﻿'Distant Worlds Components - 1.9.5.0

'each line defines a single component with comma-separated data, up to a maximum of 170 components (0-169)
' - ID: numeric ID value of component
' - Name: text of component name
' - PictureRef: index value mapping to image used to display component (images\ui\components folder)
' - Special Image Index: index value mapping to special image set for component type, as specified below:
'     EngineMainThrust - engine thrust image index (images\effects\enginethrusters folder)
'     HyperDrive - hyperjump enter/exit animation image index (images\effects\hyperenter and images\effects\hyperexit folders)
'     WeaponAreaDestruction - area weapon image index (images\effects\weapons folder)
'     WeaponBeam - beam weapon image index (images\effects\weapons folder)
'     WeaponBombard - torpedo weapon image index (images\effects\weapons folder)
'     WeaponIonCannon - beam weapon image index (images\effects\weapons folder)
'     WeaponIonPulse - area weapon image index (images\effects\weapons folder)
'     WeaponMissile - torpedo weapon image index (images\effects\weapons folder)
'     WeaponPointDefense - beam weapon image index (images\effects\weapons folder)
'     WeaponRailGun - beam weapon image index (images\effects\weapons folder)
'     WeaponSuperArea - area weapon image index (images\effects\weapons folder)
'     WeaponSuperBeam - beam weapon image index (images\effects\weapons folder)
'     WeaponTorpedo - torpedo weapon image index (images\effects\weapons folder)
' - SoundEffectFilename: filename of sound effect used when weapon fired (applies only to weapon components)
' - Type: numeric code specifying the type of component as specified in the following list (Category and Industry inferred from Type):
'     0=AreaShieldRecharge
'     1=Armor
'     2=AssaultPod
'     3=CargoBay
'     4=ColonizationModule
'     5=CommandCenter
'     6=CommerceCenter
'     7=ConstructionYard
'     8=Countermeasures
'     9=CountermeasuresFleet
'     10=DamageControl
'     11=DockingBay
'     12=EnergyCollector
'     13=EnergyToFuel
'     14=EngineMainThrust
'     15=EngineVectoring
'     16=ExtractorGasExtractor
'     17=ExtractorLuxury
'     18=ExtractorMine
'     19=FighterBay
'     20=FuelCell
'     21=HabModule
'     22=HyperDeny
'     23=HyperDrive
'     24=HyperStop
'     25=LifeSupport
'     26=LongRangeScanner
'     27=ManufacturerEnergyPlant
'     28=ManufacturerHighTechPlant
'     29=ManufacturerWeaponsPlant
'     30=MedicalCenter
'     31=PassengerCompartment
'     32=ProximityArray
'     33=Reactor
'     34=RecreationCenter
'     35=ResearchLabEnergy
'     36=ResearchLabHighTech
'     37=ResearchLabWeapons
'     38=ResourceProfileSensor
'     39=ScannerJammer
'     40=Shields
'     41=Stealth
'     42=Targetting
'     43=TargettingFleet
'     44=TraceScanner
'     45=TroopCompartment
'     46=WeaponAreaDestruction
'     47=WeaponAreaGravity
'     48=WeaponBeam
'     49=WeaponBombard
'     50=WeaponGravityBeam
'     51=WeaponIonCannon
'     52=WeaponIonDefense
'     53=WeaponIonPulse
'     54=WeaponMissile
'     55=WeaponPhaser
'     56=WeaponPointDefense
'     57=WeaponRailGun
'     58=WeaponSuperArea
'     59=WeaponSuperBeam
'     60=WeaponTorpedo
'     61=WeaponTractorBeam
'     62=WeaponSuperTorpedo
'     63=WeaponSuperMissile
'     64=WeaponSuperRailGun
'     65=WeaponSuperPhaser
' - Size: numeric value of component size. The size of a ship or base is determined by the total size of all components in the ship or base.
' - EnergyUsed: static energy used by component per second
' - Value1: numeric value with unique meaning for each component type as detailed below
' - Value2: numeric value with unique meaning for each component type as detailed below
' - Value3: numeric value with unique meaning for each component type as detailed below
' - Value4: numeric value with unique meaning for each component type as detailed below
' - Value5: numeric value with unique meaning for each component type as detailed below
' - Value6: numeric value with unique meaning for each component type as detailed below
' - Value7: numeric value with unique meaning for each component type as detailed below

'Meanings of Value1-7 for component types:
' - Area Shield Recharge: Value1=recharge range, Value2=maximum recharge amount, Value3=energy required for full recharge to maximum amount, Value4-7 unused
' - Armor: Value1=rating, Value2=reactive rating, Value3-7 unused
' - Assault Pod: Value1=Assault strength, Value2=Boarding range, Value3=energy consumed per launch, Value4=movement speed, Value5=shield penetration, Value6=launch rate in milliseconds, Value7 unused
' - Cargo Bay: Value1=cargo storage capacity, Value2-7 unused
' - Colonization Module: Value1=population amount for new colony in millions, Value2-7 unused
' - Command Center: Value1=maintenance savings percentage, Value2-7 unused
' - Commerce Center: Value1=Trade bonus percentage, Value2-7 unused
' - Construction Yard: Value1=construction speed, Value2-7 unused
' - Countermeasures: Value1=countermeasures bonus percentage, Value2-7 unused
' - Damage Control: Value1=damage reduction percentage, Value2=seconds to repair one damaged component, Value3-7 unused
' - Docking Bay: Value1=cargo throughput capacity, Value2-7 unused
' - Energy Collector: Value1=energy collection rate, Value2-7 unused
' - Energy To Fuel: Value1=fuel production rate, Value2-7 unused
' - Engine - Main Thrust: Value1=maximum thrust, Value2=energy usage per second at maximum thrust, Value3=cruise thrust, Value4=energy usage per second at cruise thrust, Value5-7 unused
' - Engine - Vectoring: Value1=thrust, Value2=energy usage per second, Value3-7 unused
' - Extractors: Value1=extraction rate, Value2-7 unused
' - Fighter Bay: Value1=fighter storage capacity, Value2=fighter repair rate (in percentage points per second, manufacture rate is half repair rate), Value3-7 unused
' - Fleet Countermeasures: Value1=countermeasures bonus percentage for fleet, Value2-7 unused
' - Fleet Targeting: Value1=targeting bonus percentage for fleet, Value2-7 unused
' - Fuel Cell: Value1=fuel storage capacity, Value2-7 unused
' - HyperStop / Gravity Well Projector: Value1=unused, Value2=hyper stopping range, Value3-7 unused
' - Hab Module: Value1=ship/base support size, Value2-7 unused
' - Hyper Deny: Value1=unused, Value2=hyper deny range, Value3=energy used when operational, Value4-7 unused
' - Hyper Drive: Value1=top speed, Value2=energy usage per second, Value3=typical jump initiation time in seconds, Value4-7 unused
' - Ion Defense: Value1=ion defense strength, Value2-7 unused
' - Life Support: Value1=ship/base support size, Value2-7 unused
' - Long Range Scanner: Value1=scan range, Value2-7 unused
' - Manufacturer: Value1=manufacturing speed, Value2-7 unused
' - Medical Center: Value1=effectiveness, Value2-7 unused
' - Passenger Compartment: Value1=passenger capacity, Value2-7 unused
' - Proximity Array: Value1=scan range, Value2=hyperjump tracking chance percentage, Value3-7 unused
' - Reactor: Value1=energy output per second, Value2=energy storage capacity, Value3=fuel units required to charge to full capacity, Value4=fuel resource Id, Value5-7 unused
' - Recreation Center: Value1=recreation value, Value2-7 unused
' - Research Labs: Value1=research output, Value2-7 unused
' - Resource Profile Sensor: Value1=scan range, Value2-7 unused
' - Scanner Jammer: Value1=jamming power, Value2-7 unused
' - Shields: Value1=maximum strength, Value2=recharge rate per second, Value3-7 unused
' - Stealth: Value1=stealth rating, Value2-7 unused
' - Targeting: Value1=targeting bonus percentage, Value2-7 unused
' - Trace Scanner: Value1=scan range, Value2=scan power, Value3-7 unused
' - Tractor Beam: Value1=pulling/pushing power, Value2=range, Value3=energy consumed per firing, Value4=projection speed, Value5=power loss per 100 units range, Value6=fire rate in milliseconds, Value7 unused
' - Troop Compartment: Value1=troop size capacity, Value2-7 unused
' - Weapons: Value1=damage amount, Value2=range, Value3=energy consumed per firing, Value4=movement speed, Value5=damage loss per 100 units range, Value6=fire rate in milliseconds, Value7=bombard damage amount
' - Weapons - Area Gravity: Value1=damage amount, Value2=firing range (to epicenter), Value3=energy consumed per firing, Value4=expansion speed (Value2 / Value4 = firing duration), Value5=pull range from epicenter, Value6=fire rate in milliseconds, Value7=damage range from epicenter

'Resources Required - list of up to 5 resources and their amounts required to manufacture the component
' - Resource ID: Id value of required resource
' - Amount: numeric amount of resource needed for manufacturing

0, Maxos Blaster, 0, 0, laser.wav,					48, 5, 0,		5, 190, 12, 360, 1, 1240, 0,			1, 2, 4, 4, 14, 3,
1, Shatterforce Laser, 1, 1, laser2.wav,			48, 4, 0,		7, 320, 20, 310, 1, 1500, 0,			0, 3, 6, 5, 15, 5,
2, Impact Assault Blaster, 2, 2, laser3.wav,		48, 5, 0,		12, 220, 38, 260, 3, 1700, 0,			2, 3, 5, 4, 14, 5, 12, 4,
3, Titan Beam, 3, 3, laser4.wav,					48, 6, 0,		20, 390, 28, 330, 5, 1400, 0,			3, 4, 7, 3, 15, 5, 12, 5,
4, PulseWave Cannon, 4, 7, laser4.wav,				48, 5, 0,		13, 310, 24, 350, 4, 1400, 0,			3, 4, 7, 3, 15, 5, 12, 5,
5, Epsilon Torpedo, 5, 0, torpedo_small.wav,		60, 15, 0,		11, 300, 30, 60, 3, 2900, 1,			1, 2, 4, 4, 14, 3, 12, 7,
6, Velocity Shard, 6, 1, torpedo_medium.wav,		60, 11, 0,		16, 630, 44, 120, 2, 3300, 2,			0, 2, 6, 4, 15, 5, 12, 9,
7, Shockwave Torpedo, 7, 2, torpedo_medium.wav,		60, 12, 0,		24, 430, 60, 75, 5, 3800, 3,			2, 2, 5, 4, 14, 4, 12, 8,
8, Plasma Thunderbolt, 8, 3, torpedo_large.wav,		60, 12, 0,		36, 690, 64, 125, 5, 3200, 4,			3, 3, 7, 3, 15, 3, 12, 8,
9, Shaktur FireStorm, 9, 1, torpedo_large.wav,		60, 12, 0,		36, 295, 52, 65, 10, 2900, 6,			3, 4, 7, 4, 15, 4, 12, 10,
10, Concussion Missile, 10, 6, missile_launch.wav,	54, 10, 0,		6, 520, 18, 120, 0, 2700, 1,			11, 3, 17, 2, 6, 5,
11, Nuclear Devastator, 11, 4, Torpedo_Large.wav,	49, 8, 0,		0, 210, 15, 50, 0, 6000, 3,				3, 4, 7, 4, 15, 4, 12, 10,
12, Nuclear Exterminator, 12, 5, Torpedo_Large.wav,	49, 14, 0,		0, 270, 44, 60, 13, 6700, 8,			3, 4, 7, 5, 15, 6, 12, 11,
13, Point Defense Cannon, 13, 6, point_defense.wav,	56, 3, 0,		3, 140, 4, 430, 1, 540, 0,				1, 2, 8, 4, 13, 3, 15, 2,
14, Terminator AutoCannon, 14, 6, point_defense.wav,56, 3, 0,		6, 190, 6, 550, 1, 480, 0,				0, 2, 8, 4, 13, 4, 15, 3,
15, Ion Cannon, 15, 5, ion_bolt.wav,				51, 12, 0,		20, 260, 80, 230, 5, 3300, 0,			13, 6, 14, 4, 5, 5, 12, 2,
16, Ion Pulse, 16, 3, ion_blast.wav,				53, 20, 0,		24, 210, 125, 120, 7, 6600, 0,			13, 9, 14, 6, 5, 6, 12, 3,
17, Ion Defense, 17, 0, ,							52, 2, 0,		18, 0, 0, 0, 0, 0, 0,					15, 5, 9, 6, 3, 4,
18, HyperDeny GW1000, 18, 0, ,						22, 12, 5,		3, 340, 2, 0, 0, 0, 0,					1, 3, 4, 6, 14, 3, 11, 2,
19, Intimidator Surgewave, 19, 0, AreaWeapon.wav,	46, 16, 0,		35, 220, 54, 120, 13, 8200, 0,			1, 4, 5, 7, 14, 5, 11, 3,
20, HyperDeny GW4000, 20, 0, ,						22, 14, 6,		6, 1020, 2, 0, 0, 0, 0,					0, 4, 5, 7, 15, 4, 11, 3,
21, Derasian Shockwave, 21, 2, AreaWeapon.wav,		46, 18, 0,		74, 300, 90, 150, 21, 9000, 0,			0, 5, 6, 7, 15, 5, 11, 4, 3, 2,
22, Gravity Well Projector, 22, 0, ,				24, 52, 1,		6, 1800, 92, 0, 0, 0, 0,				0, 28, 5, 50, 15, 22, 11, 24,
23, Death Ray, 23, 4, laser4.wav,					59, 140, 0,		1800, 440, 400, 370, 270, 8500, 0,		3, 180, 7, 120, 15, 190, 12, 110,
24, Devastator Pulse, 24, 1, AreaWeapon.wav,		58, 170, 0,		1200, 520, 470, 125, 210, 12000, 0,		3, 150, 7, 130, 15, 120, 11, 80,
25, Super Laser, 25, 4, laser4.wav,					59, 640, 0,		30000, 700, 800, 450, 380, 32000, 0,	3, 680, 7, 460, 15, 320, 12, 240,
26, Standard Fighter Bay, 26, 0, ,					19, 50, 4,		40, 4, 0, 0, 0, 0, 0,					10, 20, 17, 7, 16, 4,
27, Advanced Fighter Bay, 27, 0, ,					19, 45, 5,		40, 7, 0, 0, 0, 0, 0,					10, 16, 17, 5, 16, 3,
28, Standard Armor, 28, 0, ,						1, 1, 0,		10, 2, 0, 0, 0, 0, 0,					10, 5,
29, Enhanced Armor, 29, 0, ,						1, 1, 0,		18, 4, 0, 0, 0, 0, 0,					17, 1, 10, 4,
30, Reactive Armor, 30, 0, ,						1, 1, 0,		25, 7, 0, 0, 0, 0, 0,					17, 1, 11, 3, 12, 2,
31, UltraDense Armor, 31, 0, ,						1, 1, 0,		40, 10, 0, 0, 0, 0, 0,					17, 1, 11, 4, 12, 3,
32, Corvidian Shields, 32, 0, ,						40, 10, 0,		100, 3, 0, 0, 0, 0, 0,					4, 3, 14, 4, 13, 8,
33, Talassos Shields, 33, 0, ,						40, 10, 0,		130, 8, 0, 0, 0, 0, 0,					5, 3, 14, 5, 13, 7,
34, Deucalios Shields, 34, 0, ,						40, 10, 0,		180, 4, 0, 0, 0, 0, 0,					6, 4, 14, 4, 13, 8,
35, Meridian Shields, 35, 0, ,						40, 10, 0,		220, 10, 0, 0, 0, 0, 0,					7, 4, 14, 5, 13, 9, 3, 3,
36, Megatron Z4, 36, 0, ,							40, 9, 0,		155, 12, 0, 0, 0, 0, 0,					6, 4, 14, 4, 13, 8, 3, 3, 7, 2,
37, Area Shield Recharge, 37, 0, ,					0, 20, 0,		250, 400, 600, 0, 0, 0, 0,				4, 20, 14, 10, 13, 6, 3, 12, 12, 8,
38, Proton Thruster, 38, 0, ,						14, 7, 0,		1000, 5, 560, 2, 0, 0, 0,				17, 1, 10, 4,
39, Quantum Engine, 39, 1, ,						14, 8, 0,		1230, 5, 620, 2, 0, 0, 0,				17, 2, 11, 3,
40, Acceleros Engine, 40, 2, ,						14, 8, 0,		1540, 8, 720, 3, 0, 0, 0,				17, 2, 11, 3,
41, Vortex Engine, 41, 3, ,							14, 8, 0,		1630, 6, 950, 3, 0, 0, 0,				17, 2, 11, 4,
42, TurboThruster, 42, 5, ,							14, 7, 0,		1380, 3, 850, 1, 0, 0, 0,				17, 1, 11, 3,
43, StarBurner, 43, 4, ,							14, 7, 0,		1880, 7, 1180, 4, 0, 0, 0,				17, 2, 11, 3,
44, Thrust Vector, 44, 0, ,							15, 2, 0,		6, 1, 0, 0, 0, 0, 0,					17, 1, 10, 2,
45, Multi Vector, 45, 0, ,							15, 2, 0,		12, 1, 0, 0, 0, 0, 0,					17, 1, 11, 3,
46, Swift Vector, 46, 0, ,							15, 2, 0,		10, 1, 0, 0, 0, 0, 0,					17, 1, 11, 3,
47, Gerax HyperDrive, 47, 0, ,						23, 11, 0,		12500, 78, 15, 0, 0, 0, 0,				17, 5, 4, 9, 10, 7,
48, Kaldos HyperDrive, 48, 1, ,						23, 9, 0,		13750, 94, 7, 0, 0, 0, 0,				17, 4, 5, 9, 10, 8,
49, Equinox JumpDrive, 49, 2, ,						23, 9, 0,		18750, 88, 13, 0, 0, 0, 0,				17, 4, 6, 10, 12, 5, 10, 4,
50, Calista-Dal WarpDrive, 50, 3, ,					23, 9, 0,		15000, 60, 12, 0, 0, 0, 0,				17, 5, 7, 7, 12, 5, 10, 6,
51, Torrent Drive, 51, 3, ,							23, 9, 0,		25000, 83, 6, 0, 0, 0, 0,				17, 5, 7, 8, 12, 6, 10, 6,
52, VelocityDrive, 52, 2, ,							23, 8, 0,		23500, 64, 6, 0, 0, 0, 0,				17, 4, 7, 7, 12, 5, 10, 6,
53, Fission Reactor, 53, 0, ,						33, 22, 0,		60, 105, 400, 18, 0, 0, 0,				15, 6, 4, 9, 10, 5, 13, 4,
54, Fusion Reactor, 54, 0, ,						33, 15, 0,		84, 180, 520, 8, 0, 0, 0,				15, 7, 5, 10, 10, 6,
55, Quantum Reactor, 55, 0, ,						33, 18, 0,		120, 230, 800, 18, 0, 0, 0,				15, 6, 6, 11, 10, 4, 17, 2, 7, 2,
56, HyperFusion Reactor, 56, 0, ,					33, 16, 0,		180, 350, 975, 8, 0, 0, 0,				15, 8, 4, 12, 10, 6, 11, 4, 7, 4,
57, NovaCore Reactor, 57, 0, ,						33, 20, 0,		120, 240, 480, 8, 0, 0, 0,				15, 6, 6, 9, 10, 4, 11, 3, 7, 2,
58, Energy Collector, 58, 0, ,						12, 8, 0,		24, 0, 0, 0, 0, 0, 0,					16, 2, 9, 7, 14, 4, 12, 5,
59, Mining Engine, 59, 0, ,							18, 14, 3,		3, 0, 0, 0, 0, 0, 0,					10, 5, 11, 5, 
60, Gas Extractor, 60, 0, ,							16, 16, 2,		20, 0, 0, 0, 0, 0, 0,					10, 4, 16, 3, 
61, Luxury Resource Extractor, 61, 0, ,				17, 22, 3,		3, 0, 0, 0, 0, 0, 0,					10, 3, 11, 3, 
62, Weapons Plant, 62, 0, ,							29, 35, 2,		20000, 0, 0, 0, 0, 0, 0,				10, 3, 4, 4, 12, 4, 
63, Energy Plant, 63, 0, ,							27, 35, 2,		20000, 0, 0, 0, 0, 0, 0,				10, 3, 16, 3, 13, 4, 
64, HighTech Plant, 64, 0, ,						28, 28, 2,		20000, 0, 0, 0, 0, 0, 0,				10, 3, 9, 6, 
65, Standard Fuel Cell, 65, 0, ,					20, 6, 0,		65, 0, 0, 0, 0, 0, 0,					10, 2, 16, 1, 
66, UltraDense Fuel Cell, 66, 0, ,					20, 6, 0,		100, 0, 0, 0, 0, 0, 0,					10, 3, 16, 2,
67, Mega-Density Fuel Cell, 67, 0, ,				20, 6, 0,		140, 0, 0, 0, 0, 0, 0,					10, 3, 16, 2,
68, Standard Cargo Bay, 68, 0, ,					3, 8, 0,		500, 0, 0, 0, 0, 0, 0,					10, 3, 16, 1, 
69, Massive Cargo Bay, 69, 0, ,						3, 8, 0,		800, 0, 0, 0, 0, 0, 0,					10, 4, 16, 2, 
70, Standard Troop Compartment, 70, 0, ,			45, 8, 0,		100, 0, 0, 0, 0, 0, 0,					10, 4, 16, 2,
71, Massive Troop Compartment, 71, 0, ,				45, 8, 0,		160, 0, 0, 0, 0, 0, 0,					10, 5, 16, 3, 
72, Standard Passenger Compartment, 72, 0, ,		31, 10, 0,		1200000, 0, 0, 0, 0, 0, 0,				10, 4, 16, 2, 
73, Massive Passenger Compartment, 73, 0, ,			31, 10, 0,		2400000, 0, 0, 0, 0, 0, 0,				10, 5, 16, 3, 
74, Docking Bay, 74, 0, ,							11, 4, 0,		150, 0, 0, 0, 0, 0, 0,					10, 4, 
75, Basic Proximity Array, 75, 0, ,					32, 3, 1,		48000, 1, 0, 0, 0, 0, 0,				9, 5, 14, 3,
76, Advanced Proximity Array, 76, 0, ,				32, 3, 1,		54000, 10, 0, 0, 0, 0, 0,				9, 5, 14, 3, 
77, Resource Profile Sensor, 77, 0, ,				38, 2, 1,		500, 0, 0, 0, 0, 0, 0,					9, 6, 14, 4, 
78, Long Range Scanner, 78, 0, ,					26, 72, 60,		450000, 0, 0, 0, 0, 0, 0,				9, 36, 15, 14, 
79, Ultra Long Range Scanner, 79, 0, ,				26, 98, 110,	1100000, 0, 0, 0, 0, 0, 0,				9, 55, 15, 20, 
80, Trace Scanner, 80, 0, ,							44, 2, 1,		500, 10, 0, 0, 0, 0, 0,					9, 4, 14, 3, 
81, Scanner Jammer, 81, 0, ,						39, 2, 1,		0, 10, 0, 0, 0, 0, 0,					9, 4, 14, 3, 
82, Stealth Cloak, 82, 0, ,							41, 60, 10,		500, 0, 0, 0, 0, 0, 0,					17, 5, 11, 3, 12, 6, 10, 7, 7, 8,
83, Combat Targetting System, 83, 0, ,				42, 1, 1,		10, 0, 0, 0, 0, 0, 0,					9, 3, 14, 3, 16, 1, 
84, Countermeasures System, 84, 0, ,				8, 1, 1,		10, 0, 0, 0, 0, 0, 0,					9, 3, 14, 3, 16, 1, 
85, Command Center, 85, 0, ,						5, 2, 2,		0, 0, 0, 0, 0, 0, 0,					9, 5, 14, 4, 16, 2, 
86, Commerce Center, 86, 0, ,						6, 3, 2,		50, 0, 0, 0, 0, 0, 0,					9, 7, 14, 5, 16, 3, 
87, ShadowGhost ECM, 87, 0, ,						8, 1, 1,		40, 0, 0, 0, 0, 0, 0,					9, 4, 14, 3, 16, 2, 
88, Raptor Targetting System, 88, 0, ,				42, 1, 1,		40, 0, 0, 0, 0, 0, 0,					9, 3, 14, 4, 16, 2, 
89, Fleet Targetting System, 89, 0, ,				43, 3, 5,		25, 10, 0, 0, 0, 0, 0,					9, 5, 14, 4, 16, 3, 
90, Fleet Countermeasures System, 90, 0, ,			9, 3, 5,		25, 10, 0, 0, 0, 0, 0,					9, 5, 14, 4, 16, 3,
91, Weapons Lab, 91, 0, ,							37, 20, 5,		30000, 0, 0, 0, 0, 0, 0,				16, 5, 14, 6, 9, 7, 
92, Energy Lab, 92, 0, ,							35, 20, 5,		30000, 0, 0, 0, 0, 0, 0,				16, 5, 14, 6, 9, 7, 
93, HighTech Lab, 93, 0, ,							36, 20, 5,		30000, 0, 0, 0, 0, 0, 0,				16, 5, 14, 6, 9, 8, 
94, Construction Yard, 94, 0, ,						7, 10, 2,		200, 100, 0, 0, 0, 0, 0,				10, 8, 17, 3, 
95, Damage Control Unit, 95, 0, ,					10, 4, 1,		400, 0, 0, 0, 0, 0, 0,					10, 5, 17, 2, 
96, S2F4 RepairBot, 96, 0, ,						10, 3, 1,		500, 5, 0, 0, 0, 0, 0,					10, 6, 17, 1, 
97, S2F7 RepairBot, 97, 0, ,						10, 2, 1,		650, 4, 0, 0, 0, 0, 0,					10, 5, 17, 2, 
98, Life Support, 98, 0, ,							25, 1, 1,		60, 0, 0, 0, 0, 0, 0,					16, 1, 14, 2, 
99, Hab Module, 99, 0, ,							21, 2, 1,		60, 0, 0, 0, 0, 0, 0,					10, 3, 16, 2, 
100, Medical Center, 100, 0, ,						30, 4, 3,		100, 0, 0, 0, 0, 0, 0,					10, 6, 16, 4, 11, 5, 
101, Recreation Center, 101, 0, ,					34, 20, 15,		100, 0, 0, 0, 0, 0, 0,					10, 18, 16, 10, 
102, Basic Colonization Module, 102, 0, ,			4, 300, 6,		30000000, 0, 0, 0, 0, 0, 0,				8, 400, 10, 180, 16, 100, 
103, Enhanced Colonization Module, 103, 0, ,		4, 390, 7,		60000000, 0, 0, 0, 0, 0, 0,				8, 460, 10, 200, 16, 120, 
104, Massive Colonization Module, 104, 0, ,			4, 440, 7,		100000000, 0, 0, 0, 0, 0, 0,			8, 520, 10, 230, 16, 130, 
'Giant Ion Cannon below is only intended for use as the weapon component of the Giant Ion Cannon planetary facility, and thus should not be placed on the tech tree
105, Giant Ion Cannon, 105, 5, ion_bolt.wav,		51, 200, 0,		220, 400, 0, 220, 4, 8000, 0,			13, 6, 14, 4, 5, 5, 12, 2,

106, Phaser Cannon, 106, 10, phaser.wav,				55, 7, 0,		9, 200, 32, 500, 1, 2200, 0,			1, 3, 4, 6, 14, 4, 
107, Rail Gun, 107, 8, railgun.wav,					57, 7, 0,		6, 120, 6, 120, 0, 1000, 0,				1, 3, 8, 6, 13, 4, 15, 3,
108, Assault Missile, 108, 7, missile_launch_massive.wav,	54, 14, 0,		20, 810, 18, 110, 0, 4200, 2,			11, 4, 17, 2, 6, 7, 
109, Energy To Fuel Converter, 109, 0, ,			13, 280, 0,		50, 0, 0, 0, 0, 0, 0,					10, 74, 16, 48, 9, 28, 12, 37, 7, 42,

110, Phaser Lance, 110, 11, phaser.wav,				55, 9, 0,		20, 300, 50, 520, 1, 4000, 0,			1, 3, 4, 7, 14, 5, 
111, Heavy Rail Gun, 111, 8, railgun_heavy.wav,		57, 12, 0,		10, 180, 8, 180, 0, 2000, 1,			1, 4, 8, 8, 13, 4, 15, 4,
112, Massive Rail Gun, 112, 8, railgun_heavy.wav,	57, 18, 0,		16, 280, 12, 200, 0, 1700, 2,			1, 5, 8, 10, 13, 5, 15, 5, 

113, Tractor Beam, 113, 12, tractorbeam.wav,			61, 10, 0,		10, 320, 28, 800, 5, 4000, 0,			13, 5, 15, 3, 6, 4, 12, 3, 
114, Assault Pod, 114, 0, assaultpod.wav,			2, 8, 0,		50, 140, 6, 50, 20, 120000, 0,			10, 6, 16, 3, 17, 1, 11, 2, 

115, Graviton Beam, 115, 9, gravitonbeam.wav,		50, 20, 0,		15, 150, 40, 400, 4, 7000, 0,			0, 3, 12, 2, 15, 2, 
116, Resonant Graviton Beam, 116, 9, resonantgravitonbeam.wav,	50, 30, 0,		28, 240, 60, 400, 3, 7000, 0,			0, 4, 12, 3, 15, 4, 3, 2, 
117, High Power Tractor Beam, 117, 12, highpowertractorbeam.wav,	61, 10, 0,		16, 400, 34, 400, 2, 4000, 0,			13, 6, 15, 4, 6, 5, 12, 4, 
118, Area Graviton Pulse, 118, 0, areagravitonpulse.wav,		47, 40, 0,		40, 360, 100, 60, 240, 9000, 80,		0, 5, 6, 6, 15, 5, 11, 4, 3, 5,
119, Area Transient Singularity, 119, 0, areatransientsingularity.wav,	47, 50, 0,		100, 520, 200, 65, 350, 12000, 120,		0, 8, 6, 9, 15, 8, 11, 5, 3, 10,

120, Basic Space Reactor, 120, 0, ,					33, 18, 0,		46, 90, 370, 18, 0, 0, 0,				10, 5, 4, 7, 13, 3, 
121, Ion Thruster, 121, 0, ,						14, 6, 0,		600, 4, 520, 2, 0, 0, 0,				17, 1, 10, 4, 
122, Directional Thruster, 122, 0, ,				15, 2, 0,		3, 1, 0, 0, 0, 0, 0,					17, 1, 10, 2, 
123, Small Fuel Cell, 123, 0, ,						20, 6, 0,		55, 0, 0, 0, 0, 0, 0,					10, 2, 16, 1, 
124, Small Cargo Bay, 124, 0, ,						3, 8, 0,		350, 0, 0, 0, 0, 0, 0,					10, 3, 16, 1, 
125, Warp Bubble Generator, 125, 0, ,				23, 10, 0,		2000, 132, 18, 0, 0, 0, 0,				17, 4, 4, 7, 10, 5, 

126, Pulse Blaster, 126, 0, laser.wav,				48, 4, 0,		4, 150, 13, 360, 1, 1240, 0,			1, 2, 4, 3, 14, 3, 
127, Long Range Gun, 127, 8, railgun.wav,			57, 6, 0,		5, 100, 7, 100, 0, 1000, 0,				1, 3, 8, 5, 13, 3, 15, 3, 
128, Seeking Missile, 128, 6, missile_launch.wav,	54, 8, 0,		5, 400, 20, 80, 0, 2700, 0,				11, 3, 17, 1, 6, 4, 

