TableStart	TechSchools																																																																																																																																																																																																																																																												
ColumnHeadingsStart	kUnicode	Type_ID																																																																																																																																																																																																																																																											
RowHeadingsStart																																																																																																																																																																																																																																																													
Economics & Business	SchEconB	EB																																																																																																																																																																																																																																																											
Energy	SchEnerg	EN																																																																																																																																																																																																																																																											
Biological Sciences	SchBioSc	BS																																																																																																																																																																																																																																																											
Mathematics & Computers	SchMathm	MC																																																																																																																																																																																																																																																											
Physical Sciences	SchPhySc	PS																																																																																																																																																																																																																																																											
Social Arts & Science	SchSocal	SS																																																																																																																																																																																																																																																											
TableEnd																																																																																																																																																																																																																																																													
																																																																																																																																																																																																																																																													
																																																																																																																																																																																																																																																													
TableStart	SpeciesPrefs																																																																																																																																																																																																																																																												
ColumnHeadingsStart	Humanoid	Etherian	Geodic	Cybernetic	Ichthytosian	Harvesters	Insectoid	Sauron	Metashifters	NonCorporeal	Protoplasmic	Plant	Fungal	Avian	Gargantua	Bulrathi	Mrrshan	Elerian	Gnolam	ElderCivs	ComBot																																																																																																																																																																																																																																								
RowHeadingsStart																																																																																																																																																																																																																																																													
School_ID	EB	None	BS	MC	PS	SS	EB	EN	BS	MC	PS	SS	SS	EB	EN	BS	MC	PS	BS	MC	PS																																																																																																																																																																																																																																								
TTL	70	30	50	80	40	55	40	50	50	60	65	60	75	45	55	55	55	55	55	55	55																																																																																																																																																																																																																																								
TAR	12	10	6	15	6	8	5	8	12	8	9	7	3	5	9	9	9	9	9	9	9																																																																																																																																																																																																																																								
EB	5	4	5	4	5	4	3	5	4	3	4	4	3	5	5	5	5	5	5	5	5																																																																																																																																																																																																																																								
EN	5	5	4	5	5	5	5	3	3	3	5	3	3	4	4	4	4	4	4	4	4																																																																																																																																																																																																																																								
BS	4	3	4	4	3	5	3	5	4	4	3	5	4	3	4	4	4	4	4	4	4																																																																																																																																																																																																																																								
MC	4	4	3	5	4	4	4	4	3	4	5	5	5	4	5	5	5	5	5	5	5																																																																																																																																																																																																																																								
PS	3	5	5	3	4	3	5	3	5	5	3	4	4	3	3	3	3	3	3	3	3																																																																																																																																																																																																																																								
SS	3	3	3	3	3	3	4	4	5	5	4	3	5	5	3	3	3	3	3	3	3																																																																																																																																																																																																																																								
TableEnd																																																																																																																																																																																																																																																													
																																																																																																																																																																																																																																																													
																																																																																																																																																																																																																																																													
TableStart	TechFields																																																																																																																																																																																																																																																												
ColumnHeadingsStart	kUnicode	kUnicodD	Type_ID	School_Catagories	IconName	Field_Dependencies	Research_Cost_Multiplier	Research_Cost_Exponent_Base																																																																																																																																																																																																																																																					
RowHeadingsStart																																																																																																																																																																																																																																																													
Antaran	TFAntaran	FDAntaran	Antar	EN	TFAntarn		1000	1.26			86.2096																																																																																																																																																																																																																																																		
Economics & Business	SchEconB	FDEcnBus	Ecnmy	EB	TFEconom		160	1.30			86.2096																																																																																																																																																																																																																																																		
Energy	SchEnerg	FDEnergy	Energ	EN	TFEneFie		160	1.30			86.2096
Biological Sciences	SchBioSc	FDBioSci	BioSc	BS	TFXenBio		160	1.30			86.2096
Mathematics & Computers	SchMathm	FDMathCm	MthCm	MC	TFNumThe		160	1.30			86.2096
Physical Sciences	SchPhySc	FDPlySci	Const	PS	TFConstr		160	1.30			86.2096
Social Arts & Science	SchSocal	FDSocSci	SocSc	SS	TFCulEnh		160	1.30			86.2096
TableEnd											
											
											
TableStart	ApplicationsClasses										
ColumnHeadingsStart	kUnicode	kUnicodD	Type_ID	Pick_Limit							
RowHeadingsStart											
Ship Hull Base	ACShHulB	CDShHulB	ShipHull	0	// Must pick exactly one						
Ship Hull Option	ACShHulO	CDShHulO	ShHulOpt	1	// May pick one.						
Ship Special	ACShSpec	CDShSpec	ShipItem	3	// May pick many but no Duplicates						
Ship Special Weapon	ACShSpec	CDShSpec	ShpMItem	2	// May pick many						
Ship Weapon System	ACShHulW	CDShHulW	ShWepSys	2	// May pick many						
Unit Equipment	ACUnitEq	CDUnitEq	UnitEqip	2	// May pick many (Does not really apply to non-military)
Weapon Size Option	ACWepSiz	CDWepSiz	WSOpt	0	// Must pick exactly one
Weapon Facing Option	ACWepFac	CDWepFCD	WpnFacOp	2	// May pick many (4 options shown on UI)
Weapon Mounting option	ACWepMnt	CDWepMnt	WpnMntOp	0	// Must pick exactly one
Missile Warhead	ACWarHed	CDWarHed	Warheads	2	// May pick many
Warhead Mod	ACWarMod	CDWarMod	WarhdMod	2	// May pick many
Missile Chassis	ACChasis	CDChasis	MslChass	2	// May pick many
Missile Chassis Option	ACChasOp	CDChasOp	MslChOpt	2	// May pick many
Missile Rack	TAMisRak	TBMisRak	TAMISRAK	2	// May pick many
Fighter Chassis	None	None	FtrChass	2	// May pick many
Fighter Chassis Option	None	None	FtrChOpt	2	
Fighter Weapon	None	None	FtrWeapn	0	
Fighter Weapon Option	None	None	FtrWpMod	2	
Ship Required System	ACShRqSy	CDShRqSy	ShReqSys	3	// Must Pick All
Ship Sub-Light Engine	ACShpEng	CDShpEng	ShEngine	0	// Must pick exactly one
Ship Engine Max Speed	ACMaxSpd	CDMaxSpd	ShEngSpd	0	// Must pick exactly one
Ship Warp Drive	ACShpWrp	CDShpWrp	ShipWarp	0	// Must pick exactly one
Armor Type	ACArmrTp	CDArmrTp	ArmorCls	0	// Must pick exactly one
Armor Thickness	ACArmThk	CDArmThk	ArmorThk	0	// Must pick exactly one
Planet Economy Build	ACPlanEc	CDPlanEc	PlanEcon	2	// May pick many (Does not really apply to non-military)
Planet Security Build	ACPlanSe	CDPlanSe	PlanSecu	2	// May pick many (Does not really apply to non-military)
Planet Planetary Build	ACPlanPl	CDPlanPl	PlanPlan	2	// May pick many (Does not really apply to non-military)
System Economy Build	ACSystEc	CDSystEc	SystEcon	2	// May pick many (Does not really apply to non-military)
System Social Build	ACSystEd	CDSystEd	SystSoci	2	// May pick many (Does not really apply to non-military)
System Security Build	ACSystSe	CDSystSe	SystSecu	2	// May pick many (Does not really apply to non-military)
Shield Technology	ACSldTch	CDSldTch	ShldTech	1	// May pick one.
Shield Generator Size	ACSldSiz	CDSldSiz	ShdGenSz	1	// May pick one.
Warp Boost Tech	ACWrpBst	CDWrpBst	WrpBstTk	2	// May pick many (Does not really apply to non-military)
Weapon Modification	ACWepMod	CDWepMod	ShWepMod	2	// May pick many (Does not really apply to non-military)
Achievement	ACAchiev	CDAchiev	Achieve	2	//May pick many (Does not really apply to non-military
TableEnd					
					
"//application_class, Type_ID, individual sort tags, kUnicode and kUnicodD should be 8 characters or less"																								
"//application_class - for items that go into a build queue, specifies the build queue in which they are built"																								
//sort tag -  for items that go into a build queue. Specifies where the item goes when it's built																								
TableStart	TechApplications																							
ColumnHeadingsStart	kUnicode	kUnicodD	kUnicdLg	Sort_Tag	Type_ID	Application_Class	Field_Dependencies	IconName	Global_Tags	Tag_Values														
RowHeadingsStart																								
Armor I	TAArmr01	TBArmr01	SDArmInf	"Ship, Military, KEEPTHIS"	ArmTitan	ArmorCls	Const_00	Armor	None	"SystCost = 20, ArmorVal = 100, Deflects = 2"														1
Armor II	TAArmr02	TBArmr02	SDArmInf	"Ship, Military"	ArmTritn	ArmorCls	Const_10	Armor	None	"SystCost = 60, ArmorVal = 200, Deflects = 6"														2
Armor IV	TAArmr04	TBArmr04	SDArmInf	"Ship, Military"	ArmZorti	ArmorCls	Const_20	Armor	None	"SystCost = 140, ArmorVal = 400, Deflects = 10"														3
Armor VII	TAArmr07	TBArmr07	SDArmInf	"Ship, Military"	ArmNeutr	ArmorCls	Const_30	Armor	None	"SystCost = 300, ArmorVal = 800, Deflects = 14"														4
Armor X	TAArmr10	TBArmr10	SDArmInf	"Ship, Military"	ArmAdama	ArmorCls	Const_40	Armor	None	"SystCost = 620, ArmorVal = 1600, Deflects = 18"														5
No Armor	TANoArmr	TBNoArmr	ShipStnd	"Ship, Military, KEEPTHIS"	No_Armor	ArmorThk	Const_00	Armor	None	"SystCost *=0, ArmorVal *= 0, Deflects *= 0"														6
Very Light Armor	TAVltArm	TBVlTArm	ShipStnd	"Ship, Military"	VLtArmor	ArmorThk	Const_00	Armor	None	"SystCost *= 0.75, ArmorVal *= 0.50, Deflects *= 0.5"														7
Light Armor	TALitArm	TBLiTArm	ShipStnd	"Ship, Military"	LitArmor	ArmorThk	Const_00	Armor	None	"SystCost *= 1.00, ArmorVal *= 1.00, Deflects *= 0.66"														8
Medium Armor	TAMedArm	TBMedArm	ShipStnd	"Ship, Military"	MedArmor	ArmorThk	Const_11	Armor	None	"SystCost *= 3.00, ArmorVal *= 2.00, Deflects *= 1"														9
Heavy Armor	TAHvyArm	TBHvyArm	ShipStnd	"Ship, Military"	HvyArmor	ArmorThk	Const_21	Armor	None	"SystCost *= 7.00, ArmorVal *= 4.00, Deflects *= 1.5"														10
Very Heavy Armor	TAVhvArm	TBVhvArm	ShipStnd	"Ship, Military"	VHvArmor	ArmorThk	Const_35	Armor	None	"SystCost *= 12.00, ArmorVal *= 8.00, Deflects *= 1.75"														11
Ultra Heavy Armor	TAUhvArm	TBUhvArm	ShipStnd	"Ship, Military"	UltArmor	ArmorThk	Const_45	Armor	None	"SystCost *= 18.00, ArmorVal *= 16.00, Deflects *= 2"														12
System Engine I	TASysE01	TBSysE01	SDEngInf	"Ship, KEEPTHIS"	FREngi01	ShEngine	Energ_00	TFEngine	DlayTech = 1	"SystCost = 50, UniSpace *= 0.4, MaxSpeed = 1500"							Engine	Jump	Misc	Total				13
System Engine II	TASysE02	TBSysE02	SDEngInf	Ship	FREngi02	ShEngine	Energ_05	TFEngine	DlayTech = 2	"SystCost = 55, UniSpace *= 0.375, MaxSpeed = 1800"						1000	400	100	90	410	20.5	696.18		14
System Engine III	TASysE03	TBSysE03	SDEngInf	Ship	FREngi03	ShEngine	Energ_09	TFEngine	DlayTech = 3	"SystCost = 60, UniSpace *= 0.375, MaxSpeed = 2100"						1330	532	0	119.7	678.3	33.915	1151.7534		15
System Engine IV	TASysE04	TBSysE04	SDEngInf	Ship	FREngi04	ShEngine	Energ_13	TFEngine	DlayTech = 4	"SystCost = 65, UniSpace *= 0.35, MaxSpeed = 2400"						1500	60	0	135	1305	65.25	2215.89		16
System Engine V	TASysE05	TBSysE05	SDEngInf	Ship	FREngi05	ShEngine	Energ_20	TFEngine	DlayTech = 5	"SystCost = 70, UniSpace *= 0.35, MaxSpeed = 2700"														17
System Engine VI	TASysE06	TBSysE06	SDEngInf	Ship	FREngi06	ShEngine	Energ_25	TFEngine	DlayTech = 6	"SystCost = 75, UniSpace *= 0.325, MaxSpeed = 3000"														18
System Engine VII	TASysE07	TBSysE07	SDEngInf	Ship	FREngi07	ShEngine	Energ_30	TFEngine	DlayTech = 7	"SystCost = 80, UniSpace *= 0.325, MaxSpeed = 3300"							Engine	Jump	Misc	Total				19
System Engine VIII	TASysE08	TBSysE08	SDEngInf	Ship	FREngi08	ShEngine	Energ_35	TFEngine	DlayTech = 8	"SystCost = 95, UniSpace *= 0.30, MaxSpeed = 3600"						1000	375	125	90	410	20.5	696.18		20
System Engine IX	TASysE09	TBSysE09	SDEngInf	Ship	FREngi09	ShEngine	Energ_40	TFEngine	DlayTech = 9	"SystCost = 100, UniSpace *= 0.30, MaxSpeed = 3900"						1330	498.75	0	119.7	711.55	35.5775	1208.2119	1.735487805	21
System Engine X	TASysE10	TBSysE10	SDEngInf	Ship	FREngi10	ShEngine	Energ_45	TFEngine	DlayTech = 10	"SystCost = 105, UniSpace *= 0.275, MaxSpeed = 4200"						1500	56.25	0	135	1308.75	65.4375	2222.2575	1.839294498	22
Orbital	TAOrbitl	TBOrbitl	ShipStnd	"Ship, KEEPTHIS"	Orbital	ShHulOpt	Const_00	TFAstEng	None	"ShpCpcty *= 1.5, ShipWarp != 0, SystCost *= 0.8"														23
Systemship	TASystSh	TBSystSh	ShipStnd	"Ship, KEEPTHIS"	Systship	ShHulOpt	Const_00	SystemShips	None	"ShpCpcty *= 1.33, ShipWarp != 0, SystCost *=0.9"														24
Starship	TAStrshp	TBStrshp	ShipStnd	"Ship, KEEPTHIS"	Starship	ShHulOpt	Const_00	StarShips	None	"ShpCpcty *= 1.00, SystCost *= 1.00"														25
Hull00	TAHull00	TBHull00	ShipStnd	"Ship, KEEPTHIS"	Hull00	ShipHull	Const_00	Armor	None	"ShpCpcty = 50, SystCost = 100, UseGraph = 1"														27
Hull01	TAHull01	TBHull01	ShipStnd	"Ship, KEEPTHIS"	Hull01	ShipHull	Const_00	Armor	None	"ShpCpcty = 70, SystCost = 142, UseGraph = 1"														28
Hull02	TAHull02	TBHull02	ShipStnd	"Ship, KEEPTHIS"	Hull02	ShipHull	Const_00	Armor	None	"ShpCpcty = 100, SystCost = 204, UseGraph = 2"														29
Hull03	TAHull03	TBHull03	ShipStnd	"Ship, KEEPTHIS"	Hull03	ShipHull	Const_00	Armor	None	"ShpCpcty = 140, SystCost = 298, UseGraph = 2"														30
Hull04	TAHull04	TBHull04	ShipStnd	"Ship, KEEPTHIS"	Hull04	ShipHull	Const_00	Armor	None	"ShpCpcty = 200, SystCost = 438, UseGraph = 3"														31
Hull05	TAHull05	TBHull05	ShipStnd	"Ship, KEEPTHIS"	Hull05	ShipHull	Const_00	Armor	None	"ShpCpcty = 285, SystCost = 650, UseGraph = 3"														32
Hull06	TAHull06	TBHull06	ShipStnd	"Ship, KEEPTHIS"	Hull06	ShipHull	Const_06	Armor	None	"ShpCpcty = 405, SystCost = 974, UseGraph = 4"														33
Hull07	TAHull07	TBHull07	ShipStnd	"Ship, KEEPTHIS"	Hull07	ShipHull	"Const_11, Energ_08"	Armor	None	"ShpCpcty = 575, SystCost = 1458, UseGraph = 4"														34
Hull08	TAHull08	TBHull08	ShipStnd	"Ship, KEEPTHIS"	Hull08	ShipHull	"Const_17, MthCm_14"	Armor	None	"ShpCpcty = 815, SystCost = 2264, UseGraph = 5"														35
Hull09	TAHull09	TBHull09	ShipStnd	"Ship, KEEPTHIS"	Hull09	ShipHull	"Const_23, MthCm_20"	Armor	None	"ShpCpcty = 1155, SystCost = 3502, UseGraph = 5"														36
Hull10	TAHull10	TBHull10	ShipStnd	"Ship, KEEPTHIS"	Hull10	ShipHull	"Const_29, Energ_26"	Armor	None	"ShpCpcty = 1635, SystCost = 5472, UseGraph = 6"														37
Hull11	TAHull11	TBHull11	ShipStnd	"Ship, KEEPTHIS"	Hull11	ShipHull	"Const_34, Energ_31"	Armor	None	"ShpCpcty = 2310, SystCost = 8646, UseGraph = 6"														38
Hull12	TAHull12	TBHull12	ShipStnd	"Ship, KEEPTHIS"	Hull12	ShipHull	"Const_40, MthCm_37"	Armor	None	"ShpCpcty = 3265, SystCost = 13706, UseGraph = 7"														39
Hull13	TAHull13	TBHull13	ShipStnd	"Ship, KEEPTHIS"	Hull13	ShipHull	"Const_45, Energ_42"	Armor	None	"ShpCpcty = 4615, SystCost = 22244, UseGraph = 7"														40
Warp Drive 1	TAWrpD01	TBWrpD01	SDEngInf	"Ship, KEEPTHIS"	WarpDrv1	ShipWarp	Energ_00	TFTraPhy	None	"SystCost = 100, UniSpace *= .1, MaxWarp = 85"														41
Warp Drive 2	TAWrpD02	TBWrpD02	SDEngInf	Ship	WarpDrv2	ShipWarp	MthCm_05	TFTraPhy	None	"SystCost = 126, UniSpace *= .095, MaxWarp = 105"														42
Warp Drive 3	TAWrpD03	TBWrpD03	SDEngInf	Ship	WarpDrv3	ShipWarp	MthCm_09	TFTraPhy	None	"SystCost = 158, UniSpace *= .09, MaxWarp = 133"														43
Warp Drive 4	TAWrpD04	TBWrpD04	SDEngInf	Ship	WarpDrv4	ShipWarp	MthCm_13	TFTraPhy	None	"SystCost = 200, UniSpace *= .086, MaxWarp = 168"														44
Warp Drive 5	TAWrpD05	TBWrpD05	SDEngInf	Ship	WarpDrv5	ShipWarp	MthCm_20	TFTraPhy	None	"SystCost = 252, UniSpace *= .081, MaxWarp = 211"														45
Warp Drive 6	TAWrpD06	TBWrpD06	SDEngInf	Ship	WarpDrv6	ShipWarp	MthCm_25	TFTraPhy	None	"SystCost = 318, UniSpace *= .077, MaxWarp = 266"														46
Warp Drive 7	TAWrpD07	TBWrpD07	SDEngInf	Ship	WarpDrv7	ShipWarp	MthCm_30	TFTraPhy	None	"SystCost = 400, UniSpace *= .074, MaxWarp = 336"														47
Warp Drive 8	TAWrpD08	TBWrpD08	SDEngInf	Ship	WarpDrv8	ShipWarp	MthCm_35	TFTraPhy	None	"SystCost = 502, UniSpace *= .07, MaxWarp = 422"														48
Warp Drive 9	TAWrpD09	TBWrpD09	SDEngInf	Ship	WarpDrv9	ShipWarp	MthCm_40	TFTraPhy	None	"SystCost = 634, UniSpace *= .066, MaxWarp = 532"														49
Warp Drive 10	TAWrpD10	TBWrpD10	SDEngInf	Ship	WarpDrvA	ShipWarp	MthCm_45	TFTraPhy	None	"SystCost = 800, UniSpace *= .063, MaxWarp = 672"														50
Force Field 1	TAFFld01	TBFFld01	SDShdInf	Ship	FrcFld01	ShldTech	Energ_04	TFElectr	None	"StpPow = 0.5, ShdStr = 50, Recharge = 5, SystCost = 50, UniSpace *= 0.05"								50	50					51
Force Field 2	TAFFld02	TBFFld02	SDShdInf	Ship	FrcFld02	ShldTech	Energ_10	TFElectr	None	"StpPow = 0.54, ShdStr = 75, Recharge = 8, SystCost = 63, UniSpace *= 0.05"								54	75					52
Force Field 3	TAFFld03	TBFFld03	SDShdInf	Ship	FrcFld03	ShldTech	Energ_15	TFElectr	None	"StpPow = 0.58, ShdStr = 125, Recharge = 13, SystCost = 79, UniSpace *= 0.05"								58	125					53
Force Field 4	TAFFld04	TBFFld04	SDShdInf	Ship	FrcFld04	ShldTech	Energ_20	TFElectr	None	"StpPow = 0.62, ShdStr = 200, Recharge = 21, SystCost = 100, UniSpace *= 0.05"								62	200					54
Force Field 5	TAFFld05	TBFFld05	SDShdInf	Ship	FrcFld05	ShldTech	Energ_25	TFElectr	None	"StpPow = 0.66, ShdStr = 325, Recharge = 34, SystCost = 126, UniSpace *= 0.05"								66	325					55
Force Field 6	TAFFld06	TBFFld06	SDShdInf	Ship	FrcFld06	ShldTech	Energ_30	TFElectr	None	"StpPow = 0.7, ShdStr = 525, Recharge = 55, SystCost = 159, UniSpace *= 0.05"								70	525					56
Force Field 7	TAFFld07	TBFFld07	SDShdInf	Ship	FrcFld07	ShldTech	Energ_35	TFElectr	None	"StpPow = 0.74, ShdStr = 850, Recharge = 89, SystCost = 200, UniSpace *= 0.05"								74	850					57
Force Field 8	TAFFld08	TBFFld08	SDShdInf	Ship	FrcFld08	ShldTech	Energ_40	TFElectr	None	"StpPow = 0.78, ShdStr = 1375, Recharge = 144, SystCost = 251, UniSpace *= 0.05"								78	1375					58
Force Field 9	TAFFld09	TBFFld09	SDShdInf	Ship	FrcFld09	ShldTech	Energ_45	TFElectr	None	"StpPow = 0.82, ShdStr = 2225, Recharge = 233, SystCost = 317, UniSpace *= 0.05"								82	2225					59
Force Field 10	TAFFld10	TBFFld10	SDShdInf	Ship	FrcFld10	ShldTech	Energ_50	TFElectr	None	"StpPow = 0.86, ShdStr = 3600, Recharge = 377, SystCost = 400, UniSpace *= 0.05"								86	3600					60
Damper Field	TADmpFld	TBDmpFld	SDShdInf	Ship	DamprFld	ShldTech	Energ_45	TFElectr	None	"StpPow = 0.75, ShdStr = 32000, Recharge = 32000, SystCost = 750, UniSpace *= 0.15"								75						61
Small Shield Generator 	TASmShdG	TBSmShdG	ShipStnd	"Ship, Military, KEEPTHIS"	SmShdGen	ShdGenSz	Energ_00	TFElectr	None	"ShdStr *= 0.66, Recharge *= 0.5, SystCost *= 0.7, UniSpace *= 0.5"														62
Stand Shield Generator	TAStShdG	TBStShdG	ShipStnd	"Ship, Military, KEEPTHIS"	ShieldGn	ShdGenSz	Energ_00	TFElectr	None	"ShdStr *= 1, Recharge *= 1, SystCost *= 1, UniSpace *= 1"														63
Large Shield Generator	TALgShdG	TBLgShdG	ShipStnd	"Ship, Military"	LgShdGen	ShdGenSz	Energ_16	TFElectr	None	"ShdStr *= 1.5, Recharge *= 1.5, SystCost *= 2, UniSpace *= 2"														64
Planetary Shield Generator I	TAPlnSd1	TBPlnSd1	None	"Military, Planet, KEEPTHIS"	PlnShd01	PlanSecu	"Energ_10, MthCm_08"	PDefence	None	"ShdStr *= 5, Recharge *= 2.5, Cost=100, PlanDef += 3, CollatSz=30, CollatDs = 60, CollatCl=0, Employee = 0.2"														65
Bridge	TABridge	TBBridge	ShipStnd	"Ship, KEEPTHIS"	Bridge	ShReqSys	Const_00	TFShpSup	None	"UniSpace *= .02, SystCost = 25"														66
Crew Quarters	TACrewQt	TBCrewQt	ShipStnd	"Ship, KEEPTHIS"	CrewQrtr	ShReqSys	Const_00	TFShpSup	None	"UniSpace *= .05, SystCost = 10"														67
Life Support	TALifSup	TBLifSup	ShipStnd	"Ship, KEEPTHIS"	LifeSupp	ShReqSys	Const_00	TFShpSup	None	"UniSpace *= .02, SystCost = 40"														68
Armor Penetrating Laser	TAAPLasr	TBAPLasr	None	"Ship, Military"	APLasrCn	ShWepMod	Energ_04	TFBemWep	None	"InfoWeap >= 0, ArmrPier *= 0.75, UniSpace *= 1.5"														
Auto Fire Laser	TAAFLser	TBAFLser	None	"Ship, Military"	AFLasrCn	ShWepMod	Energ_04	TFBemWep	None	"InfoWeap >= 0, MultFire *= 3, UniSpace *= 2"														
Continuous Laser	TACnLser	TBCnLser	None	"Ship, Military"	CnLasrCn	ShWepMod	Energ_04	TFBemWep	None	"InfoWeap >= 0, MaxAccry *= 1.5, UniSpace *= 1.25"														
Improved Laser	TAImLser	TBImLser	None	"Ship, Military"	ImLasrCn	ShWepMod	Energ_13	TFBemWep	None	"InfoWeap >= 0, NearDamg *= 1.5, FarDamag *=1.1"														
Laser Miniaturization I	TAM1Lser	TBM1Lser	None	"Ship, Military"	M1LasrCn	ShWepMod	MthCm_04	TFBemWep	None	"InfoWeap >= 0,  UniSpace *= 0.8"														
Laser Miniaturization II	TAM2Lser	TBM2Lser	None	"Ship, Military"	M2LasrCn	ShWepMod	MthCm_08	TFBemWep	None	"InfoWeap >= 0,  UniSpace *= 0.8"														
Laser Cannon	TALserCn	TBLserCn	SDDirFir	"Ship, Military, KEEPTHIS"	LasrCann	ShWepSys	Energ_00	TFBemWep	None	InfoWeap <= 0														
Armor Penetrating Mass Driver	TAAPMass	TBAPMass	None	"Ship, Military"	APMassDr	ShWepMod	Const_04	TFProWep	None	"InfoWeap >= 9, ArmrPier *= 0.75, UniSpace *= 1.5"
Auto Fire Mass Driver	TAAFMass	TBAFMass	None	"Ship, Military"	AFMassDr	ShWepMod	Const_04	TFProWep	None	"InfoWeap >= 9, MultFire *= 3, UniSpace *= 2"
Improved Mass Driver	TAImMass	TBImMass	None	"Ship, Military"	ImMassDr	ShWepMod	Const_13	TFProWep	None	"InfoWeap >= 9, NearDamg *= 1.5, FarDamag *=1.1"
Mass Driver Miniaturization I	TAMsDCn1	TBMsDCn1	None	"Ship, Military"	M1MsDrCn	ShWepMod	MthCm_04	TFProWep	None	"InfoWeap >= 9, UniSpace *= 0.8"
Mass Driver Miniaturization II	TAMsDCn2	TBMsDCn2	None	"Ship, Military"	M2MsDrCn	ShWepMod	MthCm_08	TFProWep	None	"InfoWeap >= 9, UniSpace *= 0.8"
Mass Driver	TAMassDr	TBMassDr	SDDirFir	"Ship, Military, KEEPTHIS"	MassDrvr	ShWepSys	Const_00	TFProWep	None	InfoWeap <= 9
Continuous Fusion Cannon	TACnFusn	TBCnFusn	None	"Ship, Military"	CnFusnCn	ShWepMod	Energ_09	TFPlasWep	None	"InfoWeap >= 1, MaxAccry *= 1.5, UniSpace *= 1.25"
Enveloping Fusion Cannon	TAEnFusn	TBEnFusn	None	"Ship, Military"	EnFusnCn	ShWepMod	Energ_09	TFPlasWep	None	"InfoWeap >= 1, ShldPen *= 0.5, UniSpace *= 1.66"
Improved Fusion Cannon	TAImFusn	TBImFusn	None	"Ship, Military"	ImFusnCn	ShWepMod	Energ_18	TFPlasWep	None	"InfoWeap >= 1, NearDamg *= 1.5, UniSpace *= 1, FarDamag *=1.1"
Fusion Cannon Miniaturization I	TAM1Fusn	TBM1Fusn	None	"Ship, Military"	M1FusnCn	ShWepMod	MthCm_09	TFPlasWep	None	"InfoWeap >= 1,  UniSpace *= 0.8"
Fusion Cannon Miniaturization II	TAM2Fusn	TBM2Fusn	None	"Ship, Military"	M2FusnCn	ShWepMod	MthCm_13	TFPlasWep	None	"InfoWeap >= 1,  UniSpace *= 0.8"
Fusion Cannon	TAFusCan	TBFusCan	SDDirFir	"Ship, Military"	FusionCn	ShWepSys	Energ_05	TFPlasWep	None	InfoWeap <= 1
Continuous Quark Cannon	TACnPrt5	TBCnPrt5	None	"Ship, Military"	CnPart05	ShWepMod	Energ_09	TFPartWep	None	"InfoWeap >= 14, MaxAccry *= 1.5, UniSpace *= 1.25"
Armor Piercing Quark Cannon	TAAPPrt5	TBAPPrt5	None	"Ship, Military"	APPart05	ShWepMod	Energ_09	TFPartWep	None	"InfoWeap >= 14, ArmrPier *= 0.75, UniSpace *= 1.5"
Improved Quark Cannon 	TAImPrt5	TBImPrt5	None	"Ship, Military"	ImPart05	ShWepMod	Energ_18	TFPartWep	None	"InfoWeap >= 14, NearDamg *= 1.5, FarDamag *=1.1"
Quark Cannon Miniaturization I	TAPrt5M1	TBPrt5M1	None	"Ship, Military"	Part05M1	ShWepMod	MthCm_09	TFPartWep	None	"InfoWeap >= 14, UniSpace *= 0.8"
Quark Cannon Miniaturization II	TAprt5M2	TBprt5M2	None	"Ship, Military"	Part05M2	ShWepMod	MthCm_13	TFPartWep	None	"InfoWeap >= 14, UniSpace *= 0.8"
Quark Cannon	TAPart05	TBPart05	SDDirFir	"Ship, Military"	PartBm05	ShWepSys	Energ_05	TFPartWep	None	InfoWeap >= 14
Continuous Hard Beam	TACnBm10	TBCnBm10	None	"Ship, Military"	CnBeam10	ShWepMod	Energ_14	TFBemWep	None	"InfoWeap >= 15, MaxAccry *= 1.5, UniSpace *= 1.25"
Auto Fire Hard Beam	TAAFBm10	TBAFBm10	None	"Ship, Military"	AFBeam10	ShWepMod	Energ_14	TFBemWep	None	"InfoWeap >= 15, MultFire *= 3, UniSpace *= 2"
Armor Piercing Hard Beam	TAAPBm10	TBAPBm10	None	"Ship, Military"	APBeam10	ShWepMod	Energ_14	TFBemWep	None	"InfoWeap >= 15, ArmrPier *= 0.75, UniSpace *= 1.5"
Improved Hard Beam 	TAImBm10	TBImBm10	None	"Ship, Military"	ImBeam10	ShWepMod	Energ_23	TFBemWep	None	"InfoWeap >= 15, NearDamg *= 1.5, FarDamag *=1.1"
Hard Beam Miniaturization I	TABm10M1	TBBm10M1	None	"Ship, Military"	Beam10M1	ShWepMod	MthCm_14	TFBemWep	None	"InfoWeap >= 15, UniSpace *= 0.8"
Hard Beam Miniaturization II	TABm10M2	TBBm10M2	None	"Ship, Military"	Beam10M2	ShWepMod	MthCm_18	TFBemWep	None	"InfoWeap >= 15, UniSpace *= 0.8"
Hard Beam	TABeam10	TBBeam10	SDDirFir	"Ship, Military"	Beam_10	ShWepSys	Energ_10	TFBemWep	None	InfoWeap <= 15
Continuous Neutron Blaster	TACnNtBl	TBCnNtBl	None	"Ship, Military"	CnNeutnB	ShWepMod	Energ_19	TFPartWep	None	"InfoWeap >= 2, MaxAccry *= 1.5, UniSpace *= 1.25"
Armor Piercing Neutron Blaster	TAAPNtBl	TBAPNtBl	None	"Ship, Military"	APNeutBl	ShWepMod	Energ_19	TFPartWep	None	"InfoWeap >= 2, ArmrPier *= 0.75, UniSpace *= 1.5"
Improved Neutron Blaster	TAImNtBl	TBImNtBl	None	"Ship, Military"	ImNeutnB	ShWepMod	Energ_28	TFPartWep	None	"InfoWeap >= 2, NearDamg *= 1.5, UniSpace *= 1, FarDamag *=1.1"
Neutron Blaster Miniaturization I	TAM1NtBl	TBM1NtBl	None	"Ship, Military"	M1NeutnB	ShWepMod	MthCm_19	TFPartWep	None	"InfoWeap >= 2,  UniSpace *= 0.8"
Neutron Blaster Miniaturization II	TAM2NtBl	TBM2NtBl	None	"Ship, Military"	M2NeutnB	ShWepMod	MthCm_24	TFPartWep	None	"InfoWeap >= 2,  UniSpace *= 0.8"
Neutron Blaster	TANeutBl	TBNeutBl	SDDirFir	"Ship, Military"	NeutronB	ShWepSys	Energ_15	TFPartWep	None	InfoWeap <= 2
Auto Fire Rail Gun	TAAFMa10	TBAFMa10	None	"Ship, Military"	AFMass10	ShWepMod	Const_14	TFProWep	None	"InfoWeap >= 16, MultFire *= 3, UniSpace *= 2"
Armor Piercing Rail Gun	TAAPMa10	TBAPMa10	None	"Ship, Military"	APMass10	ShWepMod	Const_14	TFProWep	None	"InfoWeap >= 16, ArmrPier *= 0.75, UniSpace *= 1.5"
Improved Rail Gun 	TAImMa10	TBImMa10	None	"Ship, Military"	ImMass10	ShWepMod	Const_23	TFProWep	None	"InfoWeap >= 16, NearDamg *= 1.5, FarDamag *=1.1"
Rail Gun Miniaturization I	TAMa10M1	TBMa10M1	None	"Ship, Military"	Mass10M1	ShWepMod	MthCm_18	TFProWep	None	"InfoWeap >= 16, UniSpace *= 0.8"
Rail Gun Miniaturization II	TAMa10M2	TBMa10M2	None	"Ship, Military"	Mass10M2	ShWepMod	MthCm_14	TFProWep	None	"InfoWeap >= 16, UniSpace *= 0.8"
Rail Gun	TAMass10	TBMass10	SDDirFir	"Ship, Military"	Mass_10	ShWepSys	Const_10	TFProWep	None	InfoWeap <= 16
Continuous Graviton Beam	TACnGrvB	TBCnGrvB	None	"Ship, Military"	CnGravBm	ShWepMod	Energ_24	TFPartWep	None	"InfoWeap >= 3, MaxAccry *= 1.5, UniSpace *= 1.25"
Armor Piercing Graviton Beam	TAAPGrvB	TBAPGrvB	None	"Ship, Military"	APGravBm	ShWepMod	Energ_24	TFPartWep	None	"InfoWeap >= 3, ArmrPier *= 0.75, UniSpace *= 1.5"
Improved Graviton Beam	TAImGrvB	TBImGrvB	None	"Ship, Military"	ImGravBm	ShWepMod	Energ_33	TFPartWep	None	"InfoWeap >= 3, NearDamg *= 1.5, UniSpace *= 1, FarDamag *=1.1"
Graviton Beam Miniaturization I	TAM1GrvB	TBM1GrvB	None	"Ship, Military"	M1GravBm	ShWepMod	MthCm_14	TFPartWep	None	"InfoWeap >= 3, UniSpace *= 0.8"
Graviton Beam Miniaturization II	TAM2GrvB	TBM2GrvB	None	"Ship, Military"	M2GravBm	ShWepMod	MthCm_28	TFPartWep	None	"InfoWeap >= 3, UniSpace *= 0.8"
Graviton Beam	TAGravBm	TBGravBm	SDDirFir	"Ship, Military"	GravBeam	ShWepSys	Energ_20	TFPartWep	None	InfoWeap <= 3
Continuous Hellfire Cannon	TACnPl15	TBCnPl15	None	"Ship, Military"	CnPlas15	ShWepMod	Energ_19	TFPlasWep	None	"InfoWeap >= 17, MaxAccry *= 1.5, UniSpace *= 1.25"
Enveloping Hellfire Cannon	TAEnPl15	TBEnPl15	None	"Ship, Military"	EnPlas15	ShWepMod	Energ_19	TFPlasWep	None	"InfoWeap >= 17, ShldPen *= 0.5, UniSpace *= 1.66"
Improved Hellfire Cannon 	TAImPl15	TBImPl15	None	"Ship, Military"	ImPlas15	ShWepMod	Energ_28	TFPlasWep	None	"InfoWeap >= 17, NearDamg *= 1.5, FarDamag *=1.1"
Hellfire Cannon Miniaturization I	TAPl15M1	TBPl15M1	None	"Ship, Military"	Plas15M1	ShWepMod	MthCm_19	TFPlasWep	None	"InfoWeap >= 17, UniSpace *= 0.8"
Hellfire Cannon Miniaturization II	TAPl15M2	TBPl15M2	None	"Ship, Military"	Plas15M2	ShWepMod	MthCm_23	TFPlasWep	None	"InfoWeap >= 17, UniSpace *= 0.8"
Hellfire Cannon	TAPlas15	TBPlas15	SDDirFir	"Ship, Military"	Plas_15	ShWepSys	Energ_15	TFPlasWep	None	InfoWeap <= 17
Auto Fire Ion Pulse Cannon	TAAFIonP	TBAFIonP	None	"Ship, Military"	AFIonPls	ShWepMod	Energ_24	TFBemWep	None	"InfoWeap >= 11, MultFire *= 3, UniSpace *= 2"
Improved Ion Pulse Cannon	TAImIonP	TBImIonP	None	"Ship, Military"	ImIonPls	ShWepMod	Energ_33	TFBemWep	None	"InfoWeap >= 11, NearDamg *= 1.5, FarDamag *=1.1"
Ion Pulse Cannon Miniaturization I	TAIonCn1	TBIonCn1	None	"Ship, Military"	M1IonPCn	ShWepMod	MthCm_24	TFBemWep	None	"InfoWeap >= 11, UniSpace *= 0.8"
Ion Pulse Cannon Miniaturization II	TAIonCn2	TBIonCn2	None	"Ship, Military"	M2IonPCn	ShWepMod	MthCm_30	TFBemWep	None	"InfoWeap >= 11, UniSpace *= 0.8"
Ion Pulse Cannon	TAIonCan	TBIonCan	SDDirFir	"Ship, Military"	IPCannon	ShWepSys	Energ_20	TFBemWep	None	InfoWeap <= 11
Particle Beam	TAPartBm	TBPartBm	SDDirFir	"Ship, Military, Antaran"	PartBeam	ShWepSys	Antar_01	TFPartWep	None	InfoWeap <= 12
Continuous Phasor Beam	TACnPhsB	TBCnPhsB	None	"Ship, Military"	CnPhasBm	ShWepMod	Energ_29	TFBemWep	None	"InfoWeap >= 4, MaxAccry *= 1.5, UniSpace *= 1.25"
Armor Penetrating Phasor Beam	TAAPPhas	TBAPPhas	None	"Ship, Military"	APPhasBm	ShWepMod	Energ_29	TFBemWep	None	"InfoWeap >= 4, ArmrPier *= 0.75, UniSpace *= 1.5"
Auto Fire Phasor Beam	TAAFPhas	TBAFPhas	None	"Ship, Military"	AFPhasBm	ShWepMod	Energ_29	TFBemWep	None	"InfoWeap >= 4, MultFire *= 3, UniSpace *= 2"
Improved Phasor Beam	TAImPhsB	TBImPhsB	None	"Ship, Military"	ImPhasBm	ShWepMod	Energ_38	TFBemWep	None	"InfoWeap >= 4, NearDamg *= 1.5, UniSpace *= 1, FarDamag *=1.1"
Phasor Beam Miniaturization I	TAM1PhsB	TBM1PhsB	None	"Ship, Military"	M1PhasBm	ShWepMod	MthCm_29	TFBemWep	None	"InfoWeap >= 4, UniSpace *= 0.8"
Phasor Beam Miniaturization II	TAM2PhsB	TBM2PhsB	None	"Ship, Military"	M2PhasBm	ShWepMod	MthCm_33	TFBemWep	None	"InfoWeap >= 4, UniSpace *= 0.8"
Phasor Beam	TAPhasBm	TBPhasBm	SDDirFir	"Ship, Military"	PhaBeam	ShWepSys	Energ_25	TFBemWep	None	InfoWeap <= 4
Continuous Plasma Cannon	TACnPlas	TBCnPlas	None	"Ship, Military"	CnPlasCn	ShWepMod	Energ_24	TFPlasWep	None	"InfoWeap >= 5, MaxAccry *= 1.5, UniSpace *= 1.25"
Enveloping Plasma Cannon	TAEnPlas	TBEnPlas	None	"Ship, Military"	EnPlasCn	ShWepMod	Energ_24	TFPlasWep	None	"InfoWeap >= 5, ShldPen *= 0.5, UniSpace *= 1.66"
Improved Plasma Cannon	TAImPlsC	TBImPlsC	None	"Ship, Military"	ImPlasCn	ShWepMod	Energ_33	TFPlasWep	None	"InfoWeap >= 5, NearDamg *= 1.5, UniSpace *= 1, FarDamag *=1.1"
Plasma Cannon Miniaturization I	TAPlsCn1	TBPlsCn1	None	"Ship, Military"	M1PlasCn	ShWepMod	MthCm_24	TFPlasWep	None	"InfoWeap >= 5, UniSpace *= 0.8"
Plasma Cannon Miniaturization II	TAPlsCn2	TBPlsCn2	None	"Ship, Military"	M2PlasCn	ShWepMod	MthCm_28	TFPlasWep	None	"InfoWeap >= 5, UniSpace *= 0.8"
Plasma Cannon	TAPlasCn	TBPlasCn	SDDirFir	"Ship, Military"	PlasmaCan	ShWepSys	Energ_20	TFPlasWep	None	InfoWeap <= 5
Armor Penetrating Gauss Cannon	TAAPGaus	TBAPGaus	None	"Ship, Military"	APGaussC	ShWepMod	Const_29	TFProWep	None	"InfoWeap >= 10, ArmrPier *= 0.75, UniSpace *= 1.5"
Auto Fire Gauss Cannon	TAAFGaus	TBAFGaus	None	"Ship, Military"	AFGaussF	ShWepMod	Const_29	TFProWep	None	"InfoWeap >= 10, MultFire *= 3, UniSpace *= 2"
Improved Gauss Cannon	TAImGaus	TBImGaus	None	"Ship, Military"	ImGaussF	ShWepMod	Const_38	TFProWep	None	"InfoWeap >= 10, NearDamg *= 1.5, FarDamag *=1.1"
Gauss Cannon Miniaturization I	TAGsCCn1	TBGsCCn1	None	"Ship, Military"	M1GsCnCn	ShWepMod	MthCm_29	TFProWep	None	"InfoWeap >= 10, UniSpace *= 0.8"
Gauss Cannon Miniaturization II	TAGsCCn2	TBGsCCn2	None	"Ship, Military"	M2GsCnCn	ShWepMod	MthCm_34	TFProWep	None	"InfoWeap >= 10, UniSpace *= 0.8"
Gauss Cannon	TAGaussC	TBGaussC	SDDirFir	"Ship, Military"	GaussCan	ShWepSys	Const_25	TFProWep	None	InfoWeap <= 10
Lightning Field Generator	TALtFldG	TBLtFldG	SDDirFir	"Ship, Military"	LtFldGen	ShWepSys	Energ_25	TFProWep	None	InfoWeap <= 23
Continuous Dark Energy Beam	TACnPt30	TBCnPt30	None	"Ship, Military"	CnPart30	ShWepMod	Energ_34	TFPartWep	None	"InfoWeap >= 18, MaxAccry *= 1.5, UniSpace *= 1.25"
Armor Piercing Dark Energy Beam	TAAPPt30	TBAPPt30	None	"Ship, Military"	APPart30	ShWepMod	Energ_34	TFPartWep	None	"InfoWeap >= 18, ArmrPier *= 0.75, UniSpace *= 1.5"
Improved Dark Energy Beam 	TAImPt30	TBImPt30	None	"Ship, Military"	ImPart30	ShWepMod	Energ_43	TFPartWep	None	"InfoWeap >= 18, NearDamg *= 1.5, FarDamag *=1.1"
Dark Energy Beam Miniaturization I	TAPt30M1	TBPt30M1	None	"Ship, Military"	Part30M1	ShWepMod	MthCm_34	TFPartWep	None	"InfoWeap >= 18, UniSpace *= 0.8"
Dark Energy Beam Miniaturization II	TAPt30M2	TBPt30M2	None	"Ship, Military"	Part30M2	ShWepMod	MthCm_38	TFPartWep	None	"InfoWeap >= 18, UniSpace *= 0.8"
Dark Energy Beam	TAPart30	TBPart30	SDDirFir	"Ship, Military"	PartBm30	ShWepSys	Energ_30	TFPartWep	None	InfoWeap >= 18
Armor Penetrating Disruptor Cannon	TAAPDisr	TBAPDisr	None	"Ship, Military"	APDisrCn	ShWepMod	Energ_39	TFProWep	None	"InfoWeap >= 6, ArmrPier *= 0.75, UniSpace *= 1.5"
Auto Fire Disruptor Cannon	TAAFDisr	TBAFDisr	None	"Ship, Military"	AFDisrCn	ShWepMod	Energ_39	TFProWep	None	"InfoWeap >= 6, MultFire *= 3, UniSpace *= 2"
Improved Disruptor Cannon	TAImDisr	TBImDisr	None	"Ship, Military"	ImDisrCn	ShWepMod	Energ_48	TFProWep	None	"InfoWeap >= 6, NearDamg *= 1.5, UniSpace *= 1, FarDamag *=1.1"
Disruptor Cannon Miniaturization I	TADisCn1	TBDisCn1	None	"Ship, Military"	M1DisrCn	ShWepMod	MthCm_39	TFProWep	None	"InfoWeap >= 6, UniSpace *= 0.8"
Disruptor Cannon Miniaturization II	TADisCn2	TBDisCn2	None	"Ship, Military"	M2DisrCn	ShWepMod	MthCm_43	TFProWep	None	"InfoWeap >= 6, UniSpace *= 0.8"
Disruptor Cannon	TADisrCn	TBDisrCn	SDDirFir	"Ship, Military"	Disruptr	ShWepSys	Energ_35	TFProWep	None	InfoWeap <= 6
Death Ray	TADethRy	TBDethRy	SDDirFir	"Ship, Military, Orion"	DeathRay	ShWepSys	Antar_01	TFPartWep	None	InfoWeap <= 13
Continuous Disintegration Beam	TACnBm35	TBCnBm35	None	"Ship, Military"	CnBeam35	ShWepMod	Energ_39	TFBemWep	None	"InfoWeap >= 19, MaxAccry *= 1.5, UniSpace *= 1.25"
Auto Fire Disintegration Beam	TAAFBm35	TBAFBm35	None	"Ship, Military"	AFBeam35	ShWepMod	Energ_39	TFBemWep	None	"InfoWeap >= 19, MultFire *= 3, UniSpace *= 2"
Armor Piercing Disintegration Beam	TAAPBm35	TBAPBm35	None	"Ship, Military"	APBeam35	ShWepMod	Energ_39	TFBemWep	None	"InfoWeap >= 19, ArmrPier *= 0.75, UniSpace *= 1.5"
Improved Disintegration Beam 	TAImBm35	TBImBm35	None	"Ship, Military"	ImBeam35	ShWepMod	Energ_48	TFBemWep	None	"InfoWeap >= 19, NearDamg *= 1.5, FarDamag *=1.1"
Disintegration Beam Miniaturization I	TABm35M1	TBBm35M1	None	"Ship, Military"	Beam35M1	ShWepMod	MthCm_39	TFBemWep	None	"InfoWeap >= 19, UniSpace *= 0.8"
Disintegration Beam Miniaturization II	TABm35M2	TBBm35M2	None	"Ship, Military"	Beam35M2	ShWepMod	MthCm_43	TFBemWep	None	"InfoWeap >= 19, UniSpace *= 0.8"
Disintegration Beam	TABeam35	TBBeam35	SDDirFir	"Ship, Military"	Beam_35	ShWepSys	Energ_35	TFBemWep	None	InfoWeap <= 19
Continuous Megabolt Cannon	TACnPl35	TBCnPl35	None	"Ship, Military"	CnPlas35	ShWepMod	Energ_39	TFPlasWep	None	"InfoWeap >= 22, MaxAccry *= 1.5, UniSpace *= 1.25"
Enveloping Megabolt Cannon	TAEnPl35	TBEnPl35	None	"Ship, Military"	EnPlas35	ShWepMod	Energ_39	TFPlasWep	None	"InfoWeap >= 22, ShldPen *= 0.5, UniSpace *= 1.66"
Improved Megabolt Cannon 	TAImPl35	TBImPl35	None	"Ship, Military"	ImPlas35	ShWepMod	Energ_48	TFPlasWep	None	"InfoWeap >= 22, NearDamg *= 1.5, FarDamag *=1.1"
Megabolt Cannon Miniaturization I	TAPl35M1	TBPl35M1	None	"Ship, Military"	Plas35M1	ShWepMod	MthCm_39	TFPlasWep	None	"InfoWeap >= 22, UniSpace *= 0.8"
Megabolt Cannon Miniaturization II	TAPl35M2	TBPl35M2	None	"Ship, Military"	Plas35M2	ShWepMod	MthCm_43	TFPlasWep	None	"InfoWeap >= 22, UniSpace *= 0.8"
Megabolt Cannon	TAPlas35	TBPlas35	SDDirFir	"Ship, Military"	Plas_35	ShWepSys	Energ_35	TFPlasWep	None	InfoWeap <= 22
Continuous Tachyon Beam	TACnPt40	TBCnPt40	None	"Ship, Military"	CnPart40	ShWepMod	Energ_44	TFPartWep	None	"InfoWeap >= 20, MaxAccry *= 1.5, UniSpace *= 1.25"
Armor Piercing Tachyon Beam	TAAPPt40	TBAPPt40	None	"Ship, Military"	APPart40	ShWepMod	Energ_44	TFPartWep	None	"InfoWeap >= 20, ArmrPier *= 0.75, UniSpace *= 1.5"
Tachyon Beam Miniaturization I	TAPt40M1	TBPt40M1	None	"Ship, Military"	Part40M1	ShWepMod	MthCm_44	TFPartWep	None	"InfoWeap >= 20, UniSpace *= 0.8"
Tachyon Beam Miniaturization II	TAPt40M2	TBPt40M2	None	"Ship, Military"	Part40M2	ShWepMod	MthCm_48	TFPartWep	None	"InfoWeap >= 20, UniSpace *= 0.8"
Tachyon Beam	TAPart40	TBPart40	SDDirFir	"Ship, Military"	PartBm40	ShWepSys	Energ_40	TFPartWep	None	InfoWeap >= 20
Auto Fire Dark Matter Projector	TAAFMa45	TBAFMa45	None	"Ship, Military"	AFMass45	ShWepMod	Const_49	TFProWep	None	"InfoWeap >= 21, MultFire *= 3, UniSpace *= 2"
Armor Piercing Dark Matter Projector	TAAPMa45	TBAPMa45	None	"Ship, Military"	APMass45	ShWepMod	Const_49	TFProWep	None	"InfoWeap >= 21, ArmrPier *= 0.75, UniSpace *= 1.5"
Dark Matter Projector Miniaturization I	TAMa45M1	TBMa45M1	None	"Ship, Military"	Mass45M1	ShWepMod	MthCm_49	TFProWep	None	"InfoWeap >= 21, UniSpace *= 0.8"
Dark Matter Projector	TAMass45	TBMass45	SDDirFir	"Ship, Military"	Mass_45	ShWepSys	Const_45	TFProWep	None	InfoWeap <= 21
Mauler Miniaturization I	TAMlrCn1	TBMlrCn1	None	"Ship, Military"	M1MaulCn	ShWepMod	MthCm_49	TFPlasWep	None	"InfoWeap >= 7, UniSpace *= 0.8"
Mauler	TAMauler	TBMauler	SDDirFir	"Ship, Military"	MaulerDv	ShWepSys	Energ_45	TFPlasWep	None	InfoWeap <= 7
Stellar Converter	TAStlCnv	TBStlCnv	SDDirFir	"Ship, Military"	StelConv	ShWepSys	Energ_50	TFBemWep	None	"InfoWeap <= 8, PntDstWp = 1"														
Point Defense	TAPntDef	TBPntDef	ShipStnd	"Ship, Military"	PtDef	WpnMntOp	Const_09	TFShiSpc	None	"UniSpace *= 0.8, NearDamg *= 0.33, FarDamag *= 0.33, AccDisSt *=0.75, AccDisEn *= 0.75, DmgDisSt *= 0.75, DmgDisEn *= 0.75, FireDlay *= 0.75, MultFire *= 2"														120
Light Mount	TALitMnt	TBLitMnt	ShipStnd	"Ship, Military, KEEPTHIS"	LightMnt	WpnMntOp	Const_00	TFShiSpc	None	"UniSpace *= 0.80, SystCost *= 0.75, NearDamg *= 0.8, FarDamag *= 0.8, AccDisSt *= 0.8, AccDisEn *= 0.8, FireDlay *= 0.8"														121
Standard Mount	TAStdMnt	TBStdMnt	ShipStnd	"Ship, Military, KEEPTHIS"	StdrdMnt	WpnMntOp	Const_00	TFShiSpc	None	"UniSpace *= 1.00, SystCost *= 1.00"														122
Heavy Mount	TAHvyMnt	TBHvyMnt	ShipStnd	"Ship, Military"	HvyMount	WpnMntOp	Const_12	TFShiSpc	None	"UniSpace *= 1.75, SystCost *= 2, NearDamg *= 1.5, FarDamag *= 1.5, AccDisSt *=1.3, AccDisEn *= 1.3, DmgDisSt *= 1.3, DmgDisEn *= 1.3, FireDlay *= 1.2, PntDstMt = 1"														123
Very Heavy Mount	TAVHvMnt	TBVHvMnt	ShipStnd	"Ship, Military"	VrHvyMnt	WpnMntOp	Const_28	TFShiSpc	None	"UniSpace *= 2.75, SystCost *= 3, NearDamg *= 2, FarDamag *= 2, AccDisSt *= 1.7, AccDisEn *= 1.7, DmgDisSt *= 1.7, DmgDisEn *= 1.7, FireDlay *= 1.4, PntDstMt = 1"														124
Ultra Heavy Mount	TAUHvMnt	TBUHvMnt	ShipStnd	"Ship, Military"	UlHvyMnt	WpnMntOp	Const_39	TFShiSpc	None	"UniSpace *= 4, SystCost *= 4, NearDamg *= 2.5, FarDamag *= 2.5, AccDisSt *= 2.1, AccDisEn *= 2.1, DmgDisSt *= 2.1, DmgDisEn *= 2.1, FireDlay *= 1.6, PntDstMt = 1"														125
Spinal Mount	TASpnlMt	TBSpnlMt	ShipStnd	"Ship, Military"	SpinlMnt	WpnMntOp	Const_00	TFShiSpc	None	"UniSpace *= 1.50, SystCost *= 3.5, NearDamg *= 2, FarDamag *= 2, FireDlay *= 2.2, AccDisSt *=1.5, AccDisEn *= 1.5, DmgDisSt *= 1.5, DmgDisEn *= 1.5, PntDstMt = 1"														126
Improved Spinal Mount	TAISpnMn	TBISpnMn	ShipStnd	"Ship, Military"	ImpSpMnt	WpnMntOp	Const_27	TFShiSpc	None	"UniSpace *= 2, SystCost *= 5, NearDamg *= 3, FarDamag *= 3, FireDlay *= 3.5, AccDisSt *= 2, AccDisEn *= 2, DmgDisSt *= 2, DmgDisEn *= 2, PntDstMt = 1"														127
Ultra Spinal Mount	TAUSpnMn	TBUSpnMn	ShipStnd	"Ship, Military"	UltSpMnt	WpnMntOp	Const_39	TFShiSpc	None	"UniSpace *= 3, SystCost *= 7, NearDamg *= 5, FarDamag *= 5, FireDlay *= 5, AccDisSt *= 2.5, AccDisEn *= 2.5, DmgDisSt *= 2.5, DmgDisEn *= 2.5, PntDstMt = 1"														128
Warhead I	TAWrHd01	TBWrHd01	None	"Ship, Military, Missile, KEEPTHIS"	WarHed01	Warheads	Const_00	TFMilSci	None	InfoMisl <= 0														129
Armor Piercing Warhead I	TAAPWr01	TBAPWr01	None	"Ship, Military, Missile"	APWrHd01	WarhdMod	Const_03	TFMilSci	None	"InfoMisl >= 0, ArmrPier *= 0.75, UniSpace *= 2"														130
Warhead II	TAWrHd02	TBWrHd02	None	"Ship, Military, Missile"	WarHed02	Warheads	Const_07	TFMilSci	None	InfoMisl <= 1														131
Armor Piercing Warhead II	TAAPWr02	TBAPWr02	None	"Ship, Military, Missile"	APWrHd02	WarhdMod	Const_13	TFMilSci	None	"InfoMisl >= 1, ArmrPier *= 0.75, UniSpace *= 2"														132
Warhead III	TAWrHd03	TBWrHd03	None	"Ship, Military, Missile"	WarHed03	Warheads	Const_15	TFMilSci	None	InfoMisl <= 2														133
Armor Piercing Warhead III	TAAPWr03	TBAPWr03	None	"Ship, Military, Missile"	APWrHd03	WarhdMod	Const_21	TFMilSci	None	"InfoMisl >= 2, ArmrPier *= 0.75, UniSpace *= 2"														134
Warhead IV	TAWrHd04	TBWrHd04	None	"Ship, Military, Missile"	WarHed04	Warheads	Energ_18	TFMilSci	None	InfoMisl <= 3														135
Armor Piercing Warhead IV	TAAPWr04	TBAPWr04	None	"Ship, Military, Missile"	APWrHd04	WarhdMod	Energ_23	TFMilSci	None	"InfoMisl >= 3, ArmrPier *= 0.75, UniSpace *= 2"														136
Warhead V	TAWrHd05	TBWrHd05	None	"Ship, Military, Missile"	WarHed05	Warheads	Const_19	TFMilSci	None	InfoMisl <= 4														137
Armor Piercing Warhead V	TAAPWr05	TBAPWr05	None	"Ship, Military, Missile"	APWrHd05	WarhdMod	Const_25	TFMilSci	None	"InfoMisl >= 4, ArmrPier *= 0.75, UniSpace *= 2"														138
Warhead VI	TAWrHd06	TBWrHd06	None	"Ship, Military, Missile"	WarHed06	Warheads	Const_26	TFMilSci	None	InfoMisl <= 5														139
Armor Piercing Warhead VI	TAAPWr06	TBAPWr06	None	"Ship, Military, Missile"	APWrHd06	WarhdMod	Const_31	TFMilSci	None	"InfoMisl >= 5, ArmrPier *= 0.75, UniSpace *= 2"														140
Warhead VII	TAWrHd07	TBWrHd07	None	"Ship, Military, Missile"	WarHed07	Warheads	Energ_31	TFMilSci	None	InfoMisl <= 6														141
Armor Piercing Warhead VII	TAAPWr07	TBAPWr07	None	"Ship, Military, Missile"	APWrHd07	WarhdMod	Energ_33	TFMilSci	None	"InfoMisl >= 6, ArmrPier *= 0.75, UniSpace *= 2"														142
Warhead VIII	TAWrHd08	TBWrHd08	None	"Ship, Military, Missile"	WarHed08	Warheads	"Const_35, Energ_30"	TFMilSci	None	InfoMisl <= 7														143
Armor Piercing Warhead VIII	TAAPWr08	TBAPWr08	None	"Ship, Military, Missile"	APWrHd08	WarhdMod	"Const_40, Energ_35"	TFMilSci	None	"InfoMisl >= 7, ArmrPier *= 0.75, UniSpace *= 2"														144
Warhead IX	TAWrHd09	TBWrHd09	None	"Ship, Military, Missile"	WarHed09	Warheads	"Const_41, Energ_40"	TFMilSci	None	InfoMisl <= 8														145
Armor Piercing Warhead IX	TAAPWr09	TBAPWr09	None	"Ship, Military, Missile"	APWrHd09	WarhdMod	"Const_46, Energ_45"	TFMilSci	None	"InfoMisl >= 8, ArmrPier *= 0.75, UniSpace *= 2"														146
Warhead X	TAWrHd10	TBWrHd10	None	"Ship, Military, Missile"	WarHed10	Warheads	"Const_45, Energ_44"	TFMilSci	None	InfoMisl <= 9														147
Armor Piercing Warhead X	TAAPWr10	TBAPWr10	None	"Ship, Military, Missile"	APWrHd10	WarhdMod	"Const_50, Energ_49"	TFMilSci	None	"InfoMisl >= 9, ArmrPier *= 0.75, UniSpace *= 2"														148
Anti-Missile Chassis	TAAntiMs	TBAntiMs	SDMslChs	"Ship, Military, Missile, KEEPTHIS"	AntiMisl	MslChass	Const_00	TFMilSci	None	"FireDlay *= 0.5, SystCost *= 0.75, NearDamg *= 0.25, FarDamag *= 0.25, UniSpace *= 0.25"														149
Rocket Chassis	TARocket	TBRocket	SDMslChs	"Ship, Military, Missile, KEEPTHIS"	Rocket	MslChass	Const_00	TFMilSci	None	"UniSpace *= 1.00, SystCost *= 1.00"														150
Light Missile Chassis	TALtMssl	TBLtMssl	SDMslChs	"Ship, Military, Missile"	LtMissl	MslChass	Const_18	TFMilSci	None	"SystCost *= 2.00, NearDamg *= 2, FarDamag *= 2, UniSpace *= 1.25"														151
Heavy Missile Chassis	TAHvMssl	TBHvMssl	SDMslChs	"Ship, Military, Missile"	HvMissl	MslChass	Const_28	TFMilSci	None	"SystCost *= 3.00, NearDamg *= 4, FarDamag *= 4, UniSpace *= 1.75"														152
Torpedo Chassis	TATorped	TBTorped	SDMslChs	"Ship, Military, Missile"	Torpedo	MslChass	Energ_37	TFMilSci	None	"SystCost *= 5.00, NearDamg *= 5, FarDamag *= 5, UniSpace *= 2.5"														153
Missile Shield Generator	TAMShd01	TBMShd01	None	"Ship, Military, Missile"	MslShdGn	MslChOpt	Energ_16	TFElectr	None	"ShdStr *= .33, SystCost *= 0.33, StpPow *= 1, Recharge *= 1"														154
Missile Armor	TAMslArm	TBMslArm	None	"Missile, Military"	MisslArm	MslChOpt	Const_05	Armor	None	"SystCost *= 0.33, ArmorVal *= 0.50, Deflects *= 0.25"														155
Auto Fire Fighter Laser	TAAFFLsr	TBAFFLsr	None	"Ship, Military, Fighter, KEEPTHIS"	AFFLaser	FtrWpMod	Energ_07	TFBemWep	None	"InfoFWpn >= 0, MultFire *= 3, UniSpace *= 2"														157
Fighter Laser	TAFtrLsr	TBFtrLsr	SDFtrInf	"Ship, Military, Fighter, KEEPTHIS"	FtrWpn00	FtrWeapn	Energ_00	TFBemWep	None	InfoFWpn <= 0														160
Fighter Mass Driver	TAFtrMas	TBFtrMas	SDFtrInf	"Ship, Military, Fighter"	FtrWpn07	FtrWeapn	Const_00	TFProWep	None	InfoFWpn <= 7														169
Enveloping Fighter Fusion Cannon	TAEnFFsn	TBEnFFsn	None	"Ship, Military, Fighter, KEEPTHIS"	EnFFsnCn	FtrWpMod	Energ_16	TFPlasWep	None	"InfoFWpn >= 1, ShldPen *= 0.5, UniSpace *= 1.66"														162
Fighter Fusion Beam	TAFtrFsn	TBFtrFsn	SDFtrInf	"Ship, Military, Fighter"	FtrWpn01	FtrWeapn	Energ_08	TFPlasWep	None	InfoFWpn <= 1														163
Fighter Neutron Blaster	TAFtrNtr	TBFtrNtr	SDFtrInf	"Ship, Military, Fighter"	FtrWpn02	FtrWeapn	Energ_18	TFPartWep	None	InfoFWpn <= 2														164
Fighter Graviton Beam	TAFtrGrv	TBFtrGrv	SDFtrInf	"Ship, Military, Fighter"	FtrWpn03	FtrWeapn	Energ_23	TFPartWep	None	InfoFWpn <= 3														165
Fighter Dual Phasor Pod	TAFtrDWp	TBFtrDWp	SDFtrInf	"Ship, Military, Fighter"	FtrWMd01	FtrWpMod	MthCm_33	TFBemWep	None	"InfoFWpn >= 4, UniSpace *= 1.8, SystCost *= 2.25, MultFire *= 2"														166
Fighter Phasors	TAFtrPhs	TBFtrPhs	SDFtrInf	"Ship, Military, Fighter"	FtrWpn04	FtrWeapn	Energ_28	TFBemWep	None	InfoFWpn <= 4														166
Armor Penetrating Fighter Mass Driver	TAAPFMsD	TBAPFMsD	None	"Ship, Military, Fighter"	APFMassD	FtrWpMod	Const_03	TFProWep	None	"InfoFWpn >= 7, ArmrPier *= 0.75, UniSpace *= 1.5"														156
Fighter Ion Pulse Cannon	TAFtrIon	TBFtrIon	SDFtrInf	"Ship, Military, Fighter"	FtrWpn09	FtrWeapn	Energ_22	TFBemWep	None	InfoFWpn <= 9														171
Fighter Ion Pulse Pod	TAFtrDIP	TBFtrDIP	SDFtrInf	"Ship, Military, Fighter"	FtrWMd03	FtrWpMod	MthCm_29	TFBemWep	None	"InfoFWpn >= 9, UniSpace *= 1.8, SystCost *= 2.25, MultFire *= 2"														166
Fighter Particle Beam	TAFtrPtc	TBFtrPtc	SDFtrInf	"Ship, Military, Fighter"	FtrWpn10	FtrWeapn	Antar_01	TFPartWep	None	InfoFWpn <= 10														172
Fighter Gauss Cannon	TAFtrGas	TBFtrGas	SDFtrInf	"Ship, Military, Fighter"	FtrWpn08	FtrWeapn	Const_25	TFProWep	None	InfoFWpn <= 8														170
Fighter Death Ray	TAFtrDth	TBFtrDth	SDFtrInf	"Ship, Military, Fighter"	FtrWpn11	FtrWeapn	Antar_01	TFPartWep	None	InfoFWpn <= 11														173
Fighter Plasma Cannon	TAFtrPls	TBFtrPls	SDFtrInf	"Ship, Military, Fighter"	FtrWpn05	FtrWeapn	Energ_35	TFPlasWep	None	InfoFWpn <= 5														167
Fighter Dual Plasma Pod	TAFtrDPP	TBFtrDPP	SDFtrInf	"Ship, Military, Fighter"	FtrWMd02	FtrWpMod	MthCm_39	TFPlasWep	None	"InfoFWpn >= 5, UniSpace *= 1.8, SystCost *= 2.25, MultFire *= 2"														166
Fighter Disruptor Cannon	TAFtrDsr	TBFtrDsr	SDFtrInf	"Ship, Military, Fighter"	FtrWpn06	FtrWeapn	Energ_39	TFProWep	None	InfoFWpn <= 6														168
Interceptor Chassis	TAIntFCh	TBIntFCh	SDFtrInf	"Ship, Military, Fighter, KEEPTHIS"	FtrChs01	FtrChass	Const_00	SystemShips	None	"UniSpace *= 1.50, SystCost *= 1.00"														175
System Control Fighter Chassis	TASCFChs	TBSCFChs	SDFtrInf	"Ship, Military, Fighter, KEEPTHIS"	FtrChs02	FtrChass	Const_00	SystemShips	None	"UniSpace *= 3.00, SystCost *= 2.50, NearDamg *= 1.4, FarDamag *= 1.2"														176
Fighter Shield Generator	TAFShd01	TBFShd01	None	"Ship, Military, Fighter"	FtrShdGn	FtrChOpt	Energ_16	TFElectr	None	"ShdStr *= .33, SystCost *= 0.33, StpPow *= 1, Recharge *= 1"														177
Fighter Armor	TAFtrArm	TBFtrArm	None	"Ship, Fighter, Military"	FiterArm	FtrChOpt	Const_05	Armor	None	"SystCost *= 0.33, ArmorVal *= 0.50, Deflects *= 0.25"														178
Sensor I	TASensr1	TBSensr1	ShipStnd	"Ship, Military, KEEPTHIS"	Sensor_1	ShpMItem	Energ_00	TFEneFie	None	"SystCost = 30, UniSpace = 15, OffTgtRg *= 0.8"														179
Sensor II	TASensr2	TBSensr2	ShipStnd	"Ship, Military"	Sensor_2	ShpMItem	Energ_13	TFEneFie	None	"SystCost = 90, UniSpace = 20, OffTgtRg *= 0.7"														180
Sensor III	TASensr3	TBSensr3	ShipStnd	"Ship, Military"	Sensor_3	ShpMItem	Energ_17	TFEneFie	None	"SystCost = 150, UniSpace = 35, OffTgtRg *= 0.55"														181
Sensor IV	TASensr4	TBSensr4	ShipStnd	"Ship, Military"	Sensor_4	ShpMItem	Energ_30	TFEneFie	None	"SystCost = 210, UniSpace = 55, OffTgtRg *= 0.4"														182
Sensor V	TASensr5	TBSensr5	ShipStnd	"Ship, Military"	Sensor_5	ShpMItem	Energ_41	TFEneFie	None	"SystCost = 270, UniSpace = 90, OffTgtRg *= 0.25"														183
ECM I	TAECM1	TBECM1	ShipStnd	"Ship, Military"	ECM_1	ShpMItem	MthCm_00	TFElectr	None	"SystCost = 30, UniSpace = 15, DefTgtRg *= 1.15"														184
ECM II	TAECM2	TBECM2	ShipStnd	"Ship, Military"	ECM_2	ShpMItem	MthCm_12	TFElectr	None	"SystCost = 60, UniSpace = 20, DefTgtRg *= 1.35"														185
ECM III	TAECM3	TBECM3	ShipStnd	"Ship, Military"	ECM_3	ShpMItem	MthCm_20	TFElectr	None	"SystCost = 120, UniSpace = 35, DefTgtRg *= 1.65"														186
ECM IV	TAECM4	TBECM4	ShipStnd	"Ship, Military"	ECM_4	ShpMItem	MthCm_28	TFElectr	None	"SystCost = 240, UniSpace = 55, DefTgtRg *= 1.9"														187
ECM V	TAECM5	TBECM5	ShipStnd	"Ship, Military"	ECM_5	ShpMItem	MthCm_37	TFElectr	None	"SystCost = 480, UniSpace = 90, DefTgtRg *= 2.2"														188
ECCM I	TAECCM1	TBECCM1	ShipStnd	"Ship, Military"	ECCM_1	ShpMItem	MthCm_00	TFElectr	None	"SystCost = 30, UniSpace = 15, OffTgtRg *= 0.9"														189
ECCM II	TAECCM2	TBECCM2	ShipStnd	"Ship, Military"	ECCM_2	ShpMItem	MthCm_12	TFElectr	None	"SystCost = 90, UniSpace = 20, OffTgtRg *= 0.75"														190
ECCM III	TAECCM3	TBECCM3	ShipStnd	"Ship, Military"	ECCM_3	ShpMItem	MthCm_20	TFElectr	None	"SystCost = 150, UniSpace = 35, OffTgtRg *= 0.6"														191
ECCM IV	TAECCM4	TBECCM4	ShipStnd	"Ship, Military"	ECCM_4	ShpMItem	MthCm_28	TFElectr	None	"SystCost = 210, UniSpace = 55, OffTgtRg *= 0.45"														192
ECCM V	TAECCM5	TBECCM5	ShipStnd	"Ship, Military"	ECCM_5	ShpMItem	MthCm_37	TFElectr	None	"SystCost = 270, UniSpace = 90, OffTgtRg *= 0.3"														193
Cloaking Device	TACloak1	TBClok01	ShipStnd	"Ship, Military"	FakeClo1	ShipItem	Energ_18	TFTraEle	None	"SystCost = 30, UniSpace = 15, DefTgtRg *= 2.2, Cloaking *= 2.2"														194
Phased Cloaking Device	TACloak2	TBClok02	ShipStnd	"Ship, Military"	FakeClo2	ShipItem	"Energ_29, MthCm_20"	TFTraEle	None	"SystCost = 30, UniSpace = 20, DefTgtRg *= 3.3, Cloaking *= 3.3"														195
Reactive Cloaking Device	TACloak3	TBClok03	ShipStnd	"Ship, Military"	FakeClo3	ShipItem	"Energ_38, MthCm_30"	TFTraEle	None	"SystCost = 30, UniSpace = 35, DefTgtRg *= 4.95, Cloaking *= 4.95"														196
Ghost Device	TACloak4	TBClok04	ShipStnd	"Ship, Military"	FakeClo4	ShipItem	"MthCm_45, Energ_40"	TFTraEle	None	"SystCost = 30, UniSpace = 55, DefTgtRg *= 7.425, Cloaking *= 7.425"														197
Troop Pod	TATrpPod	TBTrpPod	ShipStnd	"Ship, Military, KEEPTHIS"	TroopPod	ShpMItem	Const_00	Infantry	None	"SystCost=75,  UniSpace = 40, TrpCap += 4"														198
Colony Bay	TAColony	TBColony	ShipStnd	"Ship, KEEPTHIS"	ShColony	ShpMItem	Const_00	TFShiSpc	None	"SystCost = 400, UniSpace = 150, Colony += 1"											Colony Bay	"The Colony Bay is the basic building block of any space-faring civilization. A ship equipped with this module can establish a new colony on any uninhabited world, or boost the existing population of an existing colony. It provides all of the facilities and resources needed to start a new colony from the ground up."		204
Outpost Module	TAPrsOut	TBPrsOut	ShipStnd	"Ship, KEEPTHIS"	PrsnOutp	ShpMItem	Const_00	TFShiSpc	None	"SystCost = 50, UniSpace = 75, MinTurn = 2, Outpost +=1"											Outpost Module			205
Sunlight Redirection	TASunRdr	TBSunRdr	None	Achieve	SunltRdr	Achieve	Const_10	TFPlanet	None	TFormRin +=1														206
Magnetic Field Modification	TAMgFdMd	TBMgFdMd	None	Achieve	MagFldMd	Achieve	MthCm_18	TFPlanet	None	TFormRin +=1														207
Atmospheric Containment	TAAtmCnt	TBAtmCnt	None	Achieve	AtmosCnt	Achieve	BioSc_25	TFPlanet	None	TFormRin +=1														208
Climate Controllers	TAClmCnt	TBClmCnt	None	Achieve	ClimCont	Achieve	MthCm_31	TFPlanet	None	TFormRin +=1														209
Planetary Core Heat Pumps	TAPlnPmp	TBPlnPmp	None	Achieve	PlntPump	Achieve	Energ_36	TFPlanet	None	TFormRin +=1														210
Atmospheric Processors	TAAtmPrc	TBAtmPrc	None	Achieve	AtmoProc	Achieve	Const_41	TFPlanet	None	"TFormRin +=1, TFormPar = 1"														211
Bio-Engineered Life	TABioLif	TBBioLif	None	Achieve	BioEngLf	Achieve	BioSc_45	TFPlanet	None	"TFormRin +=1, TFormPar = 1"														212
Research Laboratory	TAShipLb	TBShipLb	None	Ship	ShipLabs	ShpMItem	Const_15	ICO_SitRep_ScientificSymposium	None	"SystCost = 50, UniSpace = 75, RsrchVal += 1"														213
Assault Rifle	GCWPAssR	GDWPAssR	None	"GrndCmbt, HndWeapn, KEEPTHIS"	AssltRif	UnitEqip	Const_00	ICO_SitRep_Revolt	None	InfoGdWp <= 0														214
Needle Gun	GCWPNdlG	GDWPNdlG	None	"GrndCmbt, HndWeapn"	NeedlGun	UnitEqip	Const_13	ICO_SitRep_Revolt	None	InfoGdWp <= 1														215
Gauss Rifle	GCWPGssR	GDWPGssR	None	"GrndCmbt, HndWeapn"	GaussRif	UnitEqip	Const_20	ICO_SitRep_Revolt	None	InfoGdWp <= 2														216
Gauss Automatic Rifle	GCWPGsAR	GDWPGsAR	None	"GrndCmbt, HndWeapn"	GsAutoGn	UnitEqip	Const_24	ICO_SitRep_Revolt	None	InfoGdWp <= 3														217
Laser Rifle	GCWPLsrR	GDWPLsrR	None	"GrndCmbt, HndWeapn, KEEPTHIS"	LasrRif	UnitEqip	Energ_00	ICO_SitRep_Revolt	None	InfoGdWp <= 4														218
Phaser Rifle	GCWPPhsR	GDWPPhsR	None	"GrndCmbt, HndWeapn"	PhaseRif	UnitEqip	Energ_02	ICO_SitRep_Revolt	None	InfoGdWp <= 8														219
Hand Blaster	GCWPHndB	GDWPHndB	None	"GrndCmbt, HndWeapn"	HndBlast	UnitEqip	Energ_04	ICO_SitRep_Revolt	None	InfoGdWp <= 12														220
Fusion Gun	GCWPFsnG	GDWPFsnG	None	"GrndCmbt, HndWeapn"	FusionGn	UnitEqip	Energ_06	ICO_SitRep_Revolt	None	InfoGdWp <= 16														221
Plasma Projector	GCWPPlsP	GDWPPlsP	None	"GrndCmbt, HndWeapn"	PlasProj	UnitEqip	Energ_06	ICO_SitRep_Revolt	None	InfoGdWp <= 20														222
Laser Assault Rifle	GCWPLsAR	GDWPLsAR	None	"GrndCmbt, HndWeapn"	LsrAssRf	UnitEqip	Energ_10	ICO_SitRep_Revolt	None	InfoGdWp <= 5														223
Phaser Assault Rifle	GCWPPhAR	GDWPPhAR	None	"GrndCmbt, HndWeapn"	PhsAssRf	UnitEqip	Energ_12	ICO_SitRep_Revolt	None	InfoGdWp <= 9														224
Blaster Rifle	GCWPBlsR	GDWPBlsR	None	"GrndCmbt, HndWeapn"	BlstRifl	UnitEqip	Energ_14	ICO_SitRep_Revolt	None	InfoGdWp <= 13														225
Fusion Accelerator	GCWPFsnA	GDWPFsnA	None	"GrndCmbt, HndWeapn"	FusionAc	UnitEqip	Energ_16	ICO_SitRep_Revolt	None	InfoGdWp <= 17														226
Plasma Enveloper	GCWPPlsE	GDWPPlsE	None	"GrndCmbt, HndWeapn"	PlasEnvl	UnitEqip	Energ_18	ICO_SitRep_Revolt	None	InfoGdWp <= 21														227
Gatling Laser	GCWPGtLs	GDWPGtLs	None	"GrndCmbt, HndWeapn"	GatlLasr	UnitEqip	Energ_21	ICO_SitRep_Revolt	None	InfoGdWp <= 6														228
Multi-Sync Phaser Rifle	GCWPMSPR	GDWPMSPR	None	"GrndCmbt, HndWeapn"	MltSynPR	UnitEqip	Energ_22	ICO_SitRep_Revolt	None	InfoGdWp <= 10														229
Assault Blaster	GCWPABls	GDWPBlsR	None	"GrndCmbt, HndWeapn"	AssBlast	UnitEqip	Energ_24	ICO_SitRep_Revolt	None	InfoGdWp <= 14														230
Multi Fusion Rifle	GCWPMlFR	GDWPMlFR	None	"GrndCmbt, HndWeapn"	MulFusnR	UnitEqip	Energ_27	ICO_SitRep_Revolt	None	InfoGdWp <= 18														231
Plamsa Gun	GCWPPlsG	GDWPPlsG	None	"GrndCmbt, HndWeapn"	Plasmgun	UnitEqip	Energ_28	ICO_SitRep_Revolt	None	InfoGdWp <= 22														232
Pulse Laser	GCWPPlsL	GDWPPlsL	None	"GrndCmbt, HndWeapn"	PulseRif	UnitEqip	Energ_32	ICO_SitRep_Revolt	None	InfoGdWp <= 7														233
Tri-Sequence Phaser Rifle	GCWPTSPR	GDWPTSPR	None	"GrndCmbt, HndWeapn"	TSPhasRf	UnitEqip	Energ_32	ICO_SitRep_Revolt	None	InfoGdWp <= 11														234
Multi Blaster	GCWPMltB	GDWPMltB	None	"GrndCmbt, HndWeapn"	MultBlst	UnitEqip	Energ_34	ICO_SitRep_Revolt	None	InfoGdWp <= 15														235
Fusion Core Launcher	GCWPFuCL	GDWPFuCL	None	"GrndCmbt, HndWeapn"	FusnCorL	UnitEqip	Energ_36	ICO_SitRep_Revolt	None	InfoGdWp <= 19														236
Plasma Pod	GCWPPlsR	GDWPPlsR	None	"GrndCmbt, HndWeapn"	PlasmPod	UnitEqip	Energ_38	ICO_SitRep_Revolt	None	InfoGdWp <= 23														237
None	GCCSNone	GDCSNone	None	"GrndCmbt, HndWeapn, KEEPTHIS, HIDETHIS"	ShldNone	UnitEqip	Energ_00	ICO_SitRep_Revolt	None	InfoGdSh <= 0														
Personal Deflector	GCCSDefl	GDCSDefl	None	"GrndCmbt, HndWeapn"	PersDefl	UnitEqip	Energ_05	ICO_SitRep_Revolt	None	InfoGdSh <=1														
Personal Absorbtion	GCCSAbsr	GDCSAbsr	None	"GrndCmbt, HndWeapn"	PersAbsb	UnitEqip	Energ_18	ICO_SitRep_Revolt	None	InfoGdSh <=2														
Personal Barrier	GCCSBarr	GDCSBarr	None	"GrndCmbt, HndWeapn"	PersBarr	UnitEqip	Energ_37	ICO_SitRep_Revolt	None	InfoGdSh <=3														
None	GCAMNone	GDAMNone	None	"GrndCmbt, HndWeapn, KEEPTHIS, HIDETHIS"	AMatNone	UnitEqip	Const_00	ICO_SitRep_Revolt	None	InfoGdAM<=0														
Titanium	GCAMTitn	GDAMTitn	None	"GrndCmbt, HndWeapn"	AMatTitn	UnitEqip	Const_03	ICO_SitRep_Revolt	None	InfoGdAM<=1														
Duralloy	GCALDura	GDALDura	None	"GrndCmbt, HndWeapn"	AMatDura	UnitEqip	Const_09	ICO_SitRep_Revolt	None	InfoGdAM<=2														
Tritanium	GCAMTrit	GDAMTrit	None	"GrndCmbt, HndWeapn"	AMatTrit	UnitEqip	Const_15	ICO_SitRep_Revolt	None	InfoGdAM<=3														
Zortium	GCAMZort	GDAMZort	None	"GrndCmbt, HndWeapn"	AMatZort	UnitEqip	Const_21	ICO_SitRep_Revolt	None	InfoGdAM<=4														
Neutronium	GCAMNeut	GDAMNeut	None	"GrndCmbt, HndWeapn"	AMatNeut	UnitEqip	Const_27	ICO_SitRep_Revolt	None	InfoGdAM<=5														
Adamantium	GCAMAdam	GDAMAdam	None	"GrndCmbt, HndWeapn"	AMatAdam	UnitEqip	Const_33	ICO_SitRep_Revolt	None	InfoGdAM<=6														
Xintium	GCAMXint	GDAMXint	None	"GrndCmbt, HndWeapn"	AMatXint	UnitEqip	Const_39	ICO_SitRep_Revolt	None	InfoGdAM<=7														
None	GCALNone	GDALNone	None	"GrndCmbt, HndWeapn, KEEPTHIS, HIDETHIS"	ArmrNone	UnitEqip	Const_00	ICO_SitRep_Revolt	None	InfoGdAL<=0														
Enviro Suits	GCALEnSt	GDALEnSt	None	"GrndCmbt, HndWeapn"	ArmrEnvr	UnitEqip	Const_10	ICO_SitRep_Revolt	None	InfoGdAL<=1														
Battle Suits	GCALBtSt	GDALBtSt	None	"GrndCmbt, HndWeapn"	ArmrBtlS	UnitEqip	"Const_23, Energ_15"	ICO_SitRep_Revolt	None	InfoGdAL<=2														
Armored Exoskeleton	GCALEAEx	GDALEAEx	None	"GrndCmbt, HndWeapn"	ArmrAExo	UnitEqip	"Const_34, MthCm_22"	ICO_SitRep_Revolt	None	InfoGdAL<=3														
Powered Armor	GCALPwrA	GDALPwrA	None	"GrndCmbt, HndWeapn"	ArmrPwrd	UnitEqip	"Energ_42, Const_40"	ICO_SitRep_Revolt	None	InfoGdAL<=4														
MineBots	TAMinBot	TBMinBot	None	"DEAMine, Mining"	MineBots	PlanEcon	Const_26	RoboticLabor	None	"Cost=100, MinTurn=1, MineEff*=1.33, CollatSz = 150, CollatDs = 20, CollatCl=2"														238
BioBots	TABioBot	TBBioBot	None	"DEABioHa, BioHarve"	BioBots	PlanEcon	BioSc_27	RoboticLabor	None	"Cost=100, MinTurn=1, BioHaEff*=1.33, CollatSz = 150, CollatDs = 20, CollatCl=2"														239
ManuBots	TAManBot	TBManBot	None	"DEAManuf, Manufact"	ManuBots	PlanEcon	Const_28	RoboticLabor	None	"Cost=100, MinTurn=1, ManufEff*=1.33, CollatSz = 150, CollatDs = 20, CollatCl=2"														241
MickeyBots	TAMkyBot	TBMkyBot	None	"DEARecre, Recreate"	MickBots	PlanEcon	SocSc_29	RoboticLabor	None	"Cost=100, MinTurn=1, RecEff*=1.33, CollatSz = 150, CollatDs = 20, CollatCl=2"														242
GovBots	TAGovBot	TBGovBot	None	"DEAGover, Govt"	GovBots	PlanEcon	Ecnmy_31	RoboticLabor	None	"Cost=100, MinTurn=1, GovEff*=1.33, CollatSz = 150, CollatDs = 20, CollatCl=2"														244
SciBots	TASciBot	TBSciBot	None	"DEAResea, Research"	SciBots	PlanEcon	MthCm_33	RoboticLabor	None	"Cost=100, MinTurn=1, ReseaEff*=1.33, CollatSz = 150, CollatDs = 20, CollatCl=2"														246
Missile Silos	TAMisBa1	TBMisBa1	None	"GMissBas, Planet, KEEPTHIS"	MisBase1	PlanSecu	Const_00	PDefence	None	"Cost=100, PlanDef += 3, MisBase=1, CollatSz=30, CollatDs = 60, CollatCl=0, Employee = 0.2, NearDamg *= 4, FarDamag *= 4, UniSpace *= 3.5, NumLnch = 10"														250
Ground Batteries	TABeamB1	TBBeamB1	None	"GDirFBas, Planet, KEEPTHIS"	BeamBase	PlanSecu	Const_00	PDefence	None	"Cost=100, PlanDef += 5, FireBase=1, CollatSz=30, CollatDs=40, CollatCl=0, Employee = 0.2, NearDamg *= 5, FarDamag *= 5, FireDlay *= 5, AccDisSt *= 3, AccDisEn *= 3, DmgDisSt *= 3, DmgDisEn *= 3, MultFire *= 10"														251
Fighter Base	TASpSFBa	TBSpSFBa	None	"GFightBa, Planet, SpaSuper, KEEPTHIS"	SpaceBas	PlanSecu	Const_00	PDefence	None	"Cost=100, PlanDef += 7, FightBas=1, SpcSupFB=1, CollatSz=60, CollatDs=45, CollatCl=0, Employee = 0.25, NumLnch = 10"														252
Mobilization Center	TAMobCtr	TBMobCtr	None	"System, Military, Planet, KEEPTHIS"	MoblCent	PlanSecu	Const_07	ICO_SitRep_DeclaredWar	None	"Cost=350, Employee = 0.5, MinTurn = 3, CollatSz=60, CollatDs=50, CollatCl=0"														253
Infantry	GCUTInfn	GCUDInfn	None	"Military, GrndCmbt, GCResrv, KEEPTHIS"	Infantry	PlanSecu	Const_00	Infantry	None	"InfoGrnd <= 0, CollatSz = 5, CollatDs = 5, Cost=20,Employee=0.1, MinRatio=0.20, MaxRatio=0.60"														255
SpaceMarine	GCUTSpcM	GCUDSpcM	None	"Military, GrndCmbt, GCResrv"	SpcMarin	PlanSecu	Const_05	Infantry	None	"InfoGrnd <= 1, CollatSz = 5, CollatDs = 5, Cost=50, Employee=0.1,MinRatio=0.02, MaxRatio=0.60"														256
Mobile	GCUTMobl	GCUDMobl	None	"Military, GrndCmbt, GCResrv"	Mobile	PlanSecu	Const_09	Infantry	None	"InfoGrnd <= 2, CollatSz = 5, CollatDs = 5, Cost=80,Employee=0.1, MinRatio=0.02, MaxRatio=0.60"														257
Armor	GCUTArmr	GCUDArmr	None	"Military, GrndCmbt, GCResrv"	Armor	PlanSecu	Const_21	Infantry	None	"InfoGrnd <= 3, CollatSz = 5, CollatDs = 5, Cost=110,Employee=0.1, MinRatio=0.10, MaxRatio=0.60"														258
Battleoids	GCUTBatl	GCUDBatl	None	"Military, GrndCmbt, GCResrv"	Battloid	PlanSecu	Const_30	Battleoid	None	"InfoGrnd <= 4, CollatSz = 5, CollatDs = 5, Cost=150,Employee=0.1, MinRatio=0.10, MaxRatio=0.60"														259
Militia	GCUTMili	GCUDMili	None	"Military, GrndCmbt, GCResrv, KEEPTHIS, HIDETHIS"	Militia	PlanSecu	Const_99	Infantry	None	"InfoGrnd <= 5, CollatSz = 5, CollatDs = 5, Cost=10, Employee=0.1,MinRatio=0.00, MaxRatio=0.00"														254
PsyOps	GCUTPsyo	GCUDPsyo	None	"Military, GrndCmbt, GCResrv"	Psyops	PlanSecu	SocSc_05	ICO_SitRep_Psionic	None	"InfoGrnd <= 6, CollatSz = 5, CollatDs = 5, Cost=35, Employee=0.2,MinRatio=0.005, MaxRatio=0.30"														261
Commandos	GCUTCmdo	GCUDCmdo	None	"Military, GrndCmbt, GCResrv"	Commando	PlanSecu	Const_22	Infantry	None	"InfoGrnd <= 7, CollatSz = 5, CollatDs = 5, Cost=35, Employee=0.2,MinRatio=0.005, MaxRatio=0.30"														262
Hackers	GCUTHack	GCUDHack	None	"Military, GrndCmbt, GCResrv"	Hackers	PlanSecu	MthCm_14	Intelligence	None	"InfoGrnd <= 8, CollatSz = 5, CollatDs = 5, Cost=35,Employee=0.2, MinRatio=0.005, MaxRatio=0.30"														263
CommandCenter	GCUTCmCt	GCUDCmCt	None	"Military, GrndCmbt, GCResrv"	ComCntr	PlanSecu	SocSc_10	Intelligence	None	"InfoGrnd <= 9, CollatSz = 5, CollatDs = 5, Cost=70,Employee=0.2, MinRatio=0.005, MaxRatio=0.30"														264
Magazine	GCUTMgzn	GCUDMgzn	None	"Military, GrndCmbt, GCResrv"	Magazine	PlanSecu	Const_10	Armor	None	"InfoGrnd <= 10, CollatSz = 5, CollatDs = 5, Cost=35,Employee=0.2, MinRatio=0.005, MaxRatio=0.30"														265
Residential Metroplex	TAResMet	TBResMet	None	Region	ResMetro	PlanEcon	"Const_17, SocSc_14"	Ecological	None	"Cost = 100, CollatSz = 85, CollatDs = 15, CollatCl=2, MaxPop+=1"											Residential Metroplex	"Any region can construct a Residential Metroplex. Designed from the ground up and tailored to the local geography and existing facilities, the Metroplex can comfortably house far more citizens in an area than if the it was allowed to populate and fill naturally. The Metroplex increases the maximum population of the region."		266
Mass Vertical Urbanization	TAVrtUrb	TBVrtUrb	None	Region	VertUrbn	PlanEcon	"SocSc_34, Const_31"	Ecological	None	"Cost = 300, CollatSz = 150, CollatDs = 20, CollatCl=2, MaxPop+=2, MinTurn =2"											Mass Vertical Urbanization	"Each region can employ Mass Vertical Urbanization. Using techniques originally developed for super-scalar vessel construction, urban housing constructs can be made far larger than those currently seeing common use. Advancements in the understanding of group culture make designing and operating such dense housing structures possible. Mass Vertical Urbanization substantially increases the maximum population of the region."		267
Biosphere Housing Management	TABioHsM	TBBioHsM	None	Region	BioHouse	PlanEcon	Const_17	Ecological	None	"Cost = 50, CollatSz = 25, CollatDs = 20, CollatCl=2, MnMaxPop+=0.33, MinTurn=1"											Biosphere Housing Management	"Regions with Biosphere Housing Management can more effectively manage the limited space and materials of a biosphere. Advanced recycling systems allow for near 100% reuse of all by-products, and space allocation is carefully reviewed and improved on a regular basis. This allows a slight increase in the Biosphere's maximum population."		268
Biospheric Urbanization Module	TABioUrb	TBBioUrb	None	Region	BioUrban	PlanEcon	Const_34	Ecological	None	"Cost = 150, CollatSz = 50, CollatDs = 20, CollatCl=2, MnMaxPop+=0.67, MinTurn=1"											Biospheric Urbanization Module	"Regions employing biospheres can install the Biospheric Urbanization Module. Largely a by-product of vast amounts of research into orbital construction and ship design, the urbanization module uses interlocking modular construction techniques that significantly improve the amount of space that can be devoted to housing, by reducing the amount of wasted space and space consumed by structural features. This modestly increases the maximum population level of the Biosphere."		269
Cloning Complex	TAClonCm	TbClonCm	None	Region	CloneCplx	PlanEcon	BioSc_13	TFMatEne	None	"Cost = 60, CollatSz = 25, CollatDs = 20, CollatCl=2, mPopGrow+=0.025, MinTurn=1"											Cloning Complex	"Regions that deploy a cloning complex benefit from a fundamentally improved medical system. A highly sophisticated and automated facility, the cloning complex allows for the duplication and replacement of lost limbs, damaged tissue, and even entire bodies with ease. Expected lifespan is increased, and the death rate from accidents and many common diseases drops considerably. A cloning complex increases the growth rate of the region by a small, fixed amount."		270
Smart Drugs	TASmrtDr	TBSmrtDr	None	Civilization	SmartDrg	Achieve	BioSc_25	TFMedici	None	mPopGrow*=1.25											Smart Drugs	"Smart Drugs may represent the culmination of chemistry-based drug therapy. These compounds are designed to be effective with virtually every known sentient species. Any pre-existing conditions are treated, and the most common and severe diseases are all vaccinated in a single treatment. Civilization-wide population growth rates are moderately increased."		271
Antiagathics	TAAntiAg	TBAntiAg	None	Civilization	AntiAgth	Achieve	BioSc_38	TFMedici	None	mPopGrow*=1.5											Antiagathics	"Antiagathics, unlike other drugs, do not prevent or treat disease. These compounds, once ingested, become a permanent component of the treated patient. An antiagathic treatment consists of an injection of nano-robots delivered in a species-neutral chemical payload. They actively work to reduce the effects of aging at the cellular (if appropriate) and molecular levels. Even cybernetic and other non-carbon-based organisms exhibit improved efficiency and an increased mean time-to-failure. Civilization-wide population growth rates are considerably increased."		272
Sanitation Infrastructure	TASanInf	TBSanInf	None	Region	SanInfra	PlanEcon	"Const_11, BioSc_08"	TFEcomet	None	"Cost=150, CollatSz=1000, CollatDs=70, CollatCl=1, MinTurn=3, Infrastr+=0.25"											Sanitation Infrastructure	"Every region requires some infrastructure to support its growing population. Sanitation Infrastructure, when installed in a region, standardizes the waste-handling and healthcare segments of this infrastructure, and accounts for future growth. A series of underground waste disposal and treatment facilities, coupled with distributed health-care facilities, ensure the region can continue to develop and flourish. The region's economic infrastructure is improved by installing these systems."		273
Transportation Infrastructure	TATrnInf	TBTrnInf	None	Region	TransInf	PlanEcon	Const_22	TFEcomet	None	"Cost=150, CollatSz=2000, CollatDs=70, CollatCl=1, MinTurn=3, Infrastr+=0.25"											Transportation Infrastructure	"Transportation Infrastructure is a deliberate effort to improve a region's transportation systems, instituted in a manner similar to facilities installation. Normally, transportation capability in any area is designed with only the current needs in mind. Significant increase in those needs is often poorly handled, as the space that is needed for improvements is often already allocated. Instituting a transportation infrastructure in a region ensures that the system both meets existing needs, and has the resources available to rapidly expand in capability as needs increase. The region's economic infrastructure is improved by installing these systems."		274
Power Infrastructure	TAPwrInf	TBPwrInf	None	Region	PowerInf	PlanEcon	"Const_33, Energ_30"	TFEcomet	None	"Cost=150, CollatSz=1500, CollatDs=70, CollatCl=1, MinTurn=3, Infrastr+=0.25"											Power Infrastructure	"Power Infrastructure is an improvement that can be installed on a per-region basis. Like transportation systems, power systems are often installed to only satisfy existing demands. A Power Infrastructure guarantees that future needs are accounted for, and mandates a systems design that conserves the amount of space necessary for power generation region-wide. A well-developed power system makes the region suitable for large-scale economic development. The region's economic infrastructure is improved by installing these systems."		275
Communictions Infrastructure	TAComInf	TBComInf	None	Region	CommInfr	PlanEcon	"Const_44, MthCm_41"	TFEcomet	None	"Cost=150, CollatSz=500, CollatDs=70, CollatCl=1, MinTurn=3, Infrastr+=0.25"											Communictions Infrastructure	"Each region can choose to install a standardized Communications Infrastructure. This system ensures that local bandwidth, cabling, and frequency needs are met. By designing underground cable systems with existing and future needs in mind, and allocating wireless and subspace frequencies into segments with fixed uses, the communication needs of the region are met, both at present and well into the future. The region's economic infrastructure is improved by installing these systems."		276
Bioorganic Monitoring Station	TABioMon	TBBioMon	None	Region	BioMonSt	PlanEcon	BioSc_15	Ecological	None	"Cost=150, CollatSz=500, CollatDs=45, CollatCl=2, MinTurn=2, EcoSystm+=1"											Bioorganic Monitoring Station	"A Bioorganic Monitoring Station can be installed in any region to improve the local biosphere. By tracking the climate, weather patterns, and temperature patterns of the region, and correlating these fluctuations with impact on the local plant and animal life, the local biosphere can be improved to flourish under local conditions, rather than merely survive. A region's ecological infrastructure level is improved by installing this facility."		277
Regional Weather Controller	TAWeaCon	TBWeaCon	None	Region	Weather	PlanEcon	BioSc_27	Ecological	None	"Cost=150, CollatSz=2000, CollatDs=45, CollatCl=2, MinTurn=2, EcoSystm+=1"											Regional Weather Controller	"Regions installing Weather Controllers enjoy the benefits of a weather system devoid of violent extreme conditions, such as lightning storms and extreme wind conditions. Rainfall amounts are also regulated to more ideal amounts and frequencies. By preventing damaging and hazardous weather conditions, loss of biomass due to weather effects is nearly eliminated. A region's ecological infrastructure level is improved by installing this facility."		278
Moisture Regulators	TAMoistR	TBMoistR	None	Region	MoistReg	PlanEcon	BioSc_36	Ecological	None	"Cost=150, CollatSz=1500, CollatDs=45, CollatCl=2, MinTurn=2, EcoSystm+=1"											Moisture Regulators	"Moisture Regulators, designed originally to improve desert regions, can benefit any region seeking to improve its local ecology. These regulators take rainfall management a step further, actually adjusting the level of relative humidity in the atmosphere across the region. Moisture levels are adjusted over small areas to provide the ideal amounts for the local biosphere, increasing the amount of useful biomass within the region. A region's ecological infrastructure level is improved by installing these regulators."		279
Bioregeneration Enhancers	TABioReg	TBBioReg	None	Region	Bioregen	PlanEcon	BioSc_42	Ecological	None	"Cost=150, CollatSz=1000, CollatDs=45, CollatCl=2, MinTurn=2, EcoSystm+=1"											Bioregeneration Enhancers	"Bioregeneration Enhancers can be installed in any region to improve its biosphere. These enhancers actively monitor the local ecology, recycling natural waste products into useful products immediately, rather than allowing slower natural processes to do the work. This allows local systems to accrue useful biomass in far less time than would otherwise be possible, by orders of magnitude for long-cycle processes such as fossil fuel formation. A region's ecological infrastructure level is improved by installing these enhancers."		280
Structural Shielding	TAStrShd	TBStrShd	None	Region	StructSh	PlanEcon	Const_10	PDefence	None	"Cost=150, CollatSz=10000, CollatDs=2, CollatCl=1, MinTurn=4"											Structural Shielding	"Structural Shielding is one of the most direct ways to help reduce damage done to a region by acts of war. When a region installs structural shielding, the various key facilities within the region are modified with point-blank deflection systems, usually with roof-mounted self-contained units including their own power systems. These systems minimize the damage caused by both space and ground assaults. Structural Shielding increases the level of the region's Civil Defense Infrastructure."		281
Regional Deflectors	TARegDef	TBRegDef	None	Region	RegionDf	PlanEcon	Const_20	PDefence	None	"Cost=150, CollatSz=10000, CollatDs=2, CollatCl=2, MinTurn=4"											Regional Deflectors	"Regional Deflectors can be installed in a region to boost its defensive capabilities. The deflectors are a series of shield generators, each of which protects several square kilometers from aerial and orbital attacks. The shields can be extended to ground level if hostile ground forces approach. These deflectors increase the level of the region's Civil Defense Infrastructure."		282
Reinforced Construction	TAReinfC	TBReinfC	None	Region	ReinfCon	PlanEcon	Const_30	PDefence	None	"Cost=150, CollatSz=10000, CollatDs=2, CollatCl=0, MinTurn=4"											Reinforced Construction	"Reinforced Construction can be applied to any region to improve its damage resistance. Reinforced Construction provides a series of external modifications to critical facilities. These modifications feature ablative surfaces to absorb energy and plasma damage, and shock-resistant interior materials that absorbs explosive damage and the concussive effects of weapon impacts. The reinforcement system must be almost completely destroyed before weapons can begin to damage the protected structure. Mandating Reinforced Construction improves the region's Civil Defense Infrastructure."		283
Concussion Redirection System	TAConRed	TBConRed	None	Region	ConRedir	PlanEcon	Const_40	PDefence	None	"Cost=150, CollatSz=10000, CollatDs=2, CollatCl=2, MinTurn=4"											Concussion Redirection System	"Concussion Redirection Systems are part of a mandated upgrade process than can be employed in each region. This upgrade installs absorbers as a self-contained package added to existing facilities to help them withstand weapon impacts. By channeling the explosive and thermal energy of a weapon impact away from the structural elements of a building, it is able to withstand far more damage before suffering catastrophic damage and collapsing. Installing these systems improves the region's Civil Defense Infrastructure."		284
Decomposition Centers	TADecomp	TBDecomp	None	Planet	DecompCn	PlanPlan	BioSc_05	TFBioHar	None	"Cost=100, CollatSz=400, CollatDs=33, CollatCl=2, MinTurn=2, Pollutio*=0.667"											Decomposition Centers	"Every colonized planet can construct a Decomposition Center, which is a designated area where harmful organic waste can be left to decompose. These landfills are highly automated and controlled in a self-contained underground environment, ensuring that waste is allowed to decompose safely. This improves the planet's pollution reduction capability."		285
Pollution Processors	TAPolPrc	TBPolPrc	None	Planet	PolProcs	PlanPlan	BioSc_16	TFBioHar	None	"Cost=100, CollatSz=300, CollatDs=33, CollatCl=2, MinTurn=3, Pollutio*=0.667"											Pollution Processors	"A series of Pollution Processors can be built on any planet to combat pollution problems. These complex factories receive harmful waste from all over the planet, and use energetic processes such as electrolysis to break down the waste into its molecular components, which can be recombined into useful products such as building materials. The resulting material is then distributed back into the planet's industry. The overall effect is an increase in the planet's pollution reduction capability."		286
Atmospheric Renewers	TAAtmRen	TBAtmRen	None	Planet	AtmoRnew	PlanPlan	BioSc_27	TFBioHar	None	"Cost=100, CollatSz=500, CollatDs=33, CollatCl=2, MinTurn=4, Pollutio*=0.667"											Atmospheric Renewers	"Atmospheric Renewers are a planet-level improvement. The renewers consist of complex filters that are built on top of ultra-light high-altitude scaffolds or are carried aloft in self-contained drone aircraft. High in the stratosphere, these renewers absorb contaminated air, use selective temperature control to isolate the pollutants for filtering, and finally release the purified air back into the atmosphere. The filters must be periodically replaced, but the accumulated pollutants can be subjected to more traditional pollution control on the ground. These renewers improve the pollution reduction capabilities of the planet."		287
Core Waste Dumps	TACorWst	TBCorWst	None	Planet	CoreWast	PlanPlan	"Const_38, BioSc_35"	TFBioHar	None	"Cost=100, CollatSz=200, CollatDs=33, CollatCl=2, MinTurn=5, Pollutio*=0.667"											Core Waste Dumps	"The disposal of some waste products at or near the surface of a planet is almost impossible. By building Core Waste Dumps, a planet's pollution control can finally include disposal of these wastes. These dumps are carefully-designed and built to allow waste products to be shuttled into the mantle and core of the planet, where the extreme heat and pressure reduce the waste into more basic, clean forms and disperse it within the mantle. While no useful material can be recovered, the process requires no inputs beyond the waste product. Core Waste Dumps improve the planet's pollution reduction capability."		288
Recycling Microbes	TARecycM	TBRecycM	None	Civilization	RecycleM	Achieve	"BioSc_21, Const_18"	TFBioHar	None	PolluCln+=0.25											Recycling Microbes	"Recycling Microbes are genetically engineered to metabolize a wide variety of industrial wastes. Depending on the waste composition, the microbes can convert it into harmless byproducts (those already present in the biosphere) or into compounds that are useful (such as building materials). Recycling Microbes allow more pollution to be cleaned up at any given cost, civilization-wide."		289
Nanodisassemblers	TANanoDs	TBNanoDs	None	Achieve	NanoDism	Achieve	"Const_44, MthCm_41"	TFBioHar	None	PolluCln+=0.5											Nanodisassemblers	"Nanodisassemblers are microscopic machines capable of altering matter at the atomic level. When used for pollution control, they can considerably lessen the impact of industry on an ecosystem. These nanomachines increase the amount of pollution cleaned up at any given cost, civilization-wide."		290
Planetology Complex	TAPlnCmp	TBPlnCmp	None	Planet	PlanetCmp	PlanPlan	"Const_11, BioSc_08"	TFBioHar	None	"Cost=100, CollatSz=375, CollatDs=50, CollatCl=2, PolluCln+=0.5"											Planetology Complex	The Planetology Complex is a series of facilities that may be constructed on any planet to improve its ability to clean up pollution problems. The complex focuses on ways the unique ecospheric aspects of the planet itself can be used to reduce sources of pollution. The cost of cleaning up pollution is moderately reduced at this planet.		291
Pollution Control Center	TAPlnCon	TBPlnCon	None	Planet	PlanetCon	PlanPlan	"Const_32, BioSc_29"	TFBioHar	None	"Cost=100, CollatSz=375, CollatDs=50, CollatCl=2, PolluCln+=0.75"											Pollution Control Center	"The Pollution Control Center enhances the pollution cleanup capabilities of any planet that constructs one. By centralizing the management and allocation of pollution control and cleanup resources, the Center allows more sources of pollution to be reduced or cleaned up with the same budget. The cost of cleaning up pollution at this planet is considerably reduced."		292
Mass Synthesizer	TAMassSn	TBMassSn	None	Planet	MassSynt	PlanPlan	"Const_17, Energ_14"	TFRelPhy	None	"Cost=100, MinTurn=4, CollatSz=125, CollatDs=12, CollatCl=2, GravPen+=-1"											Mass Synthesizer	Irregular gravity fields and gravity that is too weak are the most common causes of reduced productivity. Installing a Mass Synthesizer on a planet with either of these issues helps alleviate the negative effects by carefully placing additional matter in various locations to normalize the natural gravitational field. Gravitational penalties to productivity at this planet are reduced.		293
Gravitational Focus Array	TAGrvFoc	TBGrvFoc	None	Planet	GravFocs	PlanPlan	"Const_34, Energ_31"	TFRelPhy	None	"Cost=100, MinTurn=4, CollatSz=125, CollatDs=12, CollatCl=2, GravPen+=-1"											Gravitational Focus Array	"Each planet can construct one Gravitational Focus Array. The Gravitational Focus Array creates and maintains precise maps of the gravitational field of the planet and, using artificial gravity waves, adjusts the field at a local level, normalizing the gravitational field towards the local populations standard level. Gravitational penalties to productivity at this planet are reduced."		294
Basic Systems Module	TABSModl	TBBSModl	None	"Planet, KEEPTHIS"	BscSysMd	PlanSecu	Const_00	TFConstr	None	"Cost=150, MinTurn=1, CollatSz=250, CollatDs=7, CollatCl=1, Hull_Bld+=1, Employee=0.125"											Basic Systems Module	"This module improves the shipbuilding capability of the planet that installs it. This facility creates the standard equipment and structures that are common to any military vessel, freeing the shipyards to concentrate on design-specific construction. Installation of the Basic Systems Module at a planet allows ships one hull size larger to be built there."		295
Space Working/Living Environment Module	TA_SWLEM	TB_SWLEM	None	"Planet, KEEPTHIS"	SWLEMMod	PlanSecu	Const_00	TFConstr	None	"Cost=175, MinTurn=1, CollatSz=290, CollatDs=8, CollatCl=0, Hull_Bld+=1, Employee=0.125"											Space Working/Living Environment Module	"Large ships cannot be built on the surface of a planet, and therefore construction of these vessels is done in low orbit. The construction of a working and living environment orbital at this planet allows workers to remain on-station for extended periods, allowing the completion of larger and more complex hull designs. Installation of the Space Working/Living Module at a planet allows ships one hull size larger to be built there."		296
Matter Conversion Module	TAMatCMd	TBMatCMd	None	"Planet, KEEPTHIS"	MatConMd	PlanSecu	Energ_06	TFConstr	None	"Cost=200, MinTurn=1, CollatSz=235, CollatDs=7, CollatCl=0, Hull_Bld+=1, Employee=0.125"											Matter Conversion Module	"A planet may install a Matter Conversion Module to enhance its shipbuilding infrastructure. The Matter Conversion Module allows advanced alloys to be synthesized at the building site, thus allowing larger hulls to be constructed at the planet than would otherwise be possible. Without the module, these materials would have to be imported from elsewhere or lifted to the low-orbit construction site from the ground. Installation of the Matter Conversion Module at a planet allows ships one hull size larger to be built there."		297
Materials Processor	TAMatPMd	TBMatPMd	None	"Planet, KEEPTHIS"	MatterPr	PlanSecu	Const_11	TFConstr	None	"Cost=250, MinTurn=1, CollatSz=155, CollatDs=7, CollatCl=0, Hull_Bld+=1, Employee=0.125"											Materials Processor	"A Materials Processor may be constructed at a planet to improve its shipbuilding capability. The construction of large ships requires the fabrication of large, seamless sections of armored hull. The material processor is used to generate these formed sections of hull on demand. Installation of a Materials Processor at a planet allows ships one hull size larger to be built there."		298
Automated Assembly Module	TAAutAMd	TBAutAMd	None	"Planet, KEEPTHIS"	AutoAssm	PlanSecu	Const_17	TFConstr	None	"Cost=257, MinTurn=1, CollatSz=190, CollatDs=75, CollatCl=0, Hull_Bld+=1, Employee=0.25"											Automated Assembly Module	"Assembling larger capital ship hulls in a reasonable timeframe requires more workers than can be practically managed. By installing an Automated Assembly Module, the planet can field a set of robotic assembly workers that can operate independently when brought to on-site and given the schematics of the ship under construction. Installing an Automated Assembly Module at a planet allows ships one hull size larger to be built there."		299
Project Management Systems	TAPrjMtS	TBPrjMtS	None	"Planet, KEEPTHIS"	ProjMgtS	PlanSecu	Const_23	TFConstr	None	"Cost=300, MinTurn=1, CollatSz=250, CollatDs=67, CollatCl=0, Hull_Bld+=1, Employee=0.25"											Project Management Systems	"The larger the building project, the harder it is to manage and successfully complete in terms of time and budget. A planet can address this problem by installing Project Management Systems that provide facilities, equipment, and training for those in charge of capital ship construction projects. Providing Project Management Systems facilities at a planet allows ships one hull size larger to be built there."		300
Societal Workplace Module	TASocWrk	TBSocWrk	None	"Planet, KEEPTHIS"	SocWrkMd	PlanSecu	Const_28	TFConstr	None	"Cost=350, MinTurn=1, CollatSz=450, CollatDs=90, CollatCl=0, Hull_Bld+=1, Employee=0.25"											Societal Workplace Module	"Capital ship construction projects bring together large numbers of workers and staff. Ensuring that the needs and desires of the construction crew are met is pivotal in completing a project within the time and cost required. A planet may install a Societal Workplace Module to ensure that the work environment is happy, healthy, and productive, even in low orbit at a massive orbital construction site. Installation of the Societal Workplace Module at a planet allows ships one hull size larger to be built there."		301
Orbital Access Module	TAOrbAcc	TBOrbAcc	None	"Planet, KEEPTHIS"	OrbAccMd	PlanSecu	Const_34	TFConstr	None	"Cost=400, MinTurn=1, CollatSz=300, CollatDs=33, CollatCl=0, Hull_Bld+=1, Employee=0.25"											Orbital Access Module	"Low-orbit construction of capital ships often requires the transfer of materials and personnel both to and from the surface. By installing an Orbital Access Module, the planet provides a facility dedicated to these transfers, decreasing the time and cost associated with these aspects of a project. Installing an Orbital Access Module at a planet allows ships one hull size larger to be built there."		302
Space Dock Facilities Extension	TASDckFc	TBSDckFc	None	"Planet, KEEPTHIS"	SpaceDck	PlanSecu	Const_40	TFConstr	None	"Cost=500, MinTurn=1, CollatSz=667, CollatDs=95, CollatCl=0, Hull_Bld+=1, Employee=0.375"											Space Dock Facilities Extension	"The Space Dock Facilities Extension helps distinguish any planet constructing one as a significant shipbuilding world. Capital ship construction projects take place at a permanent structure, with the facilities and personnel to support larger hull designs. Installation of the Space Dock Facilities Extension at a planet allows ships one hull size larger to be built there."		303
Military Design Center	TAMilDCn	TBMilDCn	None	"Planet, KEEPTHIS"	MilDsgnC	PlanSecu	Const_45	TFConstr	None	"Cost=650, MinTurn=1, CollatSz=15, CollatDs=5, CollatCl=0, Hull_Bld+=1, Employee=0.375"											Military Design Center	"A planet that installs a Military Design Center becomes part of the overall ship design infrastructure of the civilization. With a contingent of the fleet design staff on-site, ship construction can tackle larger ship designs in less time by contacting the design experts to resolve questions, and suggest improvements in the construction process. Installing a Military Design Center at a planet allows ships one hull size larger to be built there."		304
Automated Mine	TAAutoMn	TBAutoMn	None	"DEAMine, Mining"	AutoMine	PlanEcon	Ecnmy_11	Mining	None	"Cost=25, CollatSz=100, CollatDs=15, CollatCl=1, MineEff+=1"											Automated Mine	"Any Mining DEA can be enhanced with an Automated Mine. The automated mining process includes a wide variety of automated machinery that assists mining workers: tram lifts to haul raw minerals to the surface, tunneling machines, high-powered drills, and an automated support structure that is deployed when a new shaft has been excavated. This facility slightly improves the efficiency of the Mining DEA in which it is constructed."		305
Robo Mining Plant	TARoboMn	TBRoboMn	None	"DEAMine, Mining"	RoboMine	PlanEcon	Ecnmy_21	Mining	None	"Cost=60, CollatSz=75, CollatDs=15, CollatCl=1, MineEff+=2"											Robo Mining Plant	"A Robo Mining Plant can be built in any mining DEA. Its sole purpose is to produce an array of self-controlling, semi-aware robots that dynamically assist in the mining process. The robots can be controlled by local supervisors or operate autonomously, and they assist workers in the most difficult tasks down in the mines by handling the most hazardous and uncomfortable duties. This facility improves the efficiency of the Mining DEA in which it is constructed."		306
Nanotech Extractors	TANanoEx	TBNanoEx	None	"DEAMine, Mining"	NanoExtr	PlanEcon	Ecnmy_31	Mining	None	"Cost=100, CollatSz=50, CollatDs=15, CollatCl=1, MineEff+=3"											Nanotech Extractors	"Any mining DEA can be enhanced with Nanotech Extractors. A system of self-guiding automatons are built and sent to patrol the tunnels of a mine. The extractors explore the surfaces of the exposed mining areas, quickly forming maps of the unexposed areas and highlighting those areas with useful materials. They also detect areas that could be hazardous if excavated. This facility significantly improves the efficiency of the Mining DEA in which it is constructed."		307
Molecular Extractors	TAMoleEx	TBMoleEx	None	"DEAMine, Mining"	MoleExtr	PlanEcon	Antar_01	Mining	None	"Cost=150, CollatSz=25, CollatDs=15, CollatCl=1, MineEff+=4, MinTurn=3"											Molecular Extractors	"An advanced and sophisticated Antaran technology, Molecular Extractors can be installed within any Mining DEA. Consisting of an array of sophisticated emitters tuned to the resonance frequency of desired elements in the rock, Molecular Extractors allow miners to search for specific minerals rapidly. Once deposits are located, the emitters can heat or chill them (as appropriate) to facilitate rapid removal. This facility considerably improves the efficiency of the Mining DEA in which it is constructed."		308
Orbital Lithoscanners	TAOrbLth	TBOrbLth	None	"Planet, Mining"	OrbitLit	PlanPlan	Const_24	Mining	None	"Cost=60, CollatSz=333, CollatDs=50, CollatCl=1, MineEff+=1"											Orbital Lithoscanners	"While the concept of conducting mining surveys from orbit is fairly simple, the technology required to do so effectively is not. Once developed, an Orbital Lithoscanning facility can be installed at any planet, along with a series of polar-orbit satellites equipped with the scanning technology. This system moderately improves the mining efforts of any Mining DEA on the planet."		309
Mineral Analysis Network	TAMinAnl	TBMinAnl	None	"Planet, Mining"	MinAnalN	PlanPlan	Const_40	Mining	None	"Cost=175, CollatSz=67, CollatDs=15, CollatCl=1, MineEff+=2"											Mineral Analysis Network	"The Mineral Analysis Network is a distributed computing system. A set of supercomputers coordinates the analysis, aided by the spare cycles of any other computer on the planet that is available to contribute. This system can rapidly generate useful data from various mineral-surveying sources, and present a cohesive picture of the planetary mineral system. The data produced by this network can be used to significantly improve the efficiency of any mining operation on the planet."		310
Geo Harmonic Principle	TAGeoHrm	TBGeoHrm	None	"Civilization, Mining"	GeoHarmP	Achieve	MthCm_29	Mining	None	MineEff+=1											Geo Harmonic Principle	"The Geo-Harmonic Principle is a breakthrough in the nature of large-scale mining operations. Instead of mining based on external demands, the nature of each mine is analyzed so that mining operations efficiently remove any potentially valuable resources. Improved civilization-wide reporting of what each mine has to offer ensures that resources in demand are correlated to readily available supplies. This principle improves the efficiency of every Mining DEA within the civilization."		311
Deep Extraction Mining	TADeepEx	TBDeepEx	None	"DEAMine, Mining"	DeepExMn	PlanEcon	Const_06	Mining	None	"Cost=40, CollatSz=15, CollatDs=12, CollatCl=1, MineCap+=0.5, Employee=0.33"											Deep Extraction Mining	"Advances in geology and construction allow Mining DEA's to improve their capacity. Any Mining DEA can construct a control facility for Deep Extraction Mining. The process uses a vast array of honeycombed tunnels and shafts that reach several kilometers below the surface of the planet. Complex structures and resilient polymers hold the shafts together under the pressure, and computers at the control center keep track of the entire maze, as it quickly reaches a level of complexity beyond the grasp of a normal miner. This improvement slightly increases the capacity of any Mining DEA that installs it."		312
Full Crust Mining	TAFCrstM	TBFCrstM	None	"DEAMine, Mining"	FullCrst	PlanEcon	Const_16	Mining	None	"Cost=100, CollatSz=15, CollatDs=10, CollatCl=1, MineCap+=1, Employee=0.33"											Full Crust Mining	"Reaching down dozen of kilometers into the crust requires more then simply better construction methods. Advances in energy fields have provided a solution that can be applied at any Mining DEA by building the facilities for Full Crust Mining. These facilities allow inertia dampers to block off concussion waves from earthquakes, while structural integrity fields allow the redistribution of the pressure of huge amounts of mass directly above any tunnel. Without these techniques, the deeper layers of the crust could not be reached safely for mining purposes. This improvement moderately improves the capacity of any Mining DEA that installs it."		313
Complete Mantle Mining	TAComMnt	TBComMnt	None	"DEAMine, Mining"	CompMant	PlanEcon	Const_26	Mining	None	"Cost=180, CollatSz=15, CollatDs=8, CollatCl=1, MineCap+=1.5, Employee=0.33"											Complete Mantle Mining	"In order to mine the incredibly hot mantle of planets directly, a Mining DEA must install the facilities developed for Complete Mantle Mining. These facilities include a complex system of heat absorbers allowing the excessive heat to be temporarily directed away from the mining area. With this system in place, workers and robots can descend and work for short periods of time within the mantle itself, extracting otherwise untapped minerals and metals in the mantle. This improvement increases the capacity of any Mining DEA that installs it."		314
Deep Core Mining	TADeepCr	TBDeepCr	None	"DEAMine, Mining"	DeepCore	PlanEcon	Const_36	Mining	None	"Cost=300, CollatSz=15, CollatDs=6, CollatCl=1, MineCap+=2, Employee=0.33"											Deep Core Mining	"Not even advanced heat dissipation systems would allow any machinery to survive prolonged periods of exposure to the temperatures and pressures of core of a planet. Installation of Deep Core Mining facilities offers a radical but effective solution to any Mining DEA, enabling it to mine resources directly from the planet's core. Instead of sending mining machinery to the core, a long shaft is built that extends to the core itself, where part of the material is tapped, raised up the shaft with the use of electromagnets along the shaft, and then allowed to expand and cool as it is raised towards the surface. Energy fields are used to keep the core access point contained. This improvement considerably improves the capacity if any Mining DEA that installs it."		315
Automated Biocare	TAAutoBi	TBAutoBi	None	"DEABioHa, BioHarve"	AutoBioC	PlanEcon	BioSc_10	TFBioHar	None	"Cost=20, BioHaEff+=1, CollatSz = 150, CollatDs = 20, CollatCl=2"											Automated Biocare	"Automated Biocare is an important improvement available to all bioharvest DEAs. A central regulator computer controls a web of nutrient and water conduits, plus the movements of natural predators for pest control, that span the entire DEA. The regulator then controls the supply to the various growing areas, maximizing growth rates and optimizing resource management. The result is a slight increase in the DEA's efficiency."		316
Byproduct Reprocessing	TAByPRep	TBByPRep	None	"DEABioHa, BioHarve"	ByprodRe	PlanEcon	BioSc_20	TFBioHar	None	"Cost=60, BioHaEff+=2, CollatSz = 150, CollatDs = 20, CollatCl=2"											Byproduct Reprocessing	"When bioharvesting resources are harvested, there is invariably some leftover material that is not immediately useful. By installing a Byproduct Reprocessing facility at a Bioharvest DEA, it is possible to convert this leftover material into useful outputs, even if it is nothing more than fertilizer for additional bioharvesting efforts. This results in a modest improvement in bioharvest efficiency."		317
Genetic Engineering	TAGenEng	TBGenEng	None	"DEABioHa, BioHarve"	GeneEngn	PlanEcon	BioSc_30	TFBioHar	None	"Cost=100, BioHaEff+=3, CollatSz = 150, CollatDs = 20, CollatCl=2"											Genetic Engineering	"Once developed, Genetic Engineering is a valuable enhancement that can be instituted in any Bioharvest DEA. A Genetic Engineering center designs and produces various purpose-built life forms that are custom tailored to the local environment. The system includes both short- and long-term automated supervision of the engineered organisms, which ensures that they remain stable and do not cause unforeseen impacts on the native ecology. Genetic Engineering substantially improves Bioharvest efficiency."		318
Dyno Mutant Victuals	TADynoVc	TBDynoVc	None	"DEABioHa, BioHarve"	DynoVict	PlanEcon	Antar_01	TFBioHar	None	"Cost=200, BioHaEff+=4, MinTurn=3, CollatSz = 150, CollatDs = 20, CollatCl=2"											Dyno Mutant Victuals	"The Antarans developed biomaterial that exhibits extraordinary self-adapting capability. By deploying a monitoring center for Dyno-Mutant Victuals at a planet, each Bioharvest DEA on the planet is improved by seeding it with Dyno-Mutants. These organisms efficiently convert solar energy and any unused resources within the Bioharvest DEAs into useful forms such as edible food. The Bioharvest efficiency is significantly increased."		319
Orbital Biomonitoring	TAOrbBio	TBOrbBio	None	"Planet, BioHarve"	OrbitBio	PlanPlan	BioSc_23	TFBioHar	None	"Cost=60, BioHaEff+=1, CollatSz = 150, CollatDs = 20, CollatCl=2"											Orbital Biomonitoring	"Any planet can install an Orbital Biomonitoring system to improve bioharvesting efficiency across the planet. The system consists of a ground-based management center and several polar-orbit satellites. By monitoring growth, albedo, and various other data within each Bioharvest DEA planet-wide, global trends can be identified and used to improve the capabilities of each DEA. This facility modestly improves the Bioharvesting efficiency of all Bioharvest DEAs on the planet."		320
Helio Regulator	TAHelioR	TBHelioR	None	"Planet, BioHarve"	HelioReg	PlanPlan	"Const_39, MthCm_36"	TFBioHar	None	"Cost=175, BioHaEff+=2, CollatSz = 150, CollatDs = 20, CollatCl=2"											Helio Regulator	Irregularities in the solar output of a planet's star cause all sorts of problems for bioharvesting material. Installing a Helio Regulator at the planet helps prevent these issues. The Regulator is a highly specialized shield generator that can block harmful radiation (such as excessive ultraviolet radiation) from exposed areas. Monitoring satellites give advanced warning of areas that are vulnerable based on the dynamic conditions of the local primary sun. The Regulator improves bioharvest efficiency for the entire planet.		321
Biomorphic Fungi	TABFungi	TBBFungi	None	Achieve	BioFungi	Achieve	"BioSc_28, Const_25"	TFBioHar	None	"BioHaEff+=1, BioHRing+=2"											Bio-morphic Fungi	"Biomorphic Fungi are a series of genetically engineered life forms that can grow in almost any environment. Only the presence of some minimal amount of organic compounds is required -- temperature, pressure, and gravity have little effect on these hardy organisms. Utilizing these fungi improves bioharvest efficiency civilization wide, and allows bioharvesting to occur in previously inhospitable conditions."		322
Mineralmorphic Bacteria	TAMinBac	TBMinBac	None	Achieve	MinMrBac	Achieve	"BioSc_45, Const_42"	TFBioHar	None	"BioHaEff+=2, BioHRing+=1"											Mineral-morphic Bacteria	"These highly-advanced, engineered bacteria use minerals as metabolites and are able to grow on almost completely barren worlds. They provide readily-harvestable material on planets otherwise incapable of supporting bioharvesting efforts. The overall effect is increased bioharvest efficiency civilization-wide, and the ability to conduct bioharvesting in areas once considered too incompatible."		323
Soil Enrichment	TASoilEn	TBSoilEn	None	"DEABioHa, BioHarve"	SoilEnrc	PlanEcon	BioSc_05	TFBioHar	None	"Cost=40, Employee=0.67, BioHaCap+=0.5, CollatSz = 150, CollatDs = 20, CollatCl=2"											Soil Enrichment	"One of the simplest ways to improve the natural capacity of a Bioharvest DEA is to enrich its resources. By instituting and maintaining Soil Enrichment, the fertile areas of the DEA are expanded, and the capacity of existing areas is increased. The overall result is a slight improvement in the DEA's bioharvest capacity."		324
Controlled Environment Farming	TACntEnv	TBCntEnv	None	"DEABioHa, BioHarve"	ContEnvr	PlanEcon	BioSc_15	TFBioHar	None	"Cost=100, Employee=0.67, BioHaCap+=1, CollatSz = 150, CollatDs = 20, CollatCl=2"											Controlled Environment Farming	"Capacity is built upon efficient use of available space. Bioharvest capacity can be improved by optimizing local conditions over small areas. This technique is mandated by installing Controlled Environment Farming facilities within the DEA. The DEA is subdivided into small areas, each of which is individually monitored by a central system. Each area's environment -- air temperature, pressure, and content, plus its soil quality and composition, are carefully managed to ideal levels for the organisms produced within that area. This system modestly increases the capacity of the DEA."		325
Soil Rejuvenators	TASoilRj	TBSoilRj	None	"DEABioHa, BioHarve"	SoilRjuv	PlanEcon	BioSc_25	TFBioHar	None	"Cost=180, Employee=0.67, BioHaCap+=1.5, CollatSz = 150, CollatDs = 20, CollatCl=2"											Soil Rejuvenators	"Soil Rejuvenators can be built in any Bioharvesting DEA. Central facilities produce and manage nano-bots that automatically aerate the soil and seed it with nutrients, rare minerals and needed metals. The process is computer controlled to ensure proper distribution of resources. Once installed, these rejuvenators moderately increase the DEA's bioharvest capacity."		326
Ecosystem Controller	TAEcoCon	TBEcoCon	None	"DEABioHa, BioHarve"	EcoSysCn	PlanEcon	BioSc_35	TFBioHar	None	"Cost=300, Employee=0.67, BioHaCap+=2, CollatSz = 150, CollatDs = 20, CollatCl=2"											Ecosystem Controller	"Any bioharvest DEA can build the Ecosystem Controller: a highly sophisticated and automated complex that regulates and balances the entire eco-system of the region. A wide range of automated systems can cut, plant, exterminate, and modify any life form or strain in order to ensure long-range stability, diversity and fertility in the bio-mass. The controller significantly increases the bioharvest capacity of any DEA in which it is installed."		327
Hydroponic Farms	TAHydFrm	TBHydFrm	None	"Region, BioHarve"	HydroFrm	PlanEcon	BioSc_02	TFBioHar	None	"Cost=15, BioOutPt+=0.5, CollatSz = 150, CollatDs = 20, CollatCl=2"											Hydroponic Farms	"Hydroponic farms are a series of self-contained units that can be constructed in any region. Each hydroponic unit consists of tanks of water enriched with nutrients, minerals and various forms of photosynthetic-capable algae. Hydroponic farms require minimal external management; only a simple computer system is needed to regulate the nutrient and mineral levels. Hydroponic Farms generate a small, fixed amount of bioharvest material per turn."		328
Subterranean Farms	TASubFrm	TBSubFrm	None	"Region, BioHarve"	SubTerFrm	PlanEcon	"Const_18, BioSc_15"	TFBioHar	None	"Cost=45, BioOutPt+=1, CollatSz = 150, CollatDs = 20, CollatCl=2"											Subterranean Farms	"Subterranean Farms can be installed in any region to increase the local bioharvest supply without significant surface space impact. The Farms are constructed well within the surface of the planet, and thus are suitable for construction almost anywhere. The farms are self-contained units, requiring only external power and transportation for the bioharvest output. Energy-to-Matter synthesizers and a sophisticated autonomous control system take care of everything else. These self-contained units generate a modest amount of bioharvest material every turn."		329
Automated Factories	TAAutoFc	TBAutoFc	None	"DEAManuf, Manufact"	AutoFact	PlanEcon	Const_11	Manufacturing	None	"Cost=120, Employee=0.75, ManufCap+=0.5, CollatSz = 150, CollatDs = 20, CollatCl=2"											Automated Factories	"Automated Factories can be installed in a Manufacturing DEA to improve its capacity. These factories, which make extensive use of industrial automation technology, require far less space to maintain output level than an equivalent factory relying on sentient personnel. The result is a slight boost in manufacturing mineral capacity."		330
Robotic Factories	TARoboFc	TBRoboFc	None	"DEAManuf, Manufact"	RoboFact	PlanEcon	Const_21	Manufacturing	None	"Cost=300, Employee=0.75, ManufCap+=1, CollatSz = 150, CollatDs = 20, CollatCl=2"											Robotic Factories	"Installing Robotic Factories in a Manufacturing DEA yields a significant capacity increase. These facilities are almost entirely self-regulating, needing primarily raw materials and power to operate. They provide a modest boost to manufacturing mineral capacity."		331
Nanofactories	TANanoFc	TBNanoFc	None	"DEAManuf, Manufact"	NanoFact	PlanEcon	Const_31	Manufacturing	None	"Cost=540, Employee=0.75, ManufCap+=1.5, CollatSz = 150, CollatDs = 20, CollatCl=2"											Nanofactories	"Nanofactories can be built within Manufacturing DEAs. Nanofactories design and produce custom artificial nano-bots specialized to generate any given structure. The bots are then seeded into the raw minerals, where they literally form the desired structure on the spot by re-forming the mineral on a molecular level. The only external equipment required is the computer system used to manage the nano-bots, and a central factory to produce the various types as needed by the local industry. These facilities provide a substantial mineral capacity increase."		332
Matter Converters	TAMatCnv	TBMatCnv	None	"DEAManuf, Manufact"	MatterCv	PlanEcon	Const_41	Manufacturing	None	"Cost=900, Employee=0.75, ManufCap+=2, MinTurn=3, CollatSz = 150, CollatDs = 20, CollatCl=2"											Matter Converters	"Matter Converters can be installed at a Manufacturing DEA to increase its capacity to an astonishing degree. The minerals available for manufacturing at a region level are rarely in the right proportions compared to the desired products. Matter Converters use matter-energy conversion techniques to reform excesses of one mineral, producing the minerals that are currently in short supply. These converters significantly improve the mineral capacity of the DEA."		333
Organic Factories	TAOrgFac	TBOrgFac	None	"DEAManuf, Manufact"	OrganicF	PlanEcon	"BioSc_26, Const_23"	Manufacturing	None	"Cost=180, Employee=0.75, ManuCapB+=0.5, CollatSz = 150, CollatDs = 20, CollatCl=2"											Organic Factories	"Organic factories are an important improvement and are available for any Manufacturing DEA. They refine and produce a variety of lubricants, building materials and other compounds from various life forms and biomass. Improving Manufacturing Capacity by tapping bioharvesting resources also makes balancing planetary resources easier. These facilities provide a slight improvement in bioharvest capacity."		334
Recycling Facilities	TARecycF	TBRecycF	None	"DEAManuf, Manufact"	RecycleF	PlanEcon	"BioSc_36, Const_33"	Manufacturing	None	"Cost=450, Employee=0.75, ManuCapB+=1, CollatSz = 150, CollatDs = 20, CollatCl=2"											Recycling Facilities	Recycling Facilities are large complexes that can be built in a Manufacturing DEA. They use a series of chemical processes to break down organic wastes and by-products to create high-protein biomass that can subsequently be used in various other applications. Installing these facilities grants a modest improvement to bioharvest capacity.		335
Bioreprocessors	TABiorep	TBBiorep	None	"DEAManuf, Manufact"	Bioreprc	PlanEcon	"BioSc_46, Const_43"	Manufacturing	None	"Cost=810, Employee=0.75, ManuCapB+=1.5, CollatSz = 150, CollatDs = 20, CollatCl=2"											Bio-reprocessors	Any Manufacturing DEA can build Bioreprocessors. These facilities accept almost any form of organic compounds and convert them into other forms based on current demands. Many of these compounds that would otherwise be discarded as waste material find important uses thanks to Bioreprocessors. These processors substantially improve the bioharvest capacity of the DEA.		336
Microlite Construction	TAMicrLt	TBMicrLt	None	Achieve	MicroCon	Achieve	Const_34	Manufacturing	None	"ManufCap+=0.5, ManuCapB+=0.25"											Microlite Construction	"Microlite Construction revolutionizes material processing and refinement techniques through the use of nano-machines. These nanorobots work efficiently to fabricate useful components from many sources -- even raw materials from bioharvest sources can be quickly processed and refined using microlite technology. Working from within the source material, these programmable nanorobots fabricate the desired building components without the need for external tools or facilities. Microlite Construction provides a slight improvement to both mineral and bioharvest capacities for manufacturing DEAs throughout the civilization."		337
Catalyst Design	TACatDes	TBCatDes	None	Achieve	CataDsgn	Achieve	MthCm_08	TFMinExt	None	ManuConv+=1											Catalyst Design	"Catalyst Design is a fabrication process that uses custom made, need-specialized catalytic agents for chemical processes. Existing manufacturing processes can be improved to require less energy and external inputs by taking advantage of these techniques. This breakthrough improves the rate at which minerals are converted to finished products."		338
Extractor Assemblies	TAExtAss	TBExtAss	None	Achieve	ExtractAss	Achieve	Const_16	TFMinExt	None	ManuConv+=1											Extractor Assemblies	"The Extractor Assembly concept is the application of the assembly-line method on a nanometer scale. Using networks of programmable nano-robots, useful constituents can be extracted and processed from raw materials more efficiently and rapidly than with existing methods. Quality control is improved by increasing output precision to a molecular scale, yielding a significant reduction in discarded materials and failed products. This improves the conversion rate from raw minerals to finished products."		339
Scanning Resonance Collectors	TAScnRes	TBScnRes	None	Achieve	ScnResCl	Achieve	Const_24	TFMinExt	None	ManuConv+=1											Scanning Resonance Collectors	"Scanning Resonance Collectors are highly specialized nanomachines. These devices actually decouple target particles from their molecular bonds by inducing local harmonic resonance, and then construct the desired materials using the collected atoms. This process results in materials with a purity level far exceeding what would otherwise be possible, maximizing their structural properties and therefore reducing the amount of material required. Using these collectors improves the mineral conversion rate of all manufacturing DEAs."		340
Energy Reclamation	TAEnrgRc	TBEnrgRc	None	Achieve	EnergyRc	Achieve	Energ_32	TFMinExt	None	ManuConv+=1											Energy Reclamation	Energy Reclamation reduces the overall energy consumption and consequent operation cost required for manufacturing and refinement processes. Energy Reclamation systems involve numerous tiny energy collectors capable of absorbing part of the energy lost or released during material processing on a molecular scale. The collectors can release this stored energy as electrical current or a variety of other useful forms. Energy Reclamation improves the conversion rate of minerals into processed materials.		341
Molecular Resequencing	TAMoleRs	TBMoleRs	None	Achieve	MoleRseq	Achieve	"MthCm_40, Energ_37"	TFMinExt	None	ManuConv+=1											Molecular Resequencing	Molecular Resequencing reclaims the otherwise useless bits of raw materials left over from other refining processes and reorganizes the molecules into usable forms. This technique is particularly useful for recycling material that has been damaged or was flawed when originally constructed. This process improves the mineral conversion rate.		342
Biorefineries	TABioRef	TBBioRef	None	Achieve	Biorefin	Achieve	Antar_01	TFMinExt	None	ManuConv+=1											Bio-refineries	"The Biorefinery process employs artificially created life forms for material refinement. There are a variety of artificial species, each having a specialized metabolism designed to digest and absorb raw materials, while leaving various industrially useful materials as end products. These life forms do not require any purpose-built energy inputs, relying instead on natural sources such as solar energy or ambient heat. Heat is particularly effective, as the biorefineries can then serve a dual purpose as refineries and temperature regulators for any related but exothermic processes. The net result is an improvement in the conversion rate of raw minerals into finished materials."		343
Advanced Polymerization	TAAdvPly	TBAdvPly	None	Achieve	AdvPolym	Achieve	"MthCm_28, BioSc_25"	TFMinExt	None	ManuConB+=1											Advanced Polymerization	Advanced Polymerization allows the design of new synthetic compounds whose component materials are chosen with bio-harvesting compounds in mind as the likely source. This effectively improves the output of organic extraction -- the materials required in standard polymers exist only in very low densities in most bio-harvesting material. This results in an improved bioharvest conversion rate for all Manufacturing DEAs.		344
Organic Composites	TAOrgCmp	TBOrgCmp	None	Achieve	OrgComps	Achieve	BioSc_36	TFMinExt	None	ManuConB+=1											Organic Composites	"Organic Composites are the logical evolution of advanced polymers. By adding trace amounts of minerals to the bio-harvesting supply before extraction, superior compounds can be produced by reinforcing the organic polymers with synthetic nano-fibers. These composites increase the amount of goods produced by bioharvest conversion."		345
Bioengineered Plants	TABioPlt	TBBioPly	None	Achieve	BioengPl	Achieve	BioSc_44	TFMinExt	None	ManuConB+=1											Bioengineered Plants	Bioengineered plants are very useful when it is known in advance that bioharvesting supply is available while minerals are in demand. These plants will extract trace amounts of minerals and metals from the environment while growing over a very short lifecycle. Organic extraction of these plants can produce composites without metallic catalysts. This improves the bioharvest conversion rate of all Manufacturing DEAs.		346
Life Force Conversion	TALifeCn	TBLifeCn	None	Achieve	LifeConv	Achieve	Antar_01	TFMinExt	None	ManuConB+=1											Life Force Conversion	"Life Force Conversion is used to improve bio-harvest material destined for conversion through Organic Extraction. The modified material stores more energy than unmodified versions, which the nano-machines can then release during extraction. This makes Organic Extraction an exothermic process, reducing the resources required for any target output. This improves the amount of manufactured output generated from bioharvest conversion."		347
Broader Usage	TABrdUse	TBBrdUse	None	Achieve	BroadUse	Achieve	Ecnmy_10	TFProEng	None	CraftsMa+=2											Broader Usage	"Products and services are generally designed with the ""average"" user serving as a guideline. However, every user is different, and by carefully modifying standard designs to accommodate a larger variety of users, the potential usefulness, and therefore value, of products and services is increased. This increases the economic value of manufactured output from all Manufacturing DEAs."		348
Standardization	TAStndrd	TBStndrd	None	Achieve	Standard	Achieve	"Ecnmy_20, SocSc_17"	TFProEng	None	CraftsMa+=3											Standardization	"Standardization focuses on improving production processes, independent of any particular product's design. By tightening machine tolerances and using measuring devices with higher precision, manufactured products can be produced that are interchangeable to a degree not previously realized. Product designers can capitalize on this improved standardization by designing products that are more compact and resilient, and therefore more valuable. All Manufacturing DEAs produce more valuable output once Standardization is applied."		349
Miniaturization	TAMiniat	TBMiniat	None	Achieve	Miniatur	Achieve	Ecnmy_30	TFProEng	None	CraftsMa+=4											Miniaturization	"For many consumer products, size matters -- the smaller, the better. By incorporating nano-technology, many popular products and devices can be considerably reduced in size. This may lower the cost in materials, or allow new designs that command a higher price. These miniaturized products are worth more, increasing the value of output from all Manufacturing DEAs."		350
Refined Quality	TARefine	TBRefine	None	Achieve	RefinQlt	Achieve	Ecnmy_40	TFProEng	None	CraftsMa+=5											Refined Quality	"Many products are made using the cheapest materials that will still yield reasonable quality. Advances in the synthesis of standard materials, and the development of advanced materials formed from readily-available compounds, allows such products to be manufactured at a higher quality, reduced cost, or both. By focusing on high-quality output, all Manufacturing DEAs produce output that is more valuable."		351
Holistic Planning	TAHoliPl	TBHoliPl	None	Achieve	HolisPln	Achieve	Ecnmy_10	TFIndAut	None	OverProd+=1											Holistic Planning	"The economies of scale are well understood in academia. However, taking advantage of the economies of scale in everyday life requires deliberate effort by the population. By encouraging the populace to work in groups in the production, allocation, and use of resources and materials, industrial and economic output is improved without a corresponding cost in inputs. This reduces the costs associated with overdriven production rates."		352
Polyfabric Building Materials	TAPlyBld	TBPlyBld	None	Achieve	PolyBldMt	Achieve	BioSc_25	TFIndAut	None	OverProd+=1											Polyfabric Building Materials	"Many common building materials are either finite in supply, or have a long regeneration cycle if renewable. The development of synthetic fibers composed from renewable resources alleviates this. Any given building component crafted using polyfabrics will be lighter and use less material than the standard version, with comparable rigidity and durability, and improved tensile strength. These materials reduce the costs associated with pushing Manufacturing DEA production rates beyond their normal capabilities."		353
Harmonic Construction Techniques	TAHrmCon	TBHrmCon	None	Achieve	HrmConst	Achieve	Ecnmy_38	TFIndAut	None	OverProd+=1											Harmonic Construction Techniques	"The first stage of many construction projects involves clearing, rearranging, and excavating the building site. The institution of Harmonic Construction directs architects to minimize this cost and impact by designing the project with the existing terrain's potential in mind, and conversely to select building sites with the most pre-existing potential in supporting the project's required capabilities. This allows rapid Manufacturing at reduced cost penalties."		354
Secreted Resins	TAScrdRs	TBScrdRs	None	Achieve	SacredRs	Achieve	Antar_01	TFIndAut	None	OverProd+=1											Secreted Resins	"Secreted Resins, when used as materials in projects that are expected to exhibit ""wear and tear,"" confer significant savings. Wear to these materials exposes a resin, a carefully designed compound that only reacts when exposed to the local atmosphere. This resin expands and repairs the damage. This all but eliminates the need for routine maintenance, and increases the useful life of the project. These savings and reduced material cost directly improve a given economy's industrial output. The result is a reduction in the cost associated with overstressed production rates."		355
Regional Research Network	TARgRsch	TBRgRsch	None	"DEAResea, Research"	RegResNt	PlanEcon	MthCm_14	Research	None	"ReseaEff +=3, Cost = 150, MinTurn = 1, CollatSz=15, CollatDs=20, CollatCl=2"											Regional Research Network	"The Regional Research Network can be established in any Research DEA to improve the efficiency of all research within it. The Network provides standardized, rapid integration of all data within the DEA into a central repository. It also provides efficient, context-sensitive searching of the data for any researcher with access to the network. Installing this network in a Research DEA improves its efficiency."		356
Galactic Cybernet	TAGalNet	TBGalNet	None	"DEAResea, Research"	GalCybNt	PlanEcon	MthCm_24	Research	None	"ReseaEff +=6, Cost = 180, MinTurn = 1, CollatSz=15, CollatDs=20, CollatCl=2"											Galactic Cybernet	"The phenomenon known as quantum entanglement allow the instantaneous transfer of information between two quantum-paired particles across any distance. The Galactic Cybernet, when installed in a Research DEA, exploits this effect, allowing real-time access to research resources anywhere else within the civilization. Real-time conferencing with colleagues elsewhere in the civilization is also provided as needed to prominent local researchers. The Cybernet provides a substantial efficiency boost for any DEA it's installed in."		357
Dream Inducers	TADrmInd	TBDrmInd	None	"DEAResea, Research"	DreamInd	PlanEcon	"BioSc_34, SocSc_31"	Research	None	"ReseaEff +=9, Cost = 300, MinTurn = 1, CollatSz=15, CollatDs=20, CollatCl=2"											Dream Inducers	"All known sentient organisms have a rest state, and each has exhibited the dreaming phenomenon during this rest state -- a period during which the mind recalls images, facts, and ideas gathered that day in order to process and either store or discard them. Persistent problems are often solved by the subconscious, but the result may only be presented to the conscious mind during dreams. By installing Dream Inducers within a Research DEA, scientists periodically have their dreams recorded and analyzed, allowing them to recognize and recover the solutions their subconscious mind has discovered. The efficiency of a Research DEA using Dream Inducers is considerably improved."		358
Auto Lab	TAAutoLb	TBAutoLb	None	"DEAResea, Research"	Auto_Lab	PlanEcon	Antar_01	Research	None	"ReseaEff +=12, Cost = 450, MinTurn = 3, CollatSz=15, CollatDs=20, CollatCl=2"											Auto Lab	"Computer specialists have created artificial intelligences, but only the Antarans managed to totally break the mold and create an intelligence which is not only aware, but is capable of instant access to all local computer networks and their data. Facilities can be constructed at any Research DEA that provide a computer 'home' for an instance of this artificial intelligence, and access to various test equipment. Researchers in the DEA can have theories rapidly analyzed and either verified or discounted by the Autolab, rather than designing, conducting, and analyzing their own experiments. Installing an Auto Lab at a Research DEA grants a major boost in efficiency."		359
Planetary Research Network	TAPlRsNt	TBPlRsNt	None	"Planet, Research"	PlnResNt	PlanPlan	MthCm_27	Research	None	"ReseaEff+=3, Cost=180, CollatSz = 150, CollatDs = 20, CollatCl=2"											Planetary Research Network	"The Planetary Research Network may be installed at any planet to improve the efficiency of all of its Research DEAs. The Network consists of an array of low-orbit communication satellites and a ground-based control station. The network allows scientists from all over the planet to exchange ideas, view, and even take part in experiments by remote, and also allows for the rapid transfer large data streams. The Planetary Research Network moderately improves the efficiency of all Research DEAs on the planet."		360
Planetary Supercomputer	TAPlSpCp	TBPlSpCp	None	"Planet, Research"	PlSupCom	PlanPlan	MthCm_42	Research	None	"ReseaEff+=6, Cost=525, CollatSz = 150, CollatDs = 20, CollatCl=2"											Planetary Supercomputer	"As computing technology improves, the need for computers significantly larger than what can be housed in an average science lab has diminished. The remaining experiments requiring superior computing power need truly huge amounts of it, however. This need can be answered for any given planet by installing a Planetary Supercomputer. This supercomputer uses thousands of state-of-the-art processors in clusters. The availability of this massive computer for complex simulations frees more typical computers around the planet from long-duration computing runs, allowing other aspects of research to proceed on these machines while the Planetary Supercomputer carries out the heavy-duty processing. The Planetary Supercomputer provides a significant boost to efficiency of all Research DEAs on the planet."		361
Cross-discipline Methodologies	TACrsDis	TBCrsDis	None	Achieve	CrsDiscM	Achieve	"Ecnmy_31, SocSc_28"	Research	None	ReseaEff+=3											Cross-discipline Methodologies	"Modern scientists are often experts in highly-specialized areas of research. However, breakthrough technologies are often the result of combining knowledge from disparate subjects. Cross-discipline Methodologies are a series of programs that bring specialists from various fields of study together to explore ways in which their chosen fields might influence one another, in both theoretical and practical applications. Once instituted, these methodologies improve Research DEA efficiency across the entire civilization."		362
Heightened Intelligence	TAHghtIn	TBHghtIn	None	Achieve	HeightInt	Achieve	BioSc_46	Research	None	ReseaEff+=3											Heightened Intelligence	"Population-scale genetic screening and engineering has produced an elite class of intellectuals capable of incredible mental feats. Able to retain and process significantly more information at once than others, these individuals are able to form theories from what would otherwise be regarded as insufficient data. Research DEA efficiency is boosted civilization-wide."		363
Advanced Research Labs	TAAdvRLb	TBADVRLb	None	"DEAResea, Research"	AdvRsrch	PlanEcon	SocSc_09	Research	None	"Cost=120, Employee=0.33, ReseaCap+=0.5, CollatSz=15, CollatDs=20, CollatCl=2"											Advanced Research Labs	Any Research DEA can benefit from the installation of Advanced Research Labs. These labs take advantage of advanced construction techniques to provide additional computing and analysis resources in a fixed amount of space. These facilities provide a modest boost to the capacity of the DEA.		364
Research Campuses	TARsrCmp	TBRsrCmp	None	"DEAResea, Research"	ReserCmp	PlanEcon	SocSc_19	Research	None	"Cost=300, Employee=0.33, ReseaCap+=1, CollatSz=15, CollatDs=20, CollatCl=2"											Research Campuses	"Research Campuses are an upgrade to the organization of a Research DEA, and any Research DEA may be improved using the technique. The Campuses are large-scale research complexes that provide computation and data resources in a central location and access points within each individual lab. By consolidating data systems out of the labs, space efficiency of the campus is higher than a more decentralized approach, and thus overall capacity is increased. The net result is an increase in the DEA's capacity."		365
Nanolabs	TANanoLb	TBNanoLb	None	"DEAResea, Research"	Nanolabs	PlanEcon	Energ_29	Research	None	"Cost=540, Employee=0.33, ReseaCap+=1.5, CollatSz=15, CollatDs=20, CollatCl=2"											Nanolabs	"Any Research DEA may construct Nanolabs, a series of self-contained, enclosed facilities that produce customized nanobots. These nanobots can produce any sort of material and construct virtually any molecule from its atomic components. Nanolabs are extremely space-efficient locations for the study of advanced matter reconstruction, engineering, and molecular chemistry. These labs provide a moderate boost in capacity to Research DEAs that install them."		366
Quantum Labs	TAQntmLb	TBQntmLb	None	"DEAResea, Research"	QuantLab	PlanEcon	Antar_01	Research	None	"Cost=900, Employee=0.33, ReseaCap+=2, CollatSz=15, CollatDs=20, CollatCl=2"											Quantum Labs	"Quantum Labs may be constructed in Research DEAs. These labs are facilities housing advanced quantum-based computers. The unique nature of quantum computers requires specialized housing and power systems, which is why they are isolated from existing structures. Quantum computers can solve certain computational problems virtually instantaneously (where the most advanced standard computers would take months or even years to find the same answer). The installation of Quantum Labs frees up space throughout the DEA that was previously devoted to massive standard computers, allowing additional labs and support facilities to be installed in their place. The result is a significant increase in Research DEA capacity."		367
Securities Board	TASecBrd	TBSecBrd	None	"DEAGover, Govt"	SecurBrd	PlanEcon	Ecnmy_08	Governmental	None	"Cost=80, Employee=0.5, GovCap+=1, CollatSz=15, CollatDs=20, CollatCl=2"											Securities Board	"Installation of a Securities Board within a Government DEA provides an important upgrade to the DEA's ability to manage the local economy. The taxing of industry, which is a crucial source of the funding necessary to provide government services and protection, becomes less difficult with such securities oversight in place. Providing a Securities Board in a Government DEA increases the DEA's economic capacity."		368
Lending Associations	TALendAs	TBLendAs	None	"DEAGover, Govt"	LendingA	PlanEcon	Ecnmy_18	Governmental	None	"Cost=200, Employee=0.5, GovCap+=1, CollatSz=15, CollatDs=20, CollatCl=2"											Lending Associations	"Large-scale economic development often requires considerable capital investments. Such capital is not always readily available even if the proposed development seems a very safe investment risk. By creating formal Lending Associations within a Government DEA, such projects can obtain the necessary capital, backed by the government treasury when necessary. The net result of this improvement is an increase in the DEA's economic capacity."		369
Reserve Banks	TARsrvBk	TBRsrvBk	None	"DEAGover, Govt"	RsrvBank	PlanEcon	Ecnmy_28	Governmental	None	"Cost=360, Employee=0.5, GovCap+=1, CollatSz=15, CollatDs=20, CollatCl=2"											Reserve Banks	"As an economy grows, the flow of currency within it grows considerably, and a lack of available currency could stifle growth. Building Reserve Bank facilities within a Government DEA ensures that sufficient amounts of guaranteed currency are available for the local economy. The additional facilities directly increase the economic capacity of the DEA."		370
Mints	TA_Mints	TB_Mints	None	"DEAGover, Govt"	Mints	PlanEcon	Ecnmy_38	Governmental	None	"Cost=600, Employee=0.5, GovCap+=1, CollatSz=15, CollatDs=20, CollatCl=2"											Mints	"Mints are key facilities in any Government DEA, as they are the only places on the planet where legitimate specie and currency can be produced. This legal tender is distributed locally as needed and uses specialized manufacturing processes and materials, plus advanced self-contained systems to thwart attempts at counterfeiting. This improves the Government DEA's economic capacity."		371
Monuments	TAMonumn	TBMonumn	None	"DEAGover, Govt"	Monumnts	PlanEcon	SocSc_08	Governmental	None	"Cost=80, Employee=0.5, CorrCap+=1, CollatSz=15, CollatDs=20, CollatCl=2"											Monuments	"A Government DEA is more then just a place where the activities of the bureaucracy take place; it is a symbol of the civilization's power and authority. By building monuments, the government can celebrate key events, past leaders, and extol the greatness of the civilization. Such monuments reinforce the notion that the government has an active presence in the area, effectively increasing the reach of this DEA's influence on this planet and any nearby colonies. This improves the civic capacity of the DEA."		372
Media Outlets	TAMediaO	TBMediaO	None	"DEAGover, Govt"	Mediaout	PlanEcon	SocSc_18	Governmental	None	"Cost=200, Employee=0.5, CorrCap+=1, CollatSz=15, CollatDs=20, CollatCl=2"											Media Outlets	"All governments need to inform their people about the laws, policies, and decisions of the government. For that purpose, the installation of Media Outlets is a key improvement for a Government DEA. The addition of media outlets allows the government, through this DEA, to project its authority more effectively. This improves the civic capacity of the DEA."		373
Academies	TAAcadem	TBAcadem	None	"DEAGover, Govt"	Acadmies	PlanEcon	SocSc_28	Governmental	None	"Cost=360, Employee=0.5, CorrCap+=1, CollatSz=15, CollatDs=20, CollatCl=2"											Academies	Academies represent the formal training of members of the citizenry for government or military careers. Building Academies in a Government DEA shows those under its influence that they are directly represented in the affairs of the civilization -- and are well-trained to do so. This both combats discontent and encourages more citizens to get involved in the affairs of the civilization as a whole. The net result is an increase in the DEA's civic capacity.		374
Capitals	TACapitl	TBCapitl	None	"DEAGover, Govt"	Capitals	PlanEcon	SocSc_38	Governmental	None	"Cost=600, Employee=0.5, CorrCap+=1, CollatSz=15, CollatDs=20, CollatCl=2"											Capitals	"Installing a Capital in a Government DEA identifies it as a center of authority for the interstellar civilization at a regional level. While symbolic to some degree, identifying a Capital in a DEA makes it a focal point of for population under its influence, reminding them of the government's presence in a benevolent manner that fosters support. Improving a Government DEA with a Capital increases its civic capacity."		375
Unity Defense Grid	TAUnDefG	TBUnDefG	None	"DEAMilit, Military"	UnityDef	PlanEcon	Const_12	ICO_SitRep_Military	None	"Cost=80, Employee=0.67, MilCap+=1, CollatSz=15, CollatDs=20, CollatCl=2"											Unity Defense Grid	"The Unity Defense Grid is an upgrade for any Military DEA. It provides facilities planet-wide for additional defensive assets such as missile bases and orbital defense facilities. These locations are interlinked by a secure network, allowing central control from secure facilities located within the DEA. The Grid increases the capacity of any Military DEA that installs one."		377
Triplanar Command Center	TATriCom	TBTriCom	None	"DEAMilit, Military"	TriComCn	PlanEcon	Const_22	ICO_SitRep_Military	None	"Cost=200, Employee=0.67, MilCap+=1, CollatSz=15, CollatDs=20, CollatCl=2"											Triplanar Command Center	"Installing a Triplanar Command Center at a Military DEA significantly improves its command and control capabilities. The Command Center is mobile, with the Triplanar designation indicating that it possesses six degrees of freedom (it can travel in any direction, and can even become airborne or subterranean/submerged, as needed). This ensures the Command Center, as a military nerve center of the planet, is extremely survivable and able to project its authority and leadership in any situation. This improves the Military DEA's capacity."		378
T.R.A.P.S. Logistics Systems	TA_TRAPS	TB_TRAPS	None	"DEAMilit, Military"	TRAPSLog	PlanEcon	Energ_32	ICO_SitRep_Military	None	"Cost=360, Employee=0.67, MilCap+=1, CollatSz=15, CollatDs=20, CollatCl=2"											T.R.A.P.S. Logistics Systems	"T.R.A.P.S. -- Transporter Relocation And Provisions Synthesizer -- is an installation that can be installed in any Military DEA to increase its effective capacity and area of influence. Military supplies and ordnance, personnel, even vehicles and small craft, can all be relocated on demand using this system. The Synthesizer can also create ammunition and explosive ordnance as needed, if supplied with sufficient external power. These systems improve the DEA's capacity."		379
Z Storage and Basing Facilities	TAZStorF	TBZStorF	None	"DEAMilit, Military"	ZStorFac	PlanEcon	MthCm_42	ICO_SitRep_Military	None	"Cost=600, Employee=0.67, MilCap+=1, CollatSz=15, CollatDs=20, CollatCl=2"											Z Storage and Basing Facilities	"This technology is an improvement that can be applied to each Military DEA. During installation, the DEA is enhanced by upgrading existing military facilities to make better use of vertical space, including underground storage bunkers, high-altitude launch platforms, and suborbital sensor systems. Cargo transport over vertical distance is addressed with high-speed mag-lev cargo elevators. Any future facilities at that Military DEA will also be constructed using these principles. These facilities increase the capacity of any Military DEA that installs them."		380
Trans-dimensional Battlements	TATDBatt	TBTDBatt	None	"DEAMilit, Military"	TDBattle	PlanEcon	Antar_01	ICO_SitRep_Military	None	"Cost=900, Employee=0.67, MilCap+=1, MinTurn=3, CollatSz=15, CollatDs=20, CollatCl=2"											Trans-dimensional Battlements	"The ever-expanding demands for more facilities space in a military DEA can be met by constructing Trans-dimensional Battlements. Controlled dimensional gates allow any military base to expand some of its many hangars, barracks, and storage facilities into artificial pocket dimensions, safely hidden from external threats but readily accessible to those within the armored exteriors. The capacity of any Military DEA can be increased with this technology."		381
Thetaplex Scanning Array	TAThtScn	TBThtScn	None	"DEAMilit, Military"	ThetaScn	PlanEcon	MthCm_12	TFRelPhy	None	"Cost=80, OffSensr += 100, CollatSz=15, CollatDs=20, CollatCl=0"											Thetaplex Scanning Array	"Any Military DEA can improve its intelligence capabilities by deploying the Thetaplex Scanning Array. The array includes a series of sensors, each keyed to a different range of the electromagnetic spectrum -- radio, x-ray, visible light, infra-red and ultra-violet. By working together and offering layered, integrated sensor sweeps of the entire emission spectrum, the Scanning Array ensures that military assets can be deployed more effectively and over greater distances. The result is increased scanning capacity."		382
Refractive Interferometer	TARefInt	TBRefInt	None	"DEAMilit, Military"	RefrcInt	PlanEcon	Energ_28	TFRelPhy	None	"Cost=200, OffSensr += 200, CollatSz=15, CollatDs=20, CollatCl=0"											Refractive Interferometer	Any Military DEA that needs improved scanning capacity can install the Refractive Interferometer. This system combines several scanners that monitor local radiation sources as well as detecting unusual particle emissions. These systems can detect the presence of unaccounted-for weapons systems (namely those on inbound hostiles) at considerable distances. The result is an increased scanning capacity.		383
Subspace Motion Analyzer	TASubMot	TBSubMot	None	"DEAMilit, Military"	SubMotAn	PlanEcon	MthCm_34	TFRelPhy	None	"Cost=360, OffSensr += 400, CollatSz=15, CollatDs=20, CollatCl=0"											Subspace Motion Analyzer	"The Subspace Motion Analyzer can be installed in a Military DEA to add subspace monitoring to its capabilities. It is known that the structure of sub-space bends and twists based on fluctuations in local gravity fields. Any mass produces some gravity, and therefore any nearby ships creates tiny ripples in subspace that can be recorded by this system. The motion analyzer allows even very stealthy warships to be detected at considerable distances and can identify their vector and approximate size. The overall scanning capacity of the DEA is increased as a result."		384
Metahex Wave Scanners	TAMetaWv	TBMetaWv	None	"DEAMilit, Military"	MetahexW	PlanEcon	Antar_01	TFRelPhy	None	"Cost=600, OffSensr += 800, MinTurn=3, CollatSz=15, CollatDs=20, CollatCl=0"											Metahex Wave Scanners	"The Antarans used proactive scanning techniques to detect vessels at great distances. The Metahex Wave Scanning facility, which can be constructed in a Military DEA, implements a version of their sensor systems in a ground facility. The scanners divide the space within range into fixed divisions, dubbed 'hexes' (for Hyperspace Echo X-tics, a unit of common measurement instituted by the Antarans). Each hex, in turn, is bombarded with a tachyon wave. The wave will return to the scanner, modified in form by any masses located within the hex. The size, profile, and vector of any ship in range can be identified using this system. While power-intensive, this scanning system provides invaluable data with a precision not otherwise possible. This technology improves the scanning capacity of any Military DEA that employs it."		385
Hospitality Campuses	TAHosCom	TBHosCom	None	"DEARecre, Rec"	HospiCom	PlanEcon	SocSc_13	Recreation	None	"Cost=25, RecEff+=1, CollatSz=15, CollatDs=20, CollatCl=2"											Hospitality Campuses	It has become clear that subsidizing hotels and resorts by constructing Hospitality Campuses within any Recreation DEA is cost-effective. Hospitality Campuses encourage recreational and cultural efficiency by coordinating the specialized housing and entertainment needs for different types of visitors around central campus-style facilities designed to heighten the visitor's experience and provide multi-cultural opportunities under pleasant and monitored conditions. These campuses modestly improve the efficiency of the DEA.		388
Media Output Center	TAMedOut	TBMedOut	None	"DEARecre, Rec"	MediaOut	PlanEcon	SocSc_34	Recreation	None	"Cost=60, RecEff+=2, CollatSz=15, CollatDs=20, CollatCl=2"											Media Output Center	"A Media Output Center can be installed at any Recreation DEA to improve its efficiency. The Center has two primary functions. The first is to disseminate information about the planet and what it has to offer, thus making it easier for visitors and local citizenry to enjoy these facilities. The second function is to provide specialized facilities where the masses can share a common media output experience, akin to ancient stadiums, arenas, stands and so forth, in a safe and controlled environment custom-tailored to each specific event. These facilities improve the efficiency of the DEA."		389
Orientation Complex	TAOrintC	TBOrintC	None	"DEARecre, Rec"	OrientCom	PlanEcon	SocSc_48	Recreation	None	"Cost=100, RecEff+=3, CollatSz=15, CollatDs=20, CollatCl=2"											Orientation Complex	"An optional installation for any Recreational DEA, the Orientation Complex is a formal welcoming and information center for anyone within the influence of that DEA. Guided tours of various attractions are available, as well as automatic guides that help arrange travel and accommodations. In-depth histories and explanations of the various cultural phenomena are also provided for the academically inclined. This complex significantly improves the DEA's efficiency."		390
Cultural Districting Offices	TACulDis	TBCulDis	None	"DEARecre, Rec"	CultrDis	PlanEcon	SocSc_10	Recreation	None	"Cost=40, Employee=0.67, RecCap+=0.5, MdUnrest+=-1, CollatSz=15, CollatDs=20, CollatCl=2"											Cultural Districting Offices	"The beneficial capabilities of a Recreation DEA can be improved by installing Cultural Districting Offices. These offices maintain complete records of the cultural features of the area and manage them by dividing them into logical districts, allowing each to flourish to its maximum capability. Cultural Districting Offices also seek to import new recreational and cultural attractions and maintain interest in them throughout that civilization. These offices improve the capacity of the DEA to reduce unrest and improve the social state in the area."		391
Pleasure Dome	TAPlsDom	TBPlsDom	None	"DEARecre, Rec"	PleasDom	PlanEcon	BioSc_27	Recreation	None	"Cost=100, Employee=0.67, RecCap+=1, MdUnrest+=-1, CollatSz=15, CollatDs=20, CollatCl=2"											Pleasure Dome	"A Recreation DEA that installs a Pleasure Dome facility offers citizens the opportunity to take the trip of a lifetime without ever leaving the building. Using an induced sleep state and an advanced virtual reality system, the facility enables the citizen to take a trip to any pre-selected location, or to play a character in any sort of pre-existing source of fiction or history. Multiple citizens using the facility can enjoy these virtual journeys as a group if desired. The capacity of the DEA in reducing unrest, and improving the social state, is moderately improved."		392
Arts & Entertainment Megalopolis	TAArtEnt	TBArtEnt	None	"DEARecre, Rec"	ArtEntMe	PlanEcon	SocSc_41	Recreation	None	"Cost=180, Employee=0.67, RecCap+=1.5, MdUnrest+=-1, CollatSz=15, CollatDs=20, CollatCl=2"											Arts & Entertainment Megalopolis	"The Arts & Entertainment Megalopolis is a key facility for any recreation DEA that installs one. It is a central complex with regular mass-transit transportation to all outlying cultural attractions in the area, including several constructed within the Megalopolis itself. It includes sophisticated virtual reality centers and other sensory gear required for the presentation of modern forms of entertainment and pieces of art from all over the galaxy. The center also offers tours, lectures, and even patronizes full class courses in the research, study, and creation of art in its many forms. The capacity of the DEA to reduce unrest and improve the social state is substantially improved."		393
Space Port	TASpcPrt	TBSpcPrt	None	"Achieve, KEEPTHIS"	SpacePrt	Achieve	Const_07	TFPlanet	None	SpcePort = 1											Space Port	"Space Ports are the centers of interstellar commerce and tourism. Space Ports can be built in any region with a sufficient population and are the main asset deployed by Trading Outposts when constructed. Consisting of an orbital ship dock, ground-based landing strips, warehouses, logistics centers, fuel storage, terminals, and hangars, spaceports can be a bewildering array of structures."		394
Honeycomb Warehousing	TAHnyWar	TBHnyWar	None	DEASpace	HonyWare	PlanEcon	Const_19	TFPlanet	None	"Cost=75, SPortEff+=1, CollatSz=15, CollatDs=20, CollatCl=2"											Honeycomb Warehousing	"The strength and versatility of the hexagon structure is well-understood. By standardizing packing structures to use the hexagonal structure (i.e., Honeycomb Warehousing), spaceports become more efficient in both use of storage space and access to goods and materials. Moreover, the strength of the interlocking hexagon structure allows the storage units to be used as part of the building's structural integrity itself, which in turn liberates even more internal space for storage. A spaceport can boost its efficiency somewhat by utilizing Honeycomb Warehousing."		395
Asynchronous Docking System	TAAsynDk	TBAsynDk	None	DEASpace	AsyncDok	PlanEcon	Const_29	TFPlanet	None	"Cost=180, SPortEff+=2, CollatSz=15, CollatDs=20, CollatCl=2"											Asynchronous Docking System	"This facility can be installed at each Space Port. The addition of an Asynchronous Docking System's state-of-the-art tracking and automated management systems allow the spaceport computer networks to manage the arrival, departure, and facilities requirements of all traffic, both to and from the spaceport, without any oversight supervision. Automated statistics and reporting ensures the spaceport administration can intelligently maintain and expand the spaceport complex as needed. The result is a modest boost to spaceport efficiency."		396
MicroGrav Pallets	TAMcrPlt	TBMcrPlt	None	DEASpace	MicroPll	PlanEcon	Energ_39	TFPlanet	None	"Cost=300, SPortEff+=3, CollatSz=15, CollatDs=20, CollatCl=2"											Micro-Grav Pallets	"Limited application of gravity manipulation fields allow the creation of Micro-Grav Pallets. Once installed in a Space Port, these nearly-frictionless hover platforms can be used for the rapid, low-stress transportation of both goods and personnel so less maneuvering space is needed in cargo-access areas. By providing these devices at a spaceport, efficiency can be considerably improved. (The hard part, of course, is keeping beings from using them as racing vehicles.)"		397
Local Transporters 	TALclTrn	TBLclTrn	None	DEASpace	LocalTrn	PlanEcon	Antar_01	TFPlanet	None	"Cost=450, SPortEff+=4, MinTurn=3, CollatSz=15, CollatDs=20, CollatCl=2"											Local Transporters 	"While problematic over great distances, Local Transporters are effective over an area the size of a space port facility. By removing the need for access tunnels or corridors to connect stored materials physically, Local Transporters increase the efficiency of space usage considerably. When an internal shipment order is placed, materials are conveniently beamed from a registered cell's co-ordinates directly to the destination vehicle in a matter of seconds, without any other intervention by machine or worker. Local Transporters significantly boost spaceport efficiency."		398
Planetary Customs Office	TAPlnCus	TBPlnCus	None	Planet	PlanetCs	PlanPlan	SocSc_32	TFPlanet	None	"Cost=240, SPortEff+=1, CollatSz = 150, CollatDs = 20, CollatCl=2"											Planetary Customs Office	"The Planetary Customs Office can be built on any planet with space ports. The Office standardizes that civilization's customs procedures and facilities, in addition to providing customs information for other civilizations as a courtesy. This benefits each space port on the planet, improving their individual efficiency considerably. The efficiency of each Space Port on the planet is moderately improved by an operational Planetary Customs Office."		399
Orbital Traffic Control Center	TAOrbTCC	TBOrbTCC	None	Planet	OrbitTCC	PlanPlan	MthCm_47	TFPlanet	None	"Cost=700, SPortEff+=2, CollatSz = 150, CollatDs = 20, CollatCl=2"											Orbital Traffic Control Center	"Interstellar commerce is often unpredictable in both schedule and volume. Building an Orbital Traffic Control Center at a planet is one way to help bring order to the potential chaos, one world at a time. This large orbital station can be built around any planet that has a space port and includes an advanced computer tracking system, sensors, and powerful communication systems. The control system is linked to each space port at the planet, ensuring facilities and traffic control at each one keeps up with the needs of the merchant traffic in and near the planet. The Traffic Control Center provides a substantial efficiency boost to all Space Ports on the planet."		400
Matter Facilitators [nicknamed handles]	TAMatFac	TBMatFac	None	Achieve	MatterFac	Achieve	Energ_37	TFPlanet	None	SPortEff+=1											Matter Facilitators [nicknamed handles]	"A successful combination of both gravity- and molecular-field manipulation, Matter Facilitators are the ultimate tool the Space Ports and are employed civilization-wide once developed. These small and convenient units, when activated, extend a complex energy field around any object they are placed against, which reduces the effects of gravity and inertia by an adjustable amount (from 50% to as high as 99.95% if necessary), thus allowing an individual to move even massive cargo containers with relative ease. Once developed, these devices gain rapid acceptance, modestly improving the efficiency of every Space Port within the civilization."		401
Bulk Freight Module	TABlkFrt	TBBlkFrt	None	DEASpace	BulkFrtM	PlanEcon	Ecnmy_14	TFPlanet	None	"Cost=120, SPortCap+=1, Employee=0.33, MinRgPop=4, CollatSz=15, CollatDs=20, CollatCl=2"											Bulk Freight Module	"The Bulk Freight Module improves the large-scale freight handling capacity of any space port which installs it. The module provides automated loading and unloading of freighter vessels, as well as additional secure holding areas for the massive cargo containers used in bulk freight transportation. The Bulk Freight Module provides a often critical capacity boost when installed at a Space Port."		402
Commuter Transport Docks	TAComDck	TBComDck	None	DEASpace	CommDock	PlanEcon	SocSc_24	TFPlanet	None	"Cost=300, SPortCap+=1, Employee=0.33, MinRgPop=6, CollatSz=15, CollatDs=20, CollatCl=2"											Commuter Transport Docks	"The needs of passengers are quite different than those of inanimate freight. The installation of Commuter Transport Docks at a Space Port provides all of the physical and psychological needs of interplanetary and interstellar commuter traffic -- basic needs facilities, entertainment and news kiosks, food and energy vending -- as well as quarters for passengers needing temporary housing between trips. The net effect is an increase in Space Port capacity."		403
Hypersleep Nexus	TAHypSlp	TBHypSlp	None	DEASpace	HypSlpNx	PlanEcon	BioSc_34	TFPlanet	None	"Cost=540, SPortCap+=1, Employee=0.33, MinRgPop=8, CollatSz=15, CollatDs=20, CollatCl=2"											Hypersleep Nexus	"Interstellar voyages are long -- anywhere from weeks to years, depending on the distance. The Hypersleep Nexus is the processing facility for those passengers who would rather rest and regenerate in a relaxed, unconscious state than endure the monotony of space travel for such extended periods. By installing a Hypersleep Nexus, a space port can increase its passenger capacity considerably as passengers in Hypersleep require far less space and fewer amenities than conscious, active ones. The increased passenger capacity results in an improved overall Space Port capacity."		404
Megaresort Facilities	TAMgaRes	TBMgaRes	None	DEASpace	MegaRsrt	PlanEcon	SocSc_44	TFPlanet	None	"Cost=900, SPortCap+=1, Employee=0.33, MinRgPop=10, CollatSz=15, CollatDs=20, CollatCl=2"											Megaresort Facilities	"Megaresort Facilities, when installed at a space port, convert it from mere transit point into a destination in its own right. Every effort is made to make the Megaresort a traveler's haven for any species that might visit, encouraging increased economic and social activity and drawing visitors from considerable distances. Generally, space port Megaresorts are where the best in vices can be discretely imbibed, notably gambling, controlled substances, illicit pleasures, and various shady dealings. However, the increase in Space Port capacity brought on by these additional facilities ensures the overall effect of installing a Megaresort is positive."		405
System Seat of Government	TASysGSt	TBSysGSt	None	"DEAGover, Govt, KEEPTHIS"	SystSeat	PlanPlan	SocSc_00	Governmental	None	"Cost=200, MinTurn=2, Employee=0.5, CollatSz=15, CollatDs=20, CollatCl=0"											System Seat of Government	An interstellar civilization requires a hierarchy of government several levels deeper than a civilization confined to a single world. The installation of a System Seat of Government provides the infrastructure and organization for one layer of this hierarchy. The System Seat's authority includes the planet it is built on and any other colony in the same star system belonging to that same civilization. Establishing a permanent System Seat also allows a variety of system-level projects to be undertaken and managed that would otherwise not be feasible due to a lack of inter-planet coordination and management.		406
Imperial Seat of Government	TAImpGSt	TBImpGSt	None	"System, DEAGover, Govt, KEEPTHIS"	ImpeSeat	PlanPlan	SocSc_00	Governmental	None	"Cost=600, MinTurn=6, Employee=0.25, CollatSz=30, CollatDs=20, CollatCl=0"											Imperial Seat of Government	"The Imperial Seat is the top-most level of government authority and infrastructure within a civilization, serving as the location for its bureaucracy as well as the privy purse. The Imperial seat oversees each Sector Seat, and provides facilities and management of civilization-level projects and effort. The Imperial Seat is the economic, political, and military fulcrum upon which the entire civilization balances."		408
AntaranX1	TAAntX01	TBAntX01	None	Antaran	AntarX01	Achieve	Antar_01	ICO_SitRep_AntaranExpedition	None	"MdUnrest += -7, HFofGovt *= 0.75, OptOpres += 1"														409
AntaranX2	TAAntX02	TBAntX02	None	Antaran	AntarX02	Achieve	Antar_01	ICO_SitRep_AntaranExpedition	None	"OpprCost *= 0.8, OptOpres += 1, SPortEff *= 1.2, SpCloak +=1, SpDagger += 1"														410
AntaranX3	TAAntX03	TBAntX03	None	Antaran	AntarX03	Achieve	Antar_01	ICO_SitRep_AntaranExpedition	None	"TechOver+=-10, TechPosO+=10, TechDisc+=-10, TTperPop+=1"														411
AntaranX4	TAAntX04	TBAntX04	None	Antaran	AntarX04	Achieve	Antar_01	ICO_SitRep_AntaranExpedition	None	"PolluTol+=50, mPopGrow *= 1.25, SpLuck += 10, LeadLuck += 10, TFormCst *= 0.8"														412
AntaranX5	TAAntX05	TBAntX05	None	Antaran	AntarX05	Achieve	Antar_01	ICO_SitRep_AntaranExpedition	None	"TFormCst *= 0.8, ManufEff += 8, MineCap += 2, BioHaCap += 2, Pollutio *= 0.5"														413
Astro University	TAAstUni	TBAstUni	None	Planet	AstroUni	PlanPlan	"Ecnmy_08, MthCm_05"	TFEducat	None	"Cost = 200, MinTurn = 1, CollatSz=15, CollatDs=20, CollatCl=2, CemprPop *=1.4, TTperPop *=1.4, BioprPop *= 1.4, MinprPop *= 1.4"											Astro University	"The Astro University is a central institute of learning for the any planet that constructs one. It includes advanced facilities, data storage, and a networking system that allows for rapid dissemination of information to the rest of the education facilities on the planet. The university includes many campuses and courses and offers specialized programs in every field of science, labor, and practice -- considerably improving the economic output of the planet in all areas. An Astro University improves the manufacturing, research, bioharvest, and mining output of each planet that installs one."		415
System University	TASysUni	TBSysUni	None	"System, Planet"	SystUniv	PlanPlan	"Ecnmy_17, MthCm_14"	TFEducat	None	"Cost = 400, MinTurn = 1, CollatSz=15, CollatDs=20, CollatCl=2, CemprPop *=1.3, TTperPop *=1.3, BioprPop *= 1.3, MinprPop *= 1.3"											System University	"A System University can be established at any System Seat. It brings together experts, teachers, and researchers from throughout the system and provides more resources for training advanced students than are available at local levels. By providing a better-trained workforce, a System University enhances productivity system-wide. A System University improves the Manufacturing, Research, Bioharvest, and Mining output of each planet in the system."		416
Imperial University	TAImpUni	TBImpUni	None	"Imperial, Planet"	ImprUniv	PlanPlan	"Ecnmy_25, MthCm_22"	TFEducat	None	"Cost = 800, MinTurn = 1, CollatSz=15, CollatDs=20, CollatCl=2, CemprPop *=1.3, TTperPop *=1.3, BioprPop *= 1.3, MinprPop *= 1.3"											Imperial University	"Established at the Imperial Seat of Government, the Imperial University is the jewel in the crown of a civilization's educational establishment. It gathers together the brightest minds in the civilization and allows them to learn from one another. Leading those around them by example, its faculty and graduates serve as catalysts for increased productivity and encourage those around them to excel. The Imperial University modestly improves the Manufacturing, Research, Bioharvest, and Mining output of the entire civilization."		417
Advanced Educational Techniques	TAAdvEdu	TBAdvEdu	None	"System, Planet"	AdvEduTh	PlanPlan	"Ecnmy_34, MthCm_31"	TFEducat	None	"Cost = 600, MinTurn = 1, CollatSz=15, CollatDs=20, CollatCl=2, CemprPop *=1.3, TTperPop *=1.3, BioprPop *= 1.3, MinprPop *= 1.3"														418
Neural Implants	TANeurIm	TBNeurIm	None	Achieve	NeuralIm	Achieve	"BioSc_42, MthCm_39"	TFEducat	None	"CemprPop *=1.3, TTperPop *=1.3, BioprPop *= 1.3, MinprPop *= 1.3"											Neural Implants	"Neural Implants make vast amounts of information instantly accessible and easy to share with other implant-equipped citizens. Citizens needing expertise in a particular area can acquire the necessary knowledge or skills immediately, without having to undergo lengthy training and instruction. Neural Implants significantly improve the Manufacturing, Research, Bioharvest, and Mining output of the entire civilization."		419
Planetary Commodities Market	TAPlnCom	TBPlnCom	None	Planet	PlantComm	PlanPlan	Ecnmy_12	TFEcomet	None	"Cost = 300, MinTurn = 1, CollatSz=15, CollatDs=20, CollatCl=2, mTaxColl *= 1.15"											Planetary Commodities Market	The Planetary Commodities Market is a series of facilities that may be constructed at any planet. It makes trading in commodities between disparate areas of the planet far easier through the use of electronic commerce and negotiation systems. Various cargo-trading companies that operate on the planet are encouraged to offer discounted rates for business done at the Commodities Market. The government recoups the costs of operating the Market by collecting taxes on transactions completed using its facilities and services. The Market increases the amount of taxable revenue at the planet.		420
System Stock Exchange	TAStkExc	TBStkExc	None	"System, Planet"	StockExc	PlanPlan	Ecnmy_23	TFEcomet	None	"Cost = 540, MinTurn = 1, CollatSz=15, CollatDs=20, CollatCl=2, mTaxColl *= 1.1"											System Stock Exchange	"The System Stock Exchange may be installed at a System Seat of Government. The concept of a commercial exchange for an entire star-system is fairly self-evident. However, implementing such a system requires sophisticated computer systems for tracking and authentication, and requires an enormous amount of interplanetary bandwidth. By installing a System Stock Exchange the government encourages inter-planetary commerce to expand within the system, yielding increased revenue for the treasury. Taxable revenues are increased throughout the system."		421
Cross-cultural Reference Library	TACulRef	TBCulRef	None	Achieve	CultrRefL	Achieve	SocSc_12	TFXenPsy	None	DiploPts *= 1.1											Cross-cultural Reference Library	"Understanding others is critical in conducting diplomacy with them. By studying the culture of another civilization at the Reference Library, diplomats learn appropriate conduct and etiquette with respect to the other civilization and can better understand the subtleties of a conversation or meeting. Relations can only improve when the other side recognizes that a diplomat appreciates and respects their cultural identity. This modestly improves the success rates of diplomatic negotiations."		422
Frame of Reference Simulator	TARefSim	TBRefSim	None	Achieve	FrmRefSm	Achieve	"SocSc_22, MthCm_10"	TFXenPsy	None	DiploPts *= 1.15											Frame of Reference Simulator	"The motivations and actions of others are often hard to recognize when they conflict with one's own. Diplomats use the Frame of Reference Simulator in order to better understand the perspective of their correspondents. This can be used proactively to gauge likely reactions and, during negotiations, predict the outcome of the process. The net result is an improved success rate in diplomacy."		423
Dialect Universal Translators	TAUniTrn	TBUniTrn	None	Achieve	UnivTrns	Achieve	"MthCm_35, BioSc_22"	TFXenPsy	None	DiploPts *= 1.2											Dialect Universal Translators	"Standard Universal Translators focus on accurate translation of the 'textbook' grammar and syntax of alien language. However, even diplomats tend to use a dialect of the official language, thus providing them with phrases, colloquialisms, and idioms that have deeper meaning than the stated definition. Dialect Universal Translators are programmed with the most common dialects of every known language and modify translations as appropriate. This moderately improves the chances of success in various diplomatic negotiations."		424
Ambassadorial Androids	TAAmbAnd	TBAmbAnd	None	Achieve	AndAmbas	Achieve	"MthCm_40, SocSc_25"	TFXenPsy	None	DiploPts *= 1.25											Ambassadorial Androids	"Ambassadorial Androids are an effective way to help another civilization learn more about the civilization the androids represent. One or more Androids are dispatched as a diplomatic emissary. It then accompanies the other civilization's diplomatic envoy home or abroad (as desired). These Androids contain vast amounts of data on the culture of the civilization they serve, able to answer almost any question about their home civilization. They can rapidly contact the official ambassador if additional information is needed. This substantially improves the chance of success of key diplomatic efforts."		425
Emotion Unifiers	TAEmoUni	TBEmoUni	None	Achieve	EmotionU	Achieve	Antar_01	TFXenPsy	None	DiploPts *= 1.3											Emotion Unifiers	"Often, the contents of a message are not as important as the means in which it is delivered. By understanding another civilization's diplomatic mind-state through Emotion Unifiers, negotiations can be conducted while projecting direct mental and emotional images. Thus, direct communication is achieved at levels that transcend mere words and gestures and helps foster deep insights and understanding. The odds of success in diplomatic negotiations are considerably improved."		426
Netizenship	TANetizn	TBNetizn	None	Achieve	Netizens	Achieve	"MthCm_10, SocSc_10"	TFPhilos	None	HFofGovt *= 0.95											Netizenship	"A government's effectiveness is often limited by the weight of its own bureaucracy. Netizenship is an effort to combat this by moving as much of the legislative and executive processes of the government into computerized forms as possible. All forms of paperwork are filled out, processed, and returned in electronic forms. This allows both the government and the average citizen to reduce the time required to complete various government processes like paying taxes, requesting an export license, or applying for contract work offered by the government agencies considerably. The result is a small but ongoing reduction in costs associated with governmental bureaucratic overhead."		433
Public Service Ethos	TAPubSrv	TBPubSrv	None	Achieve	PublcSrv	Achieve	"SocSc_12, Ecnmy_10"	TFPhilos	None	HFofGovt *= 0.95											Public Service Ethos	"The Public Service Ethos is a government-led effort to include the entire populace in the day-to-day workings of the government process in an understandable and efficient manner. Citizens are encouraged to review and comment on various laws under consideration, participate in government-sponsored research or building projects, lend aid to allies, and the like. Regular reporting of the cost savings realized by these efforts -- and the passing on of these savings to the citizenry as reduced taxes -- ensures that citizens see their efforts directly rewarded. The result is a small but ongoing reduction in costs associated with governmental bureaucratic overhead."		434
Interchangeable Policy Structures	TAIntPol	TBIntPol	None	Achieve	IntChPol	Achieve	"Ecnmy_03, MthCm_02"	TFPhilos	None	HFofGovt *= 0.98											Interchangeable Policy Structures	Policies are generally written in such language as to be almost incomprehensible to the average citizen. Interchangeable Policy Structures combats this tendency by developing a set of grammatical structures that are readily understood as well as legally precise. These structures are then used in all future policies and existing policies are re-written to conform to this normative language. The costs associated with government overhead are modestly reduced.		435
Advanced Policy Theory	TAPolThr	TBPolThr	None	Achieve	PolicyTh	Achieve	Ecnmy_04	TFPhilos	None	HFofGovt *= 0.98											Advanced Policy Theory	"The intent and the wording of a policy, even when well-written grammatically, can diverge over time. Advanced Policy Theory reduces this effect by ensuring that policies are regularly reviewed and re-engineered to conform to current social, political, and legal circumstances. This modestly reduces the additional costs brought on by bureaucratic overhead."		436
Interorganizational Evolution	TAIntEvo	TBIntEvo	None	Achieve	Interorg	Achieve	"BioSc_08, MthCm_06"	TFPhilos	None	HFofGovt *= 0.97											Interorganizational Evolution	"Any established institution must fight a tendency to become stagnant and useless over time. Interorganizational Evolution helps prevent this. Using techniques observed in natural selection and genetic evolution processes, new needs are merged into existing organizations rather than being addressed by new ones. These organizations must continually redefine and redesign themselves to ensure they satisfy their missions, ensuring they remain active and efficient. By doing so, the costs associated with government operations are reduced."		437
Anti-redundancy Structuring	TAAnRdSt	TBAnRdSt	None	Achieve	AntiRedn	Achieve	"Ecnmy_09, BioSc_07"	TFPhilos	None	HFofGovt *= 0.97											Anti-redundancy Structuring	"Many government offices and departments possess bureaucratic elements that are similar, yet these are often developed independently. Anti-redundancy Structuring reduces overhead by eliminating this repeated, wasted effort. Tasks and processes shared by multiple organizations are redefined into a single version fully suitable to address the needs each organization. This reduces the cost overhead associated with government regulation."		438
Adaptive Administration Techniques	TAAdptAd	TBAdptAd	None	Achieve	AdaptAdm	Achieve	"MthCm_21, SocSc_14"	TFPhilos	None	HFofGovt *= 0.96											Adaptive Administration Techniques	"Administrative organizations that are well-established are often resistant to change. To combat this, the processes they use are simulated by artificial intelligence systems that are capable of rapidly simulating various potential improvements to the existing methods. The possibilities with most promise are then adapted by the organization. The cost overhead of bureaucratic regulation is noticeably reduced."		439
Institutional Checks and Balances	TAChkBal	TBChkBal	None	Achieve	ChcksBal	Achieve	"Ecnmy_24, SocSc_22"	TFPhilos	None	HFofGovt *= 0.96											Institutional Checks and Balances	Institutions with a set of responsibilities and authority are often jealously protective of both. Institutional Checks and Balances reduce this tendency by ensuring each institution has both an external entity to limit its authority and is itself given the authority over another institution. This technique that allows organizations to meet their responsibilities without wallowing in the authority that comes with them. This results a moderate reduction to bureaucratic overhead.		440
Legal Engineering	TALglEng	TBLglEng	None	Achieve	LegalEng	Achieve	"Ecnmy_29, MthCm_25"	TFPhilos	None	HFofGovt *= 0.95											Legal Engineering	"The best laws are those that are formed using a process as rigorous as that used to construct a vessel or design a complex electronic circuit. This realization is formalized through the Legal Engineering process, where lawmakers are trained in formal processes of lawmaking, rather than merely continuing undocumented practices that have developed over time. Legal Engineering has a substantial reducing effect on government overhead."		441
Fiscal Ubiquity	TAFisclU	TBFisclU	None	Achieve	FiscalUb	Achieve	"Ecnmy_33, SocSc_28"	TFPhilos	None	HFofGovt *= 0.95											Fiscal Ubiquity	"Management of money becomes easier the more common and convertible it is. With all of the local types of notes, drafts, and specie merged into a common legal tender, fiscal ubiquity can be achieved and drive down costs by making price comparisons easier and money-conversion unnecessary.  Bureaucratic overhead is substantially reduced."		442
Inherent Efficiency	TAInhEff	TBInhEff	None	Achieve	InherEff	Achieve	Antar_01	TFPhilos	None	HFofGovt *= 0.92											Inherent Efficiency	"The Antarans can often recognize the solution that is the most efficient, seemingly without effort. This ability, along with the iron will required to override all objections and implement all things inherently efficiently, in systems, laws, and policies greatly improves the quality and keeps Antaran (and Antaran-like) civilizations moving smoothly. Inherent Efficiency dramatically lowers the costs associated with government regulation."		443
Espionage Training Requirement	TAEspTrn	TBEspTrn	None	Achieve	EspTrnCt	Achieve	SocSc_09	Intelligence	None	SpyCost *= 0.75											Espionage Training Requirement	SpyCost *= 1.75	"Many of the skills useful for espionage -- situational awareness, quick and objective thinking, and the ability to operate under stress -- are useful traits for a variety of other jobs. When the Espionage Training Requirement is instituted, potential assets are steered towards these jobs and given training in these skills (ostensibly for their careers). Those that train well are then recruited; those that do not are discreetly removed from consideration. The reduced need for dedicated training programs reduces the cost to recruit spies."	
Espionage Youth Movement	TAEspYth	TBEspTyh	None	Achieve	EspTyhMv	Achieve	SocSc_28	Intelligence	None	SpyCost *= 0.75											Espionage Youth Movement	SpyCost *= 1.75	"Legendary espionage agents often seem to have innate talents that set them above the rest. However, studies have shown that these skills are not innate, but rather developed during youth. By designing programs that build these skills into the educational system, candidate assets are more likely to exhibit improved competence at these skills. This reduces the cost of recruiting spies, as they need less initial training."	
Cyber Security Link	TACybSec	TBCybSec	None	Achieve	CybSecLk	Achieve	MthCm_18	Intelligence	None	SpDagger += 1											Cyber Security Link	SpDagger += 1	Spies equipped with Cyber Security Links can covertly tap into any computer network without external equipment. The link includes automated password-breaking routines that allow the agent to gain access with minimal effort. This improves an agent's success rate in various tasks involving their offensive capabilities.
Neural Scanners	TANrlScn	TBNrlScn	None	Achieve	NeuralSc	Achieve	BioSc_33	Intelligence	None	SpDagger += 1											Neural Scanners	SpDagger += 1	"Neural Scanners allow equipped agents to locate target personnel over great distances, despite most efforts at subterfuge. The scanners are not true mind-readers; however, they can home in on the most fundamental aspect of a mind, its identity. Whether the person is a target for assassination or merely a guard with appropriate access to a target facility, neural scanners simplify many espionage actions by reducing the amount of time and effort required to search for assets. New agents exhibit increased proficiency at tasks that are primarily offensive in nature."
Stealth Suit	TAStltSt	TBStltSt	None	Achieve	StealthS	Achieve	MthCm_23	Intelligence	None	SpCloak += 1											Stealth Suit	SpCloak += 1	"The stealth suit is essentially a combination of camouflaged attire and a personal cloaking device. It allows the wearer to blend into most surroundings, greatly improving the agent's ability to evade detection and capture. The suit considerably improves an agent's defensive and evasive capabilities."
Telepathic Training	TATelTrn	TBTelTrn	None	Achieve	TeleTrng	Achieve	BioSc_28	Intelligence	None	"SpDagger += 1, SpCloak +=1"											Telepathic Training	"SpDagger += 1, SpCloak +=1"	"All beings have limited telepathic capability, given suitable training. This is often limited to sensing the true feelings of nearby beings -- such as goodwill or malice, deceit or honesty. However, even this limited extra-sensory perception can make a world of difference to an agent conducting a covert mission in the field. Telepathic Training improves an agent's capabilities in almost any situation, both in accomplishing an objective and in escaping undetected."
Psionics	TAPsionc	TBPsionc	None	Achieve	Psionics	Achieve	BioSc_41	Intelligence	None	"SpDagger += 1, SpCloak +=1"											Psionics	"SpDagger += 1, SpCloak +=1"	"Psionics are the result of artificially enhanced telepathic abilities. Agents with psionic enhancement can influence the thoughts of those around them. This allows an agent to pass through secured areas literally unnoticed by guards, for example. (""We don't need to see his identification. You can go about your business. Move along."") Psionics makes agents both more effective at conducting missions and at extricating themselves from a compromised position. Psionic agents exhibit considerably improved capabilities in any covert operation."
Xeno-Survivor Academy	TAXenSur	TBXenSur	None	Achieve	XenoSurv	Achieve	SocSc_08	Intelligence	None	SpLuck += 5											Xeno-Survivor Academy	SpLuck += 5	"An agent operating in another civilization's territory is always in danger, even if it is not readily apparent. The Xeno-Survivor Academy is a set of additional training sessions for new agents where they learn how to survive without outside support when necessary. This includes addressing personal, physical needs as well as detecting and evading hostiles. As a group, spies with this training tend to survive more missions and return home safely than those agents in the field without Xeno-Survivor training."
Genetic Mutagens	TAGenMut	TBGenMut	None	Achieve	GeneMuta	Achieve	BioSc_13	Intelligence	None	"SpDagger += 1, SpCloak +=1, SpLuck += 1"											Genetic Mutagens	"SpDagger += 1, SpCloak +=1, SpLuck += 1"	"Agents with Genetic Mutagens are able to morph appearance and even physiology (to a limited extent) so as to appear to be a member of another species. This allows the agent to appear as a nondescript member of one of the target civilization's species. Mutagens allow agents in danger of capture to alter their appearance drastically within moments, better enabling them to evade or mislead their pursuers. Agents enhanced with Mutagens enjoy substantially higher success and survival rates than those without."
Training Resistance Compensators	TATrnRes	TBTrnRes	None	Achieve	TrnResCm	Achieve	BioSc_16	Intelligence	None	SpyTime += -1											Training Resistance Compensators	SpyTime += -1	"Training an agent in the arts of interstellar espionage is a long and expensive process. Often, despite the will to serve, agents have reservations about some of the important tasks that they might be expected to perform. Training Resistance Compensators help alleviate these reservations and remove squeamishness, thus allowing agents to be trained in the necessary skills more quickly. The time to recruit and train a spy for field work is reduced."
Deep Loyalty Indoctrination	TADpLoyI	TBDpLoyI	None	Achieve	DeepLoyl	Achieve	SocSc_14	Intelligence	None	SpLoyal += 5											Deep Loyalty Indoctrination	SpLoyal += 5	"An agent facing interrogation faces more physical and mental stress than almost any other imaginable situation. Resisting these stresses while remaining loyal to the civilization that put the agent in that very position is what Deep Loyalty Indoctrination is all about. During training and between missions, agents are reminded of the reasons they risk such situations and how their civilization benefits from, and appreciates, these efforts. This is driven into agents in such a manner as to be recalled even more vividly as the agent's stress level increases, thus ensuring they will remember their loyalty even under interrogation or torture. An agent receiving this conditioning is somewhat less likely to break down under stress or interrogation."
Base Fear Indoctrination	TAFearIn	TBFearIn	None	Achieve	FearIndc	Achieve	SocSc_28	Intelligence	None	SpLoyal += 5											Base Fear Indoctrination	SpLoyal += 5	"Base Fear Indoctrination modifies the psyche of agents at an incredibly fundamental level. The negative aspects of the fear response -- hesitation, indecision, and panic -- are almost totally stricken from the agent's fear response, replaced with positive aspects such as determination and improvisation. Any innate positive responses to fear (such as the human adrenaline response) are reinforced. Agents with this indoctrination are much less likely to fail under stress, or talk when being interrogated or tortured."
Xeno-evasion Doctrine	TAXenEva	TBXenEva	None	Achieve	NexoEvas	Achieve	SocSc_33	Intelligence	None	SpCloak += 1											Xeno-evasion Doctrine	SpCloak += 1	"Agents should endeavor to make their presence known to as few others as possible during a mission. This basic tenet is taught as Xeno-Evasion Doctrine, a formal training program designed to teach agents how to avoid attention (even in plain sight of others). A spy with this training is somewhat more likely to escape detection and capture."
Nonlinear Thinking	TANonLin	TBNonLin	None	Achieve	NonLinTh	Achieve	SocSc_23	Intelligence	None	SpOff += 5											Nonlinear Thinking	SpOff += 5	An agent in a compromised position often escapes only by successfully doing what pursuers fail to anticipate. Nonlinear Thinking involves a series of training scenarios that encourage the agent to gain the upper hand in various situations by finding unobvious solutions to the problem. Agents training in these thought processes are less likely to be identified or caught.
Psi-signature Dampening Field	TAPsiSig	TBPsiSig	None	Achieve	PsiSigDp	Achieve	BioSc_20	Intelligence	None	SpOff += 5											Psi-signature Dampening Field	SpOff += 5	"Advanced counter-espionage equipment can isolate a mental desire to evade detection or capture and thus lead security forces directly to their quarry. The Psi-signature Dampening Field shields an agent's mind from such equipment, registering the agent as someone with proper respect and wariness of the security forces using such equipment. Agents equipped and trained with these devices are much less likely to be spotted or captured."
Automated Criminal Background Checks	TACrmBck	TBCrmBck	None	Achieve	CrmBackg	Achieve	SocSc_20	Intelligence	None	SpDef += 5											Automated Criminal Background Checks	SpDef += 5	Enemy agents will routinely pass through various security procedures using falsified identification. Automated Criminal Background Checks covertly improve even the most casual-appearing identification checks (such as those conducted when purchasing goods from a private store) to include a check against the civilization's list of known criminals. Any matches are directed to nearby security forces without alerting the suspect. Enemy spies are less likely to escape detection and capture when these checks are put in place.
Foreign Spy Recognition Database	TASpyRec	TBSpyRec	None	Achieve	SpyRecDt	Achieve	SocSc_30	Intelligence	None	SpDef += 5											Foreign Spy Recognition Database	SpDef += 5	"Using the best currently available covert identification technology, passers-by in various areas are surreptitiously scanned. If their profile matches that of any known criminal, a silent alert is issued to the nearest security forces. The Database makes the detection and capture of enemy agents much easier."
Disguised Freighters	TADisFrt	TBDisFrt	None	Achieve	DisFreit	Achieve	Const_19	Intelligence	None	SpInsert += 5											Disguised Freighters	SpInsert += 5	"One of the oldest and most effective ways to enter and leave any without proper authorization is to hide within some other, authorized transportation. When an agent needs to enter or leave a star system discreetly, a candidate freighter is temporarily modified with a shielded compartment. If possible, this is done without even the crew's knowledge, by placing the compartment in an inaccessible area, such as within a bulkhead. This makes it easier for an agent to get into and out of another civilization's territory."
Backwater Navagation	TABckNav	TBBckNav	None	Achieve	BackWNav	Achieve	MthCm_17	Intelligence	None	SpInsert += 5											Backwater Navagation	SpInsert += 5	"Backwater Navigation is used to bypass closely-guarded borders. The agent uses transportation that either goes through a third civilization sharing a less-secure border with the target civilization, or uses a circuitous 'deep-space' approach to a backwater system. This makes it much easier for an agent to get into and out of unwelcoming territory unquestioned."
Border Scanning Array	TABrdScn	TBBrdScn	None	Achieve	BorderSn	Achieve	MthCm_34	Intelligence	None	SpRepel += 5											Border Scanning Array	SpInsert += -5	"Detecting the covert movement of spies outside of established traffic lanes is difficult since such agents generally rely on very stealthy, lone vessels. Border Scanning Arrays are deployed to combat this. The array consists of a series of automated remote scanning buoys that can detect the passage of even very small objects and faint engine emissions; any such detections alert rapid response forces to the area, as does any buoy that fails to respond to frequent automated status confirmations. Enemy agents find it harder to covertly enter or leave the civilization's territory."
Fine-Edge Scanning	TAEdgScn	TBEdgScn	None	Achieve	EdgeScan	Achieve	MthCm_43	Intelligence	None	SpRepel += 5											Fine-Edge Scanning	SpInsert += -5	Spies often travel into or out of territory by secreting themselves aboard legitimate merchant traffic. Fine-Edge Scanning makes use of high-resolution scanners to identify vessels whose hull structure and material exhibit modification of stock designs and sound engineering principles; these vessels are subjected to exhaustive onboard searches of the modified areas. Enemy agents have a much harder time sneaking into or out of friendly territory.
Institutionalized Paranoia	TAIntPar	TBIntPar	None	Achieve	InstPara	Achieve	SocSc_42	Intelligence	None	SpDef += 5											Institutionalized Paranoia	SpDef += 5	"Security forces will often recognize suspicious beings, but will hesitate to act because they cannot identify what arouses their suspicion. Institutionalized Paranoia is a training process that encourages these forces to consider these nebulous impulses carefully, and act on them when necessary. Consequently, enemy spies have a harder time escaping attention by internal security."
Science Guilds	TASciGld	TBSciGld	None	Achieve	ScincGld	Achieve	SocSc_13	ICO_SitRep_ScientificSymposium	None	OverRsch += 1													
Database Standardisation	TADataSt	TBDataSt	None	Achieve	DataStnd	Achieve	SocSc_27	ICO_SitRep_ScientificSymposium	None	OverRsch += 1													
Experiment Replicators	TAExpRep	TBExpRep	None	Achieve	ExperRep	Achieve	MthCm_38	ICO_SitRep_ScientificSymposium	None	OverRsch += 1													
Ancient Orion Techniques	TAOriTch	TBOriTch	None	Achieve	OrionTch	Achieve	Antar_01	ICO_SitRep_ScientificSymposium	None	OverRsch += 1													
TableEnd																							

















ShipYard	TAShpYrd	TBShpYrd	None	"ShipYard, Planet"	ShipYard	PlanSecu	SocSc_00	Support	None	"Cost=100, PlanDef += 1, ShipYard=1, CollatSz=40, CollatDs=0.2, CollatCl=0, Employee = 1"														249
Structured Interviewing	TAStrInt	TBStrInt	None	Achieve	StrctInt	Achieve	SocSc_15	Support	None	Cost = 1												"In an ideal world, when an important position needed to be filled, the best candidate from those available would be chosen. In practice, this is often not the case. Structured Interviewing changes this by ensuring that the right sorts of questions are asked during the candidate selection process and that the answers correspond with carefully crafted data analyzers to indicate various levels of suitability ranked by category. Thus, much of the subjective interview data garnered from a candidate can be used to obtain objective information and best fill job needs accordingly. This ensures that the candidate selected for a promotion is chosen at least partly based on each candidate's ability."		427
Meritocratic Incentives	TAMerito	TBMerito	None	Achieve	MeritInc	Achieve	SocSc_25	Support	None	Cost = 1												"Structured Interviews help ensure the candidate selection process is well-documented and less subjectively weighed. Meritocratic Incentives takes the process a step farther by re-emphasizing the importance of a candidate's qualifications and track record of on-the-job effectiveness, and putting them on prominent display both in the workplace and on job applications. This makes it is much harder to land a position by knowing the right person or through even more overt means such as bribery or extortion, and rewards those who achieve in the workplace with instant recognition that is of general societal regard. This plays a critical role in selecting candidates for promotion with an eye to each candidate's ability."		428
Nano Homing Beacons	TANHomBc	TBNHomBc	None	Achieve	NanoHmng	Achieve	MthCm_05	Support	None	Cost = 1												"Nano-Homing Beacons are used to track suspicious vessels within friendly territory. They can be wiped or flung onto the target's hull by a nearby vessel or station, or even coated to a hatch so that the ship is 'tagged' when it docks. The beacons periodically burst-transmit their position, a signal that can be received by security forces anywhere in the same star system. Nano Homing Beacons make smuggling much more difficult as they are hard to detect and even harder to remove once they've integrated themselves into the ship's hull. System Security is improved throughout the civilization."		429
Partisan	GCUTPart	GCUDPart	None	"Military, GrndCmbt, GCResrv"	Partisan	PlanSecu	Const_99	Infantry	None	"InfoGrnd <= 6, CollatSz = 3, CollatDs = 0.05, Cost=10, Employee=0.1,MinRatio=0.00, MaxRatio=0.00"														260
Battlepod	TABtlPod	TBBtlPod	ShipStnd	"Ship, Ship Special"	BattlPod	ShipItem	Const_20	Armor	None	"ShpCpcty *= 1.20, SystCost *= 1.50, DetRng *= 0.93"														26
Megafluxer	TAMegFlx	TBMegFlx	ShipStnd	"Military, Ship"	MegaFlux	Achieve	"Const_99, MthCm_33, Energ_33"	Armor	None	ShpCpcty *= 1.20														199
Gyro Destabilizer	TAGyroDs	TBGyroDs	SDDirFir	"Ship, Military"	GyroDest	ShWepSys	Const_99	Armor	None	InfoWeap <= 10														112
Transdimensional Portal	TATransD	TBTransD	None	"System, Antaran"	TransDim	Achieve	Antar_01	ICO_SitRep_AntaranExpedition	None	TransDim=1														414
ComBots	TAComBot	TBComBot	None	"FLUBot, Military"	ComBots	PlanSecu	Const_50	RoboticLabor	None	"Cost=100, MinTurn=1"														240
False Traffic Array	TAFlsTrf	TBFlsTrf	None	"DEAMilit, Military"	FlsTrfic	PlanEcon	MthCm_14	TFRelPhy	None	"Cost=80, CollatSz=150, CollatDs=8, CollatCl=0"											False Traffic Array	"A False Traffic Array may be constructed in each Military DEA. These Arrays generate random encrypted traffic, some of it false but well-formed, some of it nothing more than encrypted gibberish. These signals keep other civilizations' intelligence services busy, and help mask legitimate covert traffic. The Array generates a small amount of false traffic each turn, in each of the codes currently in use."		386
Optronic Data Analyzer	TAOptDat	TBOptDat	None	"System, DEAMilit, Military"	OptDatAn	PlanPlan	"MthCm_15, Const_12"	TFRelPhy	None	Cost=400											Optronic Data Analyzer	"This facility may be installed at a System Seat of Government. Once installed, the Optronic Data Analyzer collects, correlates, and analyzes all military sensor data from the entire system. This allows the system military forces to get a far clearer image of 'the big picture.' Known elements are designated as friendly, neutral, suspicious, and hostile forces in near real-time, allowing military monitoring personnel to review status and request instructions far more rapidly than without centralized data analysis. The Data Analyzer improves the accuracy of data gathered by monitoring systems at the System Seat."		387
Fuzzy Logic	TAFuzLog	TBFuzLog	None	Achieve	FuzzyLog	Achieve	MthCm_29	RoboticLabor	None	RoboTech += 1														
Neural Networking	TANeuNet	TBNeuNet	None	Achieve	NeurlNet	Achieve	MthCm_32	RoboticLabor	None	RoboTech += 1														
Cognitive Simulation	TACogSim	TBCogSim	None	Achieve	CognSim	Achieve	"SocSc_35, MthCm_32"	RoboticLabor	None	RoboTech += 1														
Biomorphic Implants	TABioImp	TBBioImp	None	Achieve	BiomrImp	Achieve	"BioSc_38, SocSc_35"	RoboticLabor	None	RoboTech += 1														
Psycho-Robotics	TAPsyRob	TBPsyRob	None	Achieve	PsyRobot	Achieve	SocSc_41	RoboticLabor	None	RoboTech += 1														
Meta-Cognition Theory	TAMetCog	TBMetCog	None	Achieve	MetCogTh	Achieve	"MthCm_44, SocSc_41"	RoboticLabor	None	RoboTech += 1														
Nanocomputing Biomatrix	TANanBio	TBNanBio	None	Achieve	NanoBioM	Achieve	"BioSc_47, MthCm_44"	RoboticLabor	None	RoboTech += 1														
Sentient Software	TASenSft	TBSenSft	None	Achieve	SentSoft	Achieve	"MthCm_50, SocSc_47"	RoboticLabor	None	RoboTech += 1														
Advanced Damage Controls	TAAdvDmg	TBAdvDmg	ShipStnd	"Military, Ship"	AdvDmgCt	Achieve	"Const_40, MthCm_33"	TFShpCmp	None	FltMaint *= 0.75														200
Shield Hardening	TAHrdShd	TBHrdShd	ShipStnd	"Military, Ship"	HardShld	ShipItem	Energ_37	TFShiSpc	None	"SystCost = 250,ShldPen = 1, UniSpace *= 0.23"														201
Displacement Field	TADispFd	TBDispFd	ShipStnd	"Military, Ship"	DisplFld	ShipItem	MthCm_27	TFShiSpc	None	SystCost = 180														202
