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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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==================



==================


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