
Number of Tech Req := 1
Tech Area Req 1 := Minerals Extraction
Tech Level Req 1 := 5
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 Scanner III
Description := Advanced mineral detection which improves mineral extraction for an entire planet.
Facility Group := Resource Extraction
Facility Family := 13
Roman Numeral := 3
Restrictions := None
Pic Num := 56
Cost Minerals := 8000
Cost Organics := 0
Cost Radioactives := 1000
Number of Tech Req := 1
Tech Area Req 1 := Minerals Extraction
Tech Level Req 1 := 6
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 := Hybrid Eco - Farms I
Description := Advanced organic reclamation and development improves organics growth for an entire planet.
Facility Group := Resource Extraction
Facility Family := 14
Roman Numeral := 1
Restrictions := None
Pic Num := 49
Cost Minerals := 8000
Cost Organics := 2000
Cost Radioactives := 200
Number of Tech Req := 1
Tech Area Req 1 := Organics Extraction
Tech Level Req 1 := 4
Number of Abilities := 1
Ability 1 Type := Resource Gen Modifier Planet - Organics
Ability 1 Descr := Increase organics production on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1 := 10
Ability 1 Val 2 := 0
Name := Hybrid Eco - Farms II
Description := Advanced organic reclamation and development improves organics growth for an entire planet.
Facility Group := Resource Extraction
Facility Family := 14
Roman Numeral := 2
Restrictions := None
Pic Num := 49
Cost Minerals := 8000
Cost Organics := 2000
Cost Radioactives := 200
Number of Tech Req := 1
Tech Area Req 1 := Organics Extraction
Tech Level Req 1 := 5
Number of Abilities := 1
Ability 1 Type := Resource Gen Modifier Planet - Organics
Ability 1 Descr := Increase organics production on a planet by 20% (only 1 facility per planet effective).
Ability 1 Val 1 := 20
Ability 1 Val 2 := 0
Name := Hybrid Eco - Farms III
Description := Advanced organic reclamation and development improves organics growth for an entire planet.
Facility Group := Resource Extraction
Facility Family := 14
Roman Numeral := 3
Restrictions := None
Pic Num := 49
Cost Minerals := 8000
Cost Organics := 2000
Cost Radioactives := 200
Number of Tech Req := 1
Tech Area Req 1 := Organics Extraction
Tech Level Req 1 := 6
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 := Radioactives Collider I
Description := Advanced ore bombardment and processing improves radioactives extraction for an entire planet.
Facility Group := Resource Extraction
Facility Family := 15
Roman Numeral := 1
Restrictions := None
Pic Num := 59
Cost Minerals := 8000
Cost Organics := 0
Cost Radioactives := 2000
Number of Tech Req := 1
Tech Area Req 1 := Radioactives Extraction
Tech Level Req 1 := 4
Number of Abilities := 1
Ability 1 Type := Resource Gen Modifier Planet - Radioactives
Ability 1 Descr := Increase radioactive production on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1 := 10
Ability 1 Val 2 := 0
Name := Radioactives Collider II
Description := Advanced ore bombardment and processing improves radioactives extraction for an entire planet.
Facility Group := Resource Extraction
Facility Family := 15
Roman Numeral := 2
Restrictions := None
Pic Num := 59
Cost Minerals := 8000
Cost Organics := 0
Cost Radioactives := 2000
Number of Tech Req := 1
Tech Area Req 1 := Radioactives Extraction
Tech Level Req 1 := 5
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 Collider III
Description := Advanced ore bombardment and processing improves radioactives extraction for an entire planet.
Facility Group := Resource Extraction
Facility Family := 15
Roman Numeral := 3
Restrictions := None
Pic Num := 59
Cost Minerals := 8000
Cost Organics := 0
Cost Radioactives := 2000
Number of Tech Req := 1
Tech Area Req 1 := Radioactives Extraction
Tech Level Req 1 := 6
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 := System Mineral Scanner I
Description := Advanced mineral detection which improves mineral extraction for an entire system.
Facility Group := Resource Extraction
Facility Family := 16
Roman Numeral := 1
Restrictions := None
Pic Num := 25
Cost Minerals := 14000
Cost Organics := 0
Cost Radioactives := 3000
Number of Tech Req := 1
Tech Area Req 1 := Minerals Extraction
Tech Level Req 1 := 7
Number of Abilities := 1
Ability 1 Type := Resource Gen Modifier System - Minerals
Ability 1 Descr := Increase mineral production for a system by 10% (only 1 facility per system effective).
Ability 1 Val 1 := 10
Ability 1 Val 2 := 0
Name := System Mineral Scanner II
Description := Advanced mineral detection which improves mineral extraction for an entire system.
Facility Group := Resource Extraction
Facility Family := 16
Roman Numeral := 2
Restrictions := None
Pic Num := 25
Cost Minerals := 14000
Cost Organics := 0
Cost Radioactives := 3000
Number of Tech Req := 1
Tech Area Req 1 := Minerals Extraction
Tech Level Req 1 := 8
Number of Abilities := 1
Ability 1 Type := Resource Gen Modifier System - Minerals
Ability 1 Descr := Increase mineral production for a system by 20% (only 1 facility per system effective).
Ability 1 Val 1 := 20
Ability 1 Val 2 := 0
Name := System Mineral Scanner III
Description := Advanced mineral detection which improves mineral extraction for an entire system.
Facility Group := Resource Extraction
Facility Family := 16
Roman Numeral := 3
Restrictions := None
Pic Num := 25
Cost Minerals := 14000
Cost Organics := 0
Cost Radioactives := 3000
Number of Tech Req := 1
Tech Area Req 1 := Minerals Extraction
Tech Level Req 1 := 9
Number of Abilities := 1
Ability 1 Type := Resource Gen Modifier System - Minerals
Ability 1 Descr := Increase mineral production for a system by 30% (only 1 facility per system effective).
Ability 1 Val 1 := 30
Ability 1 Val 2 := 0
Name := System Eco - Farms I
Description := Advanced organic reclamation and development improves organics growth for an system.
Facility Group := Resource Extraction
Facility Family := 17
Roman Numeral := 1
Restrictions := None
Pic Num := 41
Cost Minerals := 6000
Cost Organics := 10000
Cost Radioactives := 2000
Number of Tech Req := 1
Tech Area Req 1 := Organics Extraction
Tech Level Req 1 := 7
Number of Abilities := 1
Ability 1 Type := Resource Gen Modifier System - Organics
Ability 1 Descr := Increase organics production for a system by 10% (only 1 facility per system effective).
Ability 1 Val 1 := 10
Ability 1 Val 2 := 0
Name := System Eco - Farms II
Description := Advanced organic reclamation and development improves organics growth for an system.
Facility Group := Resource Extraction
Facility Family := 17
Roman Numeral := 2
Restrictions := None
Pic Num := 41
Cost Minerals := 6000
Cost Organics := 10000
Cost Radioactives := 2000
Number of Tech Req := 1
Tech Area Req 1 := Organics Extraction
Tech Level Req 1 := 8
Number of Abilities := 1
Ability 1 Type := Resource Gen Modifier System - Organics
Ability 1 Descr := Increase organics production for a system by 20% (only 1 facility per system effective).
Ability 1 Val 1 := 20
Ability 1 Val 2 := 0
Name := System Eco - Farms III
Description := Advanced organic reclamation and development improves organics growth for an system.
Facility Group := Resource Extraction
Facility Family := 17
Roman Numeral := 3
Restrictions := None
Pic Num := 41
Cost Minerals := 6000
Cost Organics := 10000
Cost Radioactives := 2000
Number of Tech Req := 1
Tech Area Req 1 := Organics Extraction
Tech Level Req 1 := 9
Number of Abilities := 1
Ability 1 Type := Resource Gen Modifier System - Organics
Ability 1 Descr := Increase organics production for a system by 30% (only 1 facility per system effective).
Ability 1 Val 1 := 30
Ability 1 Val 2 := 0
Name := System Radioactives Collider I
Description := Advanced ore bombardment and processing improves radioactives extraction for an system.
Facility Group := Resource Extraction
Facility Family := 18
Roman Numeral := 1
Restrictions := None
Pic Num := 64
Cost Minerals := 6000
Cost Organics := 1000
Cost Radioactives := 12000
Number of Tech Req := 1
Tech Area Req 1 := Radioactives Extraction
Tech Level Req 1 := 7
Number of Abilities := 1
Ability 1 Type := Resource Gen Modifier System - Radioactives
Ability 1 Descr := Increase radioactives production for a system by 10% (only 1 facility per system effective).
Ability 1 Val 1 := 10
Ability 1 Val 2 := 0
Name := System Radioactives Collider II
Description := Advanced ore bombardment and processing improves radioactives extraction for an system.
Facility Group := Resource Extraction
Facility Family := 18
Roman Numeral := 2
Restrictions := None
Pic Num := 64
Cost Minerals := 6000
Cost Organics := 1000
Cost Radioactives := 12000
Number of Tech Req := 1
Tech Area Req 1 := Radioactives Extraction
Tech Level Req 1 := 8
Number of Abilities := 1
Ability 1 Type := Resource Gen Modifier System - Radioactives
Ability 1 Descr := Increase radioactives production for a system by 20% (only 1 facility per system effective).
Ability 1 Val 1 := 20
Ability 1 Val 2 := 0
Name := System Radioactives Collider III
Description := Advanced ore bombardment and processing improves radioactives extraction for an system.
Facility Group := Resource Extraction
Facility Family := 18
Roman Numeral := 3
Restrictions := None
Pic Num := 64
Cost Minerals := 6000
Cost Organics := 1000
Cost Radioactives := 12000
Number of Tech Req := 1
Tech Area Req 1 := Radioactives Extraction
Tech Level Req 1 := 9
Number of Abilities := 1
Ability 1 Type := Resource Gen Modifier System - Radioactives
Ability 1 Descr := Increase radioactives production for a system by 30% (only 1 facility per system effective).
Ability 1 Val 1 := 30
Ability 1 Val 2 := 0
Name := Robotoid 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 := 1
Tech Area Req 1 := Computers
Tech Level Req 1 := 1
Number of Abilities := 3
Ability 1 Type := Resource Gen Modifier Planet - Minerals
Ability 1 Descr := Increase mineral production on a planet by 10% (only 1 facility per planet effective).
Ability 1 Val 1 := 10
Ability 1 Val 2 := 0
Ability 2 Type := Resource Gen Modifier Planet - Organics
Ability 2 Descr := Increase organic production on a planet by 10% (only 1 facility per planet effective).
Ability 2 Val 1 := 10
Ability 2 Val 2 := 0
Ability 3 Type := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr := Increase radioactive production on a planet by 10% (only 1 facility per planet effective).
Ability 3 Val 1 := 10
Ability 3 Val 2 := 0
Name := Robotoid Factory II
Description := Robotic workers who will increase all production on a planet.
Facility Group := 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 := 1
Tech Area Req 1 := Computers
Tech Level Req 1 := 2
Number of Abilities := 3
Ability 1 Type := Resource Gen Modifier Planet - Minerals
Ability 1 Descr := Increase mineral production on a planet by 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 := Robotoid 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 := 1
Tech Area Req 1 := Computers
Tech Level Req 1 := 3
Number of Abilities := 3
Ability 1 Type := Resource Gen Modifier Planet - Minerals
Ability 1 Descr := Increase mineral production on a planet by 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 := System Robotoid Factory I
Description := Robotic workers who will increase all production for an entire system.
Facility Group := Resource Extraction
Facility Family := 20
Roman Numeral := 1
Restrictions := None
Pic Num := 69
Cost Minerals := 20000
Cost Organics := 10000
Cost Radioactives := 10000
Number of Tech Req := 1
Tech Area Req 1 := Computers
Tech Level Req 1 := 4
Number of Abilities := 3
Ability 1 Type := Resource Gen Modifier System - Minerals
Ability 1 Descr := Increase mineral production for a system by 10% (only 1 facility per system effective).
Ability 1 Val 1 := 10
Ability 1 Val 2 := 0
Ability 2 Type := Resource Gen Modifier System - Organics
Ability 2 Descr := Increase organic production for a system by 10% (only 1 facility per system effective).
Ability 2 Val 1 := 10
Ability 2 Val 2 := 0
Ability 3 Type := Resource Gen Modifier System - Radioactives
Ability 3 Descr := Increase radioactive production for a system by 10% (only 1 facility per system effective).
Ability 3 Val 1 := 10
Ability 3 Val 2 := 0
Name := System Robotoid Factory II
Description := Robotic workers who will increase all production for an entire system.
Facility Group := Resource Extraction
Facility Family := 20
Roman Numeral := 2
Restrictions := None
Pic Num := 69
Cost Minerals := 20000
Cost Organics := 10000
Cost Radioactives := 10000
Number of Tech Req := 1
Tech Area Req 1 := Computers
Tech Level Req 1 := 5
Number of Abilities := 3
Ability 1 Type := Resource Gen Modifier System - Minerals
Ability 1 Descr := Increase mineral production for a system by 20% (only 1 facility per system effective).
Ability 1 Val 1 := 20
Ability 1 Val 2 := 0
Ability 2 Type := Resource Gen Modifier System - Organics
Ability 2 Descr := Increase organic production for a system by 20% (only 1 facility per system effective).
Ability 2 Val 1 := 20
Ability 2 Val 2 := 0
Ability 3 Type := Resource Gen Modifier System - Radioactives
Ability 3 Descr := Increase radioactive production for a system by 20% (only 1 facility per system effective).
Ability 3 Val 1 := 20
Ability 3 Val 2 := 0
Name := System Robotoid Factory III
Description := Robotic workers who will increase all production for an entire system.
Facility Group := Resource Extraction
Facility Family := 20
Roman Numeral := 3
Restrictions := None
Pic Num := 69
Cost Minerals := 20000
Cost Organics := 10000
Cost Radioactives := 10000
Number of Tech Req := 1
Tech Area Req 1 := Computers
Tech Level Req 1 := 6
Number of Abilities := 3
Ability 1 Type := Resource Gen Modifier System - Minerals
Ability 1 Descr := Increase mineral production for a system by 30% (only 1 facility per system effective).
Ability 1 Val 1 := 30
Ability 1 Val 2 := 0
Ability 2 Type := Resource Gen Modifier System - Organics
Ability 2 Descr := Increase organic production for a system by 30% (only 1 facility per system effective).
Ability 2 Val 1 := 30
Ability 2 Val 2 := 0
Ability 3 Type := Resource Gen Modifier System - Radioactives
Ability 3 Descr := Increase radioactive production for a system by 30% (only 1 facility per system effective).
Ability 3 Val 1 := 30
Ability 3 Val 2 := 0
Name := Central Computer Complex I
Description := Massive centralized computer for a planet which improves research capabilities.
Facility Group := Research
Facility Family := 21
Roman Numeral := 1
Restrictions := None
Pic Num := 66
Cost Minerals := 12000
Cost Organics := 0
Cost Radioactives := 3000
Number of Tech Req := 1
Tech Area Req 1 := Computers
Tech Level Req 1 := 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 := 21
Roman Numeral := 2
Restrictions := None
Pic Num := 66
Cost Minerals := 12000
Cost Organics := 0
Cost Radioactives := 3000
Number of Tech Req := 1
Tech Area Req 1 := Computers
Tech Level Req 1 := 2
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 := 21
Roman Numeral := 3
Restrictions := None
Pic Num := 66
Cost Minerals := 12000
Cost Organics := 0
Cost Radioactives := 3000
Number of Tech Req := 1
Tech Area Req 1 := Computers
Tech Level Req 1 := 3
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 := 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 := 1
Tech Area Req 1 := Computers
Tech Level Req 1 := 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 := 1
Tech Area Req 1 := Computers
Tech Level Req 1 := 2
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 := 1
Tech Area Req 1 := Computers
Tech Level Req 1 := 3
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 := System Computer Complex I
Description := Massive centralized computer for an entire system which improves research capabilities.
Facility Group := Research
Facility Family := 23
Roman Numeral := 1
Restrictions := None
Pic Num := 71
Cost Minerals := 25000
Cost Organics := 1000
Cost Radioactives := 5000
Number of Tech Req := 1
Tech Area Req 1 := Computers
Tech Level Req 1 := 4
Number of Abilities := 1
Ability 1 Type := System Point Generation Modifier - Research
Ability 1 Descr := Increase all research in a system by 10% (only 1 facility per system effective).
Ability 1 Val 1 := 10
Ability 1 Val 2 := 0
Name := System Computer Complex II
Description := Massive centralized computer for an entire system which improves research capabilities.
Facility Group := Research
Facility Family := 23
Roman Numeral := 2
Restrictions := None
Pic Num := 71
Cost Minerals := 25000
Cost Organics := 1000
Cost Radioactives := 5000
Number of Tech Req := 1
Tech Area Req 1 := Computers
Tech Level Req 1 := 5
Number of Abilities := 1
Ability 1 Type := System Point Generation Modifier - Research
Ability 1 Descr := Increase all research in a system by 20% (only 1 facility per system effective).
Ability 1 Val 1 := 20
Ability 1 Val 2 := 0
Name := System Computer Complex III
Description := Massive centralized computer for an entire system which improves research capabilities.
Facility Group := Research
Facility Family := 23
Roman Numeral := 3
Restrictions := None
Pic Num := 71
Cost Minerals := 25000
Cost Organics := 1000
Cost Radioactives := 5000
Number of Tech Req := 1
Tech Area Req 1 := Computers
Tech Level Req 1 := 6
Number of Abilities := 1
Ability 1 Type := System Point Generation Modifier - Research
Ability 1 Descr := Increase all research in a system by 30% (only 1 facility per system effective).
Ability 1 Val 1 := 30
Ability 1 Val 2 := 0
Name := System Citizen Databank I
Description := Centralized databank of citizens which improves intelligence operations for an entire system.
Facility Group := Intelligence
Facility Family := 24
Roman Numeral := 1
Restrictions := None
Pic Num := 67
Cost Minerals := 25000
Cost Organics := 1000
Cost Radioactives := 5000
Number of Tech Req := 1
Tech Area Req 1 := Computers
Tech Level Req 1 := 4
Number of Abilities := 1
Ability 1 Type := System Point Generation Modifier - Intelligence
Ability 1 Descr := Increase all intelligence generation in a system by 10% (only 1 facility per system effective).
Ability 1 Val 1 := 10
Ability 1 Val 2 := 0
Name := System Citizen Databank II
Description := Centralized databank of citizens which improves intelligence operations for an entire system.
Facility Group := Intelligence
Facility Family := 24
Roman Numeral := 2
Restrictions := None
Pic Num := 67
Cost Minerals := 25000
Cost Organics := 1000
Cost Radioactives := 5000
Number of Tech Req := 1
Tech Area Req 1 := Computers
Tech Level Req 1 := 5
Number of Abilities := 1
Ability 1 Type := System Point Generation Modifier - Intelligence
Ability 1 Descr := Increase all intelligence generation in a system by 20% (only 1 facility per system effective).
Ability 1 Val 1 := 20
Ability 1 Val 2 := 0
Name := System Citizen Databank III
Description := Centralized databank of citizens which improves intelligence operations for an entire system.
Facility Group := Intelligence
Facility Family := 24
Roman Numeral := 3
Restrictions := None
Pic Num := 67
Cost Minerals := 25000
Cost Organics := 1000
Cost Radioactives := 5000
Number of Tech Req := 1
Tech Area Req 1 := Computers
Tech Level Req 1 := 6
Number of Abilities := 1
Ability 1 Type := System Point Generation Modifier - Intelligence
Ability 1 Descr := Increase all intelligence generation in a system by 30% (only 1 facility per system effective).
Ability 1 Val 1 := 30
Ability 1 Val 2 := 0
Name := War Shrine I
Description := Central place of worship for all that follow the path of the warrior.
Facility Group := Religious
Facility Family := 25
Roman Numeral := 1
Restrictions := None
Pic Num := 21
Cost Minerals := 3000
Cost Organics := 3000
Cost Radioactives := 3000
Number of Tech Req := 1
Tech Area Req 1 := Religious Technology
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Combat Modifier - System
Ability 1 Descr := Gives a 5% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1 := 5
Ability 1 Val 2 := 0
Name := War Shrine II
Description := Central place of worship for all that follow the path of the warrior.
Facility Group := Religious
Facility Family := 25
Roman Numeral := 2
Restrictions := None
Pic Num := 21
Cost Minerals := 3000
Cost Organics := 3000
Cost Radioactives := 3000
Number of Tech Req := 1
Tech Area Req 1 := Religious Technology
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Combat Modifier - System
Ability 1 Descr := Gives a 10% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1 := 10
Ability 1 Val 2 := 0
Name := War Shrine III
Description := Central place of worship for all that follow the path of the warrior.
Facility Group := Religious
Facility Family := 25
Roman Numeral := 3
Restrictions := None
Pic Num := 21
Cost Minerals := 3000
Cost Organics := 3000
Cost Radioactives := 3000
Number of Tech Req := 1
Tech Area Req 1 := Religious Technology
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Combat Modifier - System
Ability 1 Descr := Gives a 15% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1 := 15
Ability 1 Val 2 := 0
Name := Death Shrine I
Description := Twisted cult preoccupied with death which also has exceptional talent at enhancing weapons.
Facility Group := Religious
Facility Family := 26
Roman Numeral := 1
Restrictions := None
Pic Num := 28
Cost Minerals := 3000
Cost Organics := 3000
Cost Radioactives := 3000
Number of Tech Req := 1
Tech Area Req 1 := Religious Technology
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Damage Modifier - System
Ability 1 Descr := Gives a 5% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 1 Val 1 := 5
Ability 1 Val 2 := 0
Name := Death Shrine II
Description := Twisted cult preoccupied with death which also has exceptional talent at enhancing weapons.
Facility Group := Religious
Facility Family := 26
Roman Numeral := 2
Restrictions := None
Pic Num := 28
Cost Minerals := 3000
Cost Organics := 3000
Cost Radioactives := 3000
Number of Tech Req := 1
Tech Area Req 1 := Religious Technology
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Damage Modifier - System
Ability 1 Descr := Gives a 10% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 1 Val 1 := 10
Ability 1 Val 2 := 0
Name := Death Shrine III
Description := Twisted cult preoccupied with death which also has exceptional talent at enhancing weapons.
Facility Group := Religious
Facility Family := 26
Roman Numeral := 3
Restrictions := None
Pic Num := 28
Cost Minerals := 3000
Cost Organics := 3000
Cost Radioactives := 3000
Number of Tech Req := 1
Tech Area Req 1 := Religious Technology
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Damage Modifier - System
Ability 1 Descr := Gives a 15% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 1 Val 1 := 15
Ability 1 Val 2 := 0
Name := Time Shrine I
Description := Devout following of workers dedicated to improving their ultimate use of time.
Facility Group := Religious
Facility Family := 27
Roman Numeral := 1
Restrictions := None
Pic Num := 23
Cost Minerals := 6000
Cost Organics := 6000
Cost Radioactives := 6000
Number of Tech Req := 1
Tech Area Req 1 := Religious Technology
Tech Level Req 1 := 1
Number of Abilities := 3
Ability 1 Type := Resource Gen Modifier System - Minerals
Ability 1 Descr := Increase mineral production in a system by 5% (only 1 facility per system effective).
Ability 1 Val 1 := 5
Ability 1 Val 2 := 0
Ability 2 Type := Resource Gen Modifier System - Organics
Ability 2 Descr := Increase organic production in a system by 5% (only 1 facility per system effective).
Ability 2 Val 1 := 5
Ability 2 Val 2 := 0
Ability 3 Type := Resource Gen Modifier System - Radioactives
Ability 3 Descr := Increase radioactive production in a system by 5% (only 1 facility per system effective).
Ability 3 Val 1 := 5
Ability 3 Val 2 := 0
Name := Time Shrine II
Description := Devout following of workers dedicated to improving their ultimate use of time.
Facility Group := Religious
Facility Family := 27
Roman Numeral := 2
Restrictions := None
Pic Num := 23
Cost Minerals := 6000
Cost Organics := 6000
Cost Radioactives := 6000
Number of Tech Req := 1
Tech Area Req 1 := Religious Technology
Tech Level Req 1 := 2
Number of Abilities := 3
Ability 1 Type := Resource Gen Modifier System - Minerals
Ability 1 Descr := Increase mineral production in a system by 10% (only 1 facility per system effective).
Ability 1 Val 1 := 10
Ability 1 Val 2 := 0
Ability 2 Type := Resource Gen Modifier System - Organics
Ability 2 Descr := Increase organic production in a system by 10% (only 1 facility per system effective).
Ability 2 Val 1 := 10
Ability 2 Val 2 := 0
Ability 3 Type := Resource Gen Modifier System - Radioactives
Ability 3 Descr := Increase radioactive production in a system by 10% (only 1 facility per system effective).
Ability 3 Val 1 := 10
Ability 3 Val 2 := 0
Name := Time Shrine III
Description := Devout following of workers dedicated to improving their ultimate use of time.
Facility Group := Religious
Facility Family := 27
Roman Numeral := 3
Restrictions := None
Pic Num := 23
Cost Minerals := 6000
Cost Organics := 6000
Cost Radioactives := 6000
Number of Tech Req := 1
Tech Area Req 1 := Religious Technology
Tech Level Req 1 := 3
Number of Abilities := 3
Ability 1 Type := Resource Gen Modifier System - Minerals
Ability 1 Descr := Increase mineral production in a system by 15% (only 1 facility per system effective).
Ability 1 Val 1 := 15
Ability 1 Val 2 := 0
Ability 2 Type := Resource Gen Modifier System - Organics
Ability 2 Descr := Increase organic production in a system by 15% (only 1 facility per system effective).
Ability 2 Val 1 := 15
Ability 2 Val 2 := 0
Ability 3 Type := Resource Gen Modifier System - Radioactives
Ability 3 Descr := Increase radioactive production in a system by 15% (only 1 facility per system effective).
Ability 3 Val 1 := 15
Ability 3 Val 2 := 0
Name := Nature Shrine I
Description := Commune dedicated to teaching harmony with nature.
Facility Group := Religious
Facility Family := 28
Roman Numeral := 1
Restrictions := None
Pic Num := 30
Cost Minerals := 2000
Cost Organics := 6000
Cost Radioactives := 2000
Number of Tech Req := 1
Tech Area Req 1 := Religious Technology
Tech Level Req 1 := 1
Number of Abilities := 2
Ability 1 Type := Planet Value Change - System
Ability 1 Descr := Increases the value of all planets in the system by 1% each year (only 1 facility per system effective).
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Ability 2 Type := Planet Conditions Change - System
Ability 2 Descr := Improves the conditions of all planets in the system by 1% each year (only 1 facility per system effective).
Ability 2 Val 1 := 1
Ability 2 Val 2 := 0
Name := Nature Shrine II
Description := Commune dedicated to teaching harmony with nature.
Facility Group := Religious
Facility Family := 28
Roman Numeral := 2
Restrictions := None
Pic Num := 30
Cost Minerals := 2000
Cost Organics := 6000
Cost Radioactives := 2000
Number of Tech Req := 1
Tech Area Req 1 := Religious Technology
Tech Level Req 1 := 2
Number of Abilities := 2
Ability 1 Type := Planet Value Change - System
Ability 1 Descr := Increases the value of all planets in the system by 2% each year (only 1 facility per system effective).
Ability 1 Val 1 := 2
Ability 1 Val 2 := 0
Ability 2 Type := Planet Conditions Change - System
Ability 2 Descr := Improves the conditions of all planets in the system by 2% each year (only 1 facility per system effective).
Ability 2 Val 1 := 2
Ability 2 Val 2 := 0
Name := Nature Shrine III
Description := Commune dedicated to teaching harmony with nature.
Facility Group := Religious
Facility Family := 28
Roman Numeral := 3
Restrictions := None
Pic Num := 30
Cost Minerals := 2000
Cost Organics := 6000
Cost Radioactives := 2000
Number of Tech Req := 1
Tech Area Req 1 := Religious Technology
Tech Level Req 1 := 3
Number of Abilities := 2
Ability 1 Type := Planet Value Change - System
Ability 1 Descr := Increases the value of all planets in the system by 3% each year (only 1 facility per system effective).
Ability 1 Val 1 := 3
Ability 1 Val 2 := 0
Ability 2 Type := Planet Conditions Change - System
Ability 2 Descr := Improves the conditions of all planets in the system by 3% each year (only 1 facility per system effective).
Ability 2 Val 1 := 3
Ability 2 Val 2 := 0
Name := Fate Shrine I
Description := Thoughtful seers who predict the future and can avert disasters.
Facility Group := Religious
Facility Family := 29
Roman Numeral := 1
Restrictions := None
Pic Num := 36
Cost Minerals := 2000
Cost Organics := 2000
Cost Radioactives := 6000
Number of Tech Req := 1
Tech Area Req 1 := Religious Technology
Tech Level Req 1 := 1
Number of Abilities := 3
Ability 1 Type := Change Bad Event Chance - System
Ability 1 Descr := Decreases the chance of any bad events in this system (only 1 facility per system effective).
Ability 1 Val 1 := -10
Ability 1 Val 2 := 0
Ability 2 Type := Change Bad Intelligence Chance - System
Ability 2 Descr := Decreases the chance of any sabotage activities in this system (only 1 facility per system effective).
Ability 2 Val 1 := -10
Ability 2 Val 2 := 0
Ability 3 Type := Change Population Happiness - System
Ability 3 Descr := Improves the happiness of the populations who live in this system (only 1 facility per system effective).
Ability 3 Val 1 := 1
Ability 3 Val 2 := 0
Name := Fate Shrine II
Description := Thoughtful seers who predict the future and can avert disasters.
Facility Group := Religious
Facility Family := 29
Roman Numeral := 2
Restrictions := None
Pic Num := 36
Cost Minerals := 2000
Cost Organics := 2000
Cost Radioactives := 6000
Number of Tech Req := 1
Tech Area Req 1 := Religious Technology
Tech Level Req 1 := 2
Number of Abilities := 3
Ability 1 Type := Change Bad Event Chance - System
Ability 1 Descr := Decreases the chance of any bad events in this system (only 1 facility per system eff.
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 (only 1 facility per system eff.
Ability 2 Val 1 := -20
Ability 2 Val 2 := 0
Ability 3 Type := Change Population Happiness - System
Ability 3 Descr := Improves the happiness of the populations who live in this system (only 1 facility per system eff.
Ability 3 Val 1 := 2
Ability 3 Val 2 := 0
Name := Fate Shrine III
Description := Thoughtful seers who predict the future and can avert disasters.
Facility Group := Religious
Facility Family := 29
Roman Numeral := 3
Restrictions := None
Pic Num := 36
Cost Minerals := 2000
Cost Organics := 2000
Cost Radioactives := 6000
Number of Tech Req := 1
Tech Area Req 1 := Religious Technology
Tech Level Req 1 := 3
Number of Abilities := 3
Ability 1 Type := Change Bad Event Chance - System
Ability 1 Descr := Decreases the chance of any bad events in this system (only 1 facility per system 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 := Change Population Happiness - System
Ability 3 Descr := Improves the happiness of the populations who live in this system (only 1 facility per system eff.
Ability 3 Val 1 := 3
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 := 1
Tech Area Req 1 := Resource Manipulation
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Resource Conversion
Ability 1 Descr := Converts between resource types with a 50% loss of material (only 1 facility per system effective).
Ability 1 Val 1 := 50
Ability 1 Val 2 := 0
Name := Resource Converter II
Description := Massive molecular converter which can transform resources to different types.
Facility Group := 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 := 1
Tech Area Req 1 := Resource Manipulation
Tech Level Req 1 := 2
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 := 1
Tech Area Req 1 := Resource Manipulation
Tech Level Req 1 := 3
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 := 1
Tech Area Req 1 := Resource Manipulation
Tech Level Req 1 := 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 effec
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 := 1
Tech Area Req 1 := Resource Manipulation
Tech Level Req 1 := 2
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 effec
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 := 1
Tech Area Req 1 := Resource Manipulation
Tech Level Req 1 := 3
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 effec
Ability 1 Val 1 := 80
Ability 1 Val 2 := 0
Name := Ship Training Facility I
Description := Center dedicated to training ship's crews and making them better.
Facility Group := Ship Support
Facility Family := 32
Roman Numeral := 1
Restrictions := None
Pic Num := 5
Cost Minerals := 6000
Cost Organics := 0
Cost Radioactives := 20
Number of Tech Req := 1
Tech Area Req 1 := Advanced Military Science
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Ship Training
Ability 1 Descr := Ships in this sector will improve by 1% each turn up to 10% (only 1 facility per planet effective).
Ability 1 Val 1 := 1
Ability 1 Val 2 := 10
Name := Ship Training Facility II
Description := Center dedicated to training ship's crews and making them better.
Facility Group := Ship Support
Facility Family := 32
Roman Numeral := 2
Restrictions := None
Pic Num := 5
Cost Minerals := 6000
Cost Organics := 0
Cost Radioactives := 20
Number of Tech Req := 1
Tech Area Req 1 := Advanced Military Science
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Ship Training
Ability 1 Descr := Ships in this sector will improve by 2% each turn up to 15% (only 1 facility per planet effective).
Ability 1 Val 1 := 2
Ability 1 Val 2 := 15
Name := Ship Training Facility III
Description := Center dedicated to training ship's crews and making them better.
Facility Group := Ship Support
Facility Family := 32
Roman Numeral := 3
Restrictions := None
Pic Num := 5
Cost Minerals := 6000
Cost Organics := 0
Cost Radioactives := 20
Number of Tech Req := 1
Tech Area Req 1 := Advanced Military Science
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Ship Training
Ability 1 Descr := Ships in this sector will improve by 3% each turn up to 20% (only 1 facility per planet effective).
Ability 1 Val 1 := 3
Ability 1 Val 2 := 20
Name := Fleet Training Facility I
Description := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group := Ship Support
Facility Family := 33
Roman Numeral := 1
Restrictions := None
Pic Num := 2
Cost Minerals := 8000
Cost Organics := 0
Cost Radioactives := 100
Number of Tech Req := 1
Tech Area Req 1 := Advanced Military Science
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Fleet Training
Ability 1 Descr := Fleets in this sector will improve by 1% each turn up to 10% (only 1 facility per planet effective).
Ability 1 Val 1 := 1
Ability 1 Val 2 := 10
Name := Fleet Training Facility II
Description := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group := Ship Support
Facility Family := 33
Roman Numeral := 2
Restrictions := None
Pic Num := 2
Cost Minerals := 8000
Cost Organics := 0
Cost Radioactives := 100
Number of Tech Req := 1
Tech Area Req 1 := Advanced Military Science
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Fleet Training
Ability 1 Descr := Fleets in this sector will improve by 2% each turn up to 15% (only 1 facility per planet effective).
Ability 1 Val 1 := 2
Ability 1 Val 2 := 15
Name := Fleet Training Facility III
Description := Center dedicated to training an entire fleet and making its ships work together as a team.
Facility Group := Ship Support
Facility Family := 33
Roman Numeral := 3
Restrictions := None
Pic Num := 2
Cost Minerals := 8000
Cost Organics := 0
Cost Radioactives := 100
Number of Tech Req := 1
Tech Area Req 1 := Advanced Military Science
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Fleet Training
Ability 1 Descr := Fleets in this sector will improve by 3% each turn up to 20% (only 1 facility per planet effective).
Ability 1 Val 1 := 3
Ability 1 Val 2 := 20
Name := Gestation Vats I
Description := Artificial gestation chambers which greatly increase the reproduction rate of an entire system.
Facility Group := Population Support
Facility Family := 34
Roman Numeral := 1
Restrictions := None
Pic Num := 43
Cost Minerals := 2000
Cost Organics := 6000
Cost Radioactives := 2000
Number of Tech Req := 1
Tech Area Req 1 := Organic Technology
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Modify Reproduction - System
Ability 1 Descr := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Name := Gestation Vats II
Description := Artificial gestation chambers which greatly increase the reproduction rate of an entire system.
Facility Group := Population Support
Facility Family := 34
Roman Numeral := 2
Restrictions := None
Pic Num := 43
Cost Minerals := 2000
Cost Organics := 6000
Cost Radioactives := 2000
Number of Tech Req := 1
Tech Area Req 1 := Organic Technology
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Modify Reproduction - System
Ability 1 Descr := Populations in this system will reproduce 2% faster (only 1 facility per system effective).
Ability 1 Val 1 := 2
Ability 1 Val 2 := 0
Name := Gestation Vats III
Description := Artificial gestation chambers which greatly increase the reproduction rate of an entire system.
Facility Group := Population Support
Facility Family := 34
Roman Numeral := 3
Restrictions := None
Pic Num := 43
Cost Minerals := 2000
Cost Organics := 6000
Cost Radioactives := 2000
Number of Tech Req := 1
Tech Area Req 1 := Organic Technology
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Modify Reproduction - System
Ability 1 Descr := Populations in this system will reproduce 3% faster (only 1 facility per system effective).
Ability 1 Val 1 := 3
Ability 1 Val 2 := 0
Name := Replicant Center I
Description := Artificially created population used mainly for labor.
Facility Group := Population Support
Facility Family := 35
Roman Numeral := 1
Restrictions := None
Pic Num := 68
Cost Minerals := 2000
Cost Organics := 15000
Cost Radioactives := 2000
Number of Tech Req := 1
Tech Area Req 1 := Organic Technology
Tech Level Req 1 := 4
Number of Abilities := 1
Ability 1 Type := Change Population - System
Ability 1 Descr := Populations in this system will increase by 10M per turn (only 1 facility per system effective).
Ability 1 Val 1 := 10
Ability 1 Val 2 := 0
Name := Replicant Center II
Description := Artificially created population used mainly for labor.
Facility Group := Population Support
Facility Family := 35
Roman Numeral := 2
Restrictions := None
Pic Num := 68
Cost Minerals := 2000
Cost Organics := 15000
Cost Radioactives := 2000
Number of Tech Req := 1
Tech Area Req 1 := Organic Technology
Tech Level Req 1 := 5
Number of Abilities := 1
Ability 1 Type := Change Population - System
Ability 1 Descr := Populations in this system will increase by 20M per turn (only 1 facility per system effective).
Ability 1 Val 1 := 20
Ability 1 Val 2 := 0
Name := Replicant Center III
Description := Artificially created population used mainly for labor.
Facility Group := Population Support
Facility Family := 35
Roman Numeral := 3
Restrictions := None
Pic Num := 68
Cost Minerals := 2000
Cost Organics := 15000
Cost Radioactives := 2000
Number of Tech Req := 1
Tech Area Req 1 := Organic Technology
Tech Level Req 1 := 6
Number of Abilities := 1
Ability 1 Type := Change Population - System
Ability 1 Descr := Populations in this system will increase by 40M per turn (only 1 facility per system effective).
Ability 1 Val 1 := 40
Ability 1 Val 2 := 0
Name := Medical Lab I
Description := Advanced medical center which cures the ill and helps prevent disease.
Facility Group := Population Support
Facility Family := 36
Roman Numeral := 1
Restrictions := None
Pic Num := 4
Cost Minerals := 2000
Cost Organics := 8000
Cost Radioactives := 2000
Number of Tech Req := 1
Tech Area Req 1 := Organic Technology
Tech Level Req 1 := 1
Number of Abilities := 3
Ability 1 Type := Plague Prevention - System
Ability 1 Descr := Prevents level 1 plagues in this system.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Ability 2 Type := Modify Reproduction - System
Ability 2 Descr := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 2 Val 1 := 1
Ability 2 Val 2 := 0
Ability 3 Type := Change Population Happiness - System
Ability 3 Descr := Populations will grow happier in this system (only 1 facility per system effective).
Ability 3 Val 1 := 1
Ability 3 Val 2 := 0
Name := Medical Lab II
Description := Advanced medical center which cures the ill and helps prevent disease.
Facility Group := Population Support
Facility Family := 36
Roman Numeral := 2
Restrictions := None
Pic Num := 4
Cost Minerals := 2000
Cost Organics := 8000
Cost Radioactives := 2000
Number of Tech Req := 1
Tech Area Req 1 := Organic Technology
Tech Level Req 1 := 2
Number of Abilities := 3
Ability 1 Type := Plague Prevention - System
Ability 1 Descr := Prevents level 2 plagues in this system.
Ability 1 Val 1 := 2
Ability 1 Val 2 := 0
Ability 2 Type := Modify Reproduction - System
Ability 2 Descr := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 2 Val 1 := 1
Ability 2 Val 2 := 0
Ability 3 Type := Change Population Happiness - System
Ability 3 Descr := Populations will grow happier in this system (only 1 facility per system effective).
Ability 3 Val 1 := 1
Ability 3 Val 2 := 0
Name := Medical Lab III
Description := Advanced medical center which cures the ill and helps prevent disease.
Facility Group := Population Support
Facility Family := 36
Roman Numeral := 3
Restrictions := None
Pic Num := 4
Cost Minerals := 2000
Cost Organics := 8000
Cost Radioactives := 2000
Number of Tech Req := 1
Tech Area Req 1 := Organic Technology
Tech Level Req 1 := 3
Number of Abilities := 3
Ability 1 Type := Plague Prevention - System
Ability 1 Descr := Prevents level 3 plagues in this system.
Ability 1 Val 1 := 3
Ability 1 Val 2 := 0
Ability 2 Type := Modify Reproduction - System
Ability 2 Descr := Populations in this system will reproduce 1% faster (only 1 facility per system effective).
Ability 2 Val 1 := 1
Ability 2 Val 2 := 0
Ability 3 Type := Change Population Happiness - System
Ability 3 Descr := Populations will grow happier in this system (only 1 facility per system effective).
Ability 3 Val 1 := 1
Ability 3 Val 2 := 0
Name := Urban Pacification Center I
Description := Psychological treatment center designed to keep a system's populations happy.
Facility Group := Population Support
Facility Family := 37
Roman Numeral := 1
Restrictions := None
Pic Num := 26
Cost Minerals := 1000
Cost Organics := 4000
Cost Radioactives := 1000
Number of Tech Req := 1
Tech Area Req 1 := Applied Political Science
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Change Population Happiness - System
Ability 1 Descr := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Name := Urban Pacification Center II
Description := Psychological treatment center designed to keep a system's populations happy.
Facility Group := Population Support
Facility Family := 37
Roman Numeral := 2
Restrictions := None
Pic Num := 26
Cost Minerals := 1000
Cost Organics := 4000
Cost Radioactives := 1000
Number of Tech Req := 1
Tech Area Req 1 := Applied Political Science
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Change Population Happiness - System
Ability 1 Descr := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1 := 2
Ability 1 Val 2 := 0
Name := Urban Pacification Center III
Description := Psychological treatment center designed to keep a system's populations happy.
Facility Group := Population Support
Facility Family := 37
Roman Numeral := 3
Restrictions := None
Pic Num := 26
Cost Minerals := 1000
Cost Organics := 4000
Cost Radioactives := 1000
Number of Tech Req := 1
Tech Area Req 1 := Applied Political Science
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Change Population Happiness - System
Ability 1 Descr := Populations will grow happier in this system (only 1 facility per system effective).
Ability 1 Val 1 := 3
Ability 1 Val 2 := 0
Name := Space Yard Facility I
Description := Large construction facility which allows the construction of ships in space.
Facility Group := Space Yard
Facility Family := 38
Roman Numeral := 1
Restrictions := None
Pic Num := 16
Cost Minerals := 10000
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Space Yards
Tech Level Req 1 := 1
Number of Abilities := 4
Ability 1 Type := Space Yard
Ability 1 Descr := Can construct with 2000 minerals per turn.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 2000
Ability 2 Type := Space Yard
Ability 2 Descr := Can construct with 2000 organics per turn.
Ability 2 Val 1 := 2
Ability 2 Val 2 := 2000
Ability 3 Type := Space Yard
Ability 3 Descr := Can construct with 2000 radioactives per turn.
Ability 3 Val 1 := 3
Ability 3 Val 2 := 2000
Ability 4 Type := Component Repair
Ability 4 Descr := Can repair 5 components per turn.
Ability 4 Val 1 := 5
Ability 4 Val 2 := 0
Name := Space Yard Facility II
Description := Large construction facility which allows the construction of ships in space.
Facility Group := Space Yard
Facility Family := 38
Roman Numeral := 2
Restrictions := None
Pic Num := 16
Cost Minerals := 10000
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Space Yards
Tech Level Req 1 := 2
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 5 components per turn.
Ability 4 Val 1 := 5
Ability 4 Val 2 := 0
Name := Space Yard Facility III
Description := Large construction facility which allows the construction of ships in space.
Facility Group := Space Yard
Facility Family := 38
Roman Numeral := 3
Restrictions := None
Pic Num := 16
Cost Minerals := 10000
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Space Yards
Tech Level Req 1 := 3
Number of Abilities := 4
Ability 1 Type := Space Yard
Ability 1 Descr := Can construct with 3000 minerals per turn.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 3000
Ability 2 Type := Space Yard
Ability 2 Descr := Can construct with 3000 organics per turn.
Ability 2 Val 1 := 2
Ability 2 Val 2 := 3000
Ability 3 Type := Space Yard
Ability 3 Descr := Can construct with 3000 radioactives per turn.
Ability 3 Val 1 := 3
Ability 3 Val 2 := 3000
Ability 4 Type := Component Repair
Ability 4 Descr := Can repair 5 components per turn.
Ability 4 Val 1 := 5
Ability 4 Val 2 := 0
Name := Planetary Gravitational Shield Facility
Description := Finely tuned gravitational beams used in an array to stop planet destroying bombs.
Facility Group := Shields
Facility Family := 39
Roman Numeral := 0
Restrictions := None
Pic Num := 8
Cost Minerals := 20000
Cost Organics := 0
Cost Radioactives := 5000
Number of Tech Req := 1
Tech Area Req 1 := Shields
Tech Level Req 1 := 9
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 := Shields
Facility Family := 40
Roman Numeral := 0
Restrictions := None
Pic Num := 46
Cost Minerals := 100000
Cost Organics := 2000
Cost Radioactives := 50000
Number of Tech Req := 1
Tech Area Req 1 := Shields
Tech Level Req 1 := 10
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
Description := Massive shield generators which protect an entire planet during combat.
Facility Group := Shields
Facility Family := 41
Roman Numeral := 0
Restrictions := None
Pic Num := 46
Cost Minerals := 30000
Cost Organics := 1000
Cost Radioactives := 10000
Number of Tech Req := 1
Tech Area Req 1 := Massive Planetary Shielding
Tech Level Req 1 := 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 := Climate Control Facility I
Description := Atmospheric conditioning and manipulation improve the conditions of a planet.
Facility Group := Planet Modification
Facility Family := 42
Roman Numeral := 1
Restrictions := None
Pic Num := 52
Cost Minerals := 8000
Cost Organics := 8000
Cost Radioactives := 8000
Number of Tech Req := 1
Tech Area Req 1 := Planet Utilization
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Planet - Change Conditions
Ability 1 Descr := Improves the conditions of the planet by 1% each year.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Name := Climate Control Facility II
Description := Atmospheric conditioning and manipulation improve the conditions of a planet.
Facility Group := Planet Modification
Facility Family := 42
Roman Numeral := 2
Restrictions := None
Pic Num := 52
Cost Minerals := 8000
Cost Organics := 8000
Cost Radioactives := 8000
Number of Tech Req := 1
Tech Area Req 1 := Planet Utilization
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Planet - Change Conditions
Ability 1 Descr := Improves the conditions of the planet by 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 := 1
Tech Area Req 1 := Planet Utilization
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Planet - Change Conditions
Ability 1 Descr := Improves the conditions of the planet by 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 := 1
Tech Area Req 1 := Planet Utilization
Tech Level Req 1 := 4
Number of Abilities := 3
Ability 1 Type := Planet - Change Minerals Value
Ability 1 Descr := Improves the mineral value of the planet by 1% each year.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Ability 2 Type := Planet - Change Organics Value
Ability 2 Descr := Improves the organic value of the planet by 1% each year.
Ability 2 Val 1 := 1
Ability 2 Val 2 := 0
Ability 3 Type := Planet - Change Radioactives Value
Ability 3 Descr := Improves the radioactive value of the planet by 1% each year.
Ability 3 Val 1 := 1
Ability 3 Val 2 := 0
Name := Value Improvement Plant II
Description := Massive planet reprocessors which improve the value of a planet.
Facility Group := Planet Modification
Facility Family := 43
Roman Numeral := 2
Restrictions := None
Pic Num := 54
Cost Minerals := 10000
Cost Organics := 10000
Cost Radioactives := 10000
Number of Tech Req := 1
Tech Area Req 1 := Planet Utilization
Tech Level Req 1 := 5
Number of Abilities := 3
Ability 1 Type := Planet - Change Minerals Value
Ability 1 Descr := Improves the mineral value of the planet by 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 := 1
Tech Area Req 1 := Planet Utilization
Tech Level Req 1 := 6
Number of Abilities := 3
Ability 1 Type := Planet - Change Minerals Value
Ability 1 Descr := Improves the mineral value of the planet by 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 := 1
Tech Area Req 1 := Planet Utilization
Tech Level Req 1 := 7
Number of Abilities := 1
Ability 1 Type := Planet - Change Atmosphere
Ability 1 Descr := Changes the atmosphere of the planet to one that is breathable by its colony over 3 years.
Ability 1 Val 1 := 30
Ability 1 Val 2 := 0
Name := Atmospheric Modification Plant II
Description := Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state.
Facility Group := Planet Modification
Facility Family := 44
Roman Numeral := 2
Restrictions := None
Pic Num := 70
Cost Minerals := 15000
Cost Organics := 15000
Cost Radioactives := 15000
Number of Tech Req := 1
Tech Area Req 1 := Planet Utilization
Tech Level Req 1 := 8
Number of Abilities := 1
Ability 1 Type := Planet - Change Atmosphere
Ability 1 Descr := Changes the atmosphere of the planet to one that is breathable by its colony over 2.5 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 := 15000
Cost Organics := 15000
Cost Radioactives := 15000
Number of Tech Req := 1
Tech Area Req 1 := Planet Utilization
Tech Level Req 1 := 9
Number of Abilities := 1
Ability 1 Type := Planet - Change Atmosphere
Ability 1 Descr := Changes the atmosphere of the planet to one that is breathable by its colony over 2 years.
Ability 1 Val 1 := 20
Ability 1 Val 2 := 0
Name := Events Predictor I
Description := Massive computer which uses temporal incursions to predict future events.
Facility Group := Temporal
Facility Family := 45
Roman Numeral := 1
Restrictions := None
Pic Num := 24
Cost Minerals := 8000
Cost Organics := 8000
Cost Radioactives := 8000
Number of Tech Req := 1
Tech Area Req 1 := Temporal Technology
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Combat Modifier - System
Ability 1 Descr := Gives a 10% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1 := 10
Ability 1 Val 2 := 0
Name := Events Predictor II
Description := Massive computer which uses temporal incursions to predict future events.
Facility Group := Temporal
Facility Family := 45
Roman Numeral := 2
Restrictions := None
Pic Num := 24
Cost Minerals := 8000
Cost Organics := 8000
Cost Radioactives := 8000
Number of Tech Req := 1
Tech Area Req 1 := Temporal Technology
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Combat Modifier - System
Ability 1 Descr := Gives a 20% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1 := 20
Ability 1 Val 2 := 0
Name := Events Predictor III
Description := Massive computer which uses temporal incursions to predict future events.
Facility Group := Temporal
Facility Family := 45
Roman Numeral := 3
Restrictions := None
Pic Num := 24
Cost Minerals := 8000
Cost Organics := 8000
Cost Radioactives := 8000
Number of Tech Req := 1
Tech Area Req 1 := Temporal Technology
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Combat Modifier - System
Ability 1 Descr := Gives a 30% combat bonus to all ships and units in this system (only 1 facility per system effective).
Ability 1 Val 1 := 30
Ability 1 Val 2 := 0
Name := Temporal Vacation Service I
Description := Entertainment service which allows populations to view past histories.
Facility Group := Temporal
Facility Family := 46
Roman Numeral := 1
Restrictions := None
Pic Num := 27
Cost Minerals := 4000
Cost Organics := 4000
Cost Radioactives := 4000
Number of Tech Req := 1
Tech Area Req 1 := Temporal Technology
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Change Population Happiness - System
Ability 1 Descr := Improves the happiness of the populations who live in this system (only 1 facility per system effective).
Ability 1 Val 1 := 2
Ability 1 Val 2 := 0
Name := Temporal Vacation Service II
Description := Entertainment service which allows populations to view past histories.
Facility Group := Temporal
Facility Family := 46
Roman Numeral := 2
Restrictions := None
Pic Num := 27
Cost Minerals := 4000
Cost Organics := 4000
Cost Radioactives := 4000
Number of Tech Req := 1
Tech Area Req 1 := Temporal Technology
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Change Population Happiness - System
Ability 1 Descr := Improves the happiness of the populations who live in this system (only 1 facility per system effective).
Ability 1 Val 1 := 4
Ability 1 Val 2 := 0
Name := Temporal Vacation Service III
Description := Entertainment service which allows populations to view past histories.
Facility Group := Temporal
Facility Family := 46
Roman Numeral := 3
Restrictions := None
Pic Num := 27
Cost Minerals := 4000
Cost Organics := 4000
Cost Radioactives := 4000
Number of Tech Req := 1
Tech Area Req 1 := Temporal Technology
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Change Population Happiness - System
Ability 1 Descr := Improves the happiness of the populations who live in this system (only 1 facility per system effective).
Ability 1 Val 1 := 6
Ability 1 Val 2 := 0
Name := Temporal Space Yard Facility I
Description := Large construction facility which uses temporal folding to allow fast construction of ships in space.
Facility Group := Space Yard
Facility Family := 47
Roman Numeral := 1
Restrictions := None
Pic Num := 48
Cost Minerals := 20000
Cost Organics := 2000
Cost Radioactives := 10000
Number of Tech Req := 1
Tech Area Req 1 := Temporal Technology
Tech Level Req 1 := 4
Number of Abilities := 4
Ability 1 Type := Space Yard
Ability 1 Descr := Can construct with 3500 minerals per turn.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 3500
Ability 2 Type := Space Yard
Ability 2 Descr := Can construct with 3500 organics per turn.
Ability 2 Val 1 := 2
Ability 2 Val 2 := 3500
Ability 3 Type := Space Yard
Ability 3 Descr := Can construct with 3500 radioactives per turn.
Ability 3 Val 1 := 3
Ability 3 Val 2 := 3500
Ability 4 Type := Component Repair
Ability 4 Descr := Can repair 5 components per turn.
Ability 4 Val 1 := 5
Ability 4 Val 2 := 0
Name := Temporal Space Yard Facility II
Description := Large construction facility which uses temporal folding to allow fast construction of ships in space.
Facility Group := Space Yard
Facility Family := 47
Roman Numeral := 2
Restrictions := None
Pic Num := 48
Cost Minerals := 20000
Cost Organics := 2000
Cost Radioactives := 10000
Number of Tech Req := 1
Tech Area Req 1 := Temporal Technology
Tech Level Req 1 := 5
Number of Abilities := 4
Ability 1 Type := Space Yard
Ability 1 Descr := Can construct with 4000 minerals per turn.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 4000
Ability 2 Type := Space Yard
Ability 2 Descr := Can construct with 4000 organics per turn.
Ability 2 Val 1 := 2
Ability 2 Val 2 := 4000
Ability 3 Type := Space Yard
Ability 3 Descr := Can construct with 4000 radioactives per turn.
Ability 3 Val 1 := 3
Ability 3 Val 2 := 4000
Ability 4 Type := Component Repair
Ability 4 Descr := Can repair 5 components per turn.
Ability 4 Val 1 := 5
Ability 4 Val 2 := 0
Name := Temporal Space Yard Facility III
Description := Large construction facility which uses temporal folding to allow fast construction of ships in space.
Facility Group := Space Yard
Facility Family := 47
Roman Numeral := 3
Restrictions := None
Pic Num := 48
Cost Minerals := 20000
Cost Organics := 2000
Cost Radioactives := 10000
Number of Tech Req := 1
Tech Area Req 1 := Temporal Technology
Tech Level Req 1 := 6
Number of Abilities := 4
Ability 1 Type := Space Yard
Ability 1 Descr := Can construct with 4500 minerals per turn.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 4500
Ability 2 Type := Space Yard
Ability 2 Descr := Can construct with 4500 organics per turn.
Ability 2 Val 1 := 2
Ability 2 Val 2 := 4500
Ability 3 Type := Space Yard
Ability 3 Descr := Can construct with 4500 radioactives per turn.
Ability 3 Val 1 := 3
Ability 3 Val 2 := 4500
Ability 4 Type := Component Repair
Ability 4 Descr := Can repair 5 components per turn.
Ability 4 Val 1 := 5
Ability 4 Val 2 := 0
Name := Psychic Ship Training Facility I
Description := Psychic broadcast center which imparts collected ship experience to all ships in a system.
Facility Group := Psychic
Facility Family := 48
Roman Numeral := 1
Restrictions := None
Pic Num := 44
Cost Minerals := 10000
Cost Organics := 2000
Cost Radioactives := 4000
Number of Tech Req := 1
Tech Area Req 1 := Psychic Technology
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Ship Training - System
Ability 1 Descr := Ships in this system will improve by 1% each turn up to 10% (only 1 facility per system effective).
Ability 1 Val 1 := 1
Ability 1 Val 2 := 10
Name := Psychic Ship Training Facility II
Description := Psychic broadcast center which imparts collected ship experience to all ships in a system.
Facility Group := Psychic
Facility Family := 48
Roman Numeral := 2
Restrictions := None
Pic Num := 44
Cost Minerals := 10000
Cost Organics := 2000
Cost Radioactives := 4000
Number of Tech Req := 1
Tech Area Req 1 := Psychic Technology
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Ship Training - System
Ability 1 Descr := Ships in this system will improve by 2% each turn up to 15% (only 1 facility per system effective).
Ability 1 Val 1 := 2
Ability 1 Val 2 := 15
Name := Psychic Ship Training Facility III
Description := Psychic broadcast center which imparts collected ship experience to all ships in a system.
Facility Group := Psychic
Facility Family := 48
Roman Numeral := 3
Restrictions := None
Pic Num := 44
Cost Minerals := 10000
Cost Organics := 2000
Cost Radioactives := 4000
Number of Tech Req := 1
Tech Area Req 1 := Psychic Technology
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Ship Training - System
Ability 1 Descr := Ships in this system will improve by 3% each turn up to 20% (only 1 facility per system effective).
Ability 1 Val 1 := 3
Ability 1 Val 2 := 20
Name := Psychic Fleet Training Facility I
Description := Psychic broadcast center which imparts collected fleet experience to all fleets in a system.
Facility Group := Psychic
Facility Family := 49
Roman Numeral := 1
Restrictions := None
Pic Num := 47
Cost Minerals := 11000
Cost Organics := 2000
Cost Radioactives := 5000
Number of Tech Req := 1
Tech Area Req 1 := Psychic Technology
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Fleet Training - System
Ability 1 Descr := Fleets in this system will improve by 1% each turn up to 10% (only 1 facility per system effective).
Ability 1 Val 1 := 1
Ability 1 Val 2 := 10
Name := Psychic Fleet Training Facility II
Description := Psychic broadcast center which imparts collected fleet experience to all fleets in a system.
Facility Group := Psychic
Facility Family := 49
Roman Numeral := 2
Restrictions := None
Pic Num := 47
Cost Minerals := 11000
Cost Organics := 2000
Cost Radioactives := 5000
Number of Tech Req := 1
Tech Area Req 1 := Psychic Technology
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Fleet Training - System
Ability 1 Descr := Fleets in this system will improve by 2% each turn up to 15% (only 1 facility per system effective).
Ability 1 Val 1 := 2
Ability 1 Val 2 := 15
Name := Psychic Fleet Training Facility III
Description := Psychic broadcast center which imparts collected fleet experience to all fleets in a system.
Facility Group := Psychic
Facility Family := 49
Roman Numeral := 3
Restrictions := None
Pic Num := 47
Cost Minerals := 11000
Cost Organics := 2000
Cost Radioactives := 5000
Number of Tech Req := 1
Tech Area Req 1 := Psychic Technology
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Fleet Training - System
Ability 1 Descr := Fleets in this system will improve by 3% each turn up to 20% (only 1 facility per system effective).
Ability 1 Val 1 := 3
Ability 1 Val 2 := 20
Name := Psychic Scanner I
Description := Psychic scanner which can perform a detailed scan of any enemy ship within the system.
Facility Group := Psychic
Facility Family := 50
Roman Numeral := 1
Restrictions := None
Pic Num := 42
Cost Minerals := 15000
Cost Organics := 5000
Cost Radioactives := 15000
Number of Tech Req := 1
Tech Area Req 1 := Psychic Technology
Tech Level Req 1 := 4
Number of Abilities := 1
Ability 1 Type := Long Range Scanner - System
Ability 1 Descr := Any ship within the system can be scanned in detail.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Name := Psychic Scanner II
Description := Psychic scanner which can perform a detailed scan of any enemy ship within the system.
Facility Group := Psychic
Facility Family := 50
Roman Numeral := 2
Restrictions := None
Pic Num := 42
Cost Minerals := 12000
Cost Organics := 4000
Cost Radioactives := 12000
Number of Tech Req := 1
Tech Area Req 1 := Psychic Technology
Tech Level Req 1 := 5
Number of Abilities := 1
Ability 1 Type := Long Range Scanner - System
Ability 1 Descr := Any ship within the system can be scanned in detail.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Name := Psychic Scanner III
Description := Psychic scanner which can perform a detailed scan of any enemy ship within the system.
Facility Group := Psychic
Facility Family := 50
Roman Numeral := 3
Restrictions := None
Pic Num := 42
Cost Minerals := 10000
Cost Organics := 2000
Cost Radioactives := 10000
Number of Tech Req := 1
Tech Area Req 1 := Psychic Technology
Tech Level Req 1 := 6
Number of Abilities := 1
Ability 1 Type := Long Range Scanner - System
Ability 1 Descr := Any ship within the system can be scanned in detail.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Name := Solar Generator I
Description := Massive solar collectors which can transmute solar energy to raw materials.
Facility Group := Crystalline
Facility Family := 51
Roman Numeral := 1
Restrictions := None
Pic Num := 63
Cost Minerals := 5000
Cost Organics := 5000
Cost Radioactives := 5000
Number of Tech Req := 1
Tech Area Req 1 := Crystalline Technology
Tech Level Req 1 := 4
Number of Abilities := 3
Ability 1 Type := Solar Resource Generation - Minerals
Ability 1 Descr := Generates 100 minerals per star each turn.
Ability 1 Val 1 := 100
Ability 1 Val 2 := 0
Ability 2 Type := Solar Resource Generation - Organics
Ability 2 Descr := Generates 100 organics per star each turn.
Ability 2 Val 1 := 100
Ability 2 Val 2 := 0
Ability 3 Type := Solar Resource Generation - Radioactives
Ability 3 Descr := Generates 100 radioactives per star each turn.
Ability 3 Val 1 := 100
Ability 3 Val 2 := 0
Name := Solar Generator II
Description := Massive solar collectors which can transmute solar energy to raw materials.
Facility Group := Crystalline
Facility Family := 51
Roman Numeral := 2
Restrictions := None
Pic Num := 63
Cost Minerals := 5000
Cost Organics := 5000
Cost Radioactives := 5000
Number of Tech Req := 1
Tech Area Req 1 := Crystalline Technology
Tech Level Req 1 := 5
Number of Abilities := 3
Ability 1 Type := Solar Resource Generation - Minerals
Ability 1 Descr := Generates 200 minerals per star each turn.
Ability 1 Val 1 := 200
Ability 1 Val 2 := 0
Ability 2 Type := Solar Resource Generation - Organics
Ability 2 Descr := Generates 200 organics per star each turn.
Ability 2 Val 1 := 200
Ability 2 Val 2 := 0
Ability 3 Type := Solar Resource Generation - Radioactives
Ability 3 Descr := Generates 200 radioactives per star each turn.
Ability 3 Val 1 := 200
Ability 3 Val 2 := 0
Name := Solar Generator III
Description := Massive solar collectors which can transmute solar energy to raw materials.
Facility Group := Crystalline
Facility Family := 51
Roman Numeral := 3
Restrictions := None
Pic Num := 63
Cost Minerals := 5000
Cost Organics := 5000
Cost Radioactives := 5000
Number of Tech Req := 1
Tech Area Req 1 := Crystalline Technology
Tech Level Req 1 := 6
Number of Abilities := 3
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
Name := Crystalline Restructuring Plant I
Description := Facility which enhances vehicle hulls by adding crystalline matrices to their molecular structure.
Facility Group := Crystalline
Facility Family := 52
Roman Numeral := 1
Restrictions := None
Pic Num := 34
Cost Minerals := 5000
Cost Organics := 2000
Cost Radioactives := 5000
Number of Tech Req := 1
Tech Area Req 1 := Crystalline Technology
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Reduced Maintenance Cost - System
Ability 1 Descr := Reduces all vehicle maintenance costs in the system by 10% (only 1 facility per system effective).
Ability 1 Val 1 := 10
Ability 1 Val 2 := 0
Name := Crystalline Restructuring Plant II
Description := Facility which enhances vehicle hulls by adding crystalline matrices to their molecular structure.
Facility Group := Crystalline
Facility Family := 52
Roman Numeral := 2
Restrictions := None
Pic Num := 34
Cost Minerals := 5000
Cost Organics := 2000
Cost Radioactives := 5000
Number of Tech Req := 1
Tech Area Req 1 := Crystalline Technology
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Reduced Maintenance Cost - System
Ability 1 Descr := Reduces all vehicle maintenance costs in the system by 20% (only 1 facility per system effective).
Ability 1 Val 1 := 20
Ability 1 Val 2 := 0
Name := Crystalline Restructuring Plant III
Description := Facility which enhances vehicle hulls by adding crystalline matrices to their molecular structure.
Facility Group := Crystalline
Facility Family := 52
Roman Numeral := 3
Restrictions := None
Pic Num := 34
Cost Minerals := 5000
Cost Organics := 2000
Cost Radioactives := 5000
Number of Tech Req := 1
Tech Area Req 1 := Crystalline Technology
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Reduced Maintenance Cost - System
Ability 1 Descr := Reduces all vehicle maintenance costs in the system by 30% (only 1 facility per system effective).
Ability 1 Val 1 := 30
Ability 1 Val 2 := 0
Name := Energy Transmission Lens I
Description := Massive lens which allows supplemental power to be beamed directly to ships within the system.
Facility Group := Crystalline
Facility Family := 53
Roman Numeral := 1
Restrictions := None
Pic Num := 51
Cost Minerals := 5000
Cost Organics := 0
Cost Radioactives := 10000
Number of Tech Req := 1
Tech Area Req 1 := Crystalline Technology
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Shield Modifier - System
Ability 1 Descr := Increases the shield strength of all ships in the system by 20 shield points (only 1 facility per system effectiv
Ability 1 Val 1 := 20
Ability 1 Val 2 := 0
Name := Energy Transmission Lens II
Description := Massive lens which allows supplemental power to be beamed directly to ships within the system.
Facility Group := Crystalline
Facility Family := 53
Roman Numeral := 2
Restrictions := None
Pic Num := 51
Cost Minerals := 5000
Cost Organics := 0
Cost Radioactives := 10000
Number of Tech Req := 1
Tech Area Req 1 := Crystalline Technology
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Shield Modifier - System
Ability 1 Descr := Increases the shield strength of all ships in the system by 40 shield points (only 1 facility per system effectiv
Ability 1 Val 1 := 40
Ability 1 Val 2 := 0
Name := Energy Transmission Lens III
Description := Massive lens which allows supplemental power to be beamed directly to ships within the system.
Facility Group := Crystalline
Facility Family := 53
Roman Numeral := 3
Restrictions := None
Pic Num := 51
Cost Minerals := 5000
Cost Organics := 0
Cost Radioactives := 10000
Number of Tech Req := 1
Tech Area Req 1 := Crystalline Technology
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Shield Modifier - System
Ability 1 Descr := Increases the shield strength of all ships in the system by 60 shield points (only 1 facility per system effectiv
Ability 1 Val 1 := 60
Ability 1 Val 2 := 0
=======================================================================================
*END*
=======================================================================================
==================
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