'Distant Worlds Facilities - 1.9.5.0 - Modded by the Distant Worlds Mod Editor by Sabranan


'each line defines a single planetary facility or wonder with comma-separated data, up to a maximum of 50 facilities (0-49)
' - ID: numeric ID value of facility
' - Name: text of facility name
' - Type: numeric code specifying the type of facility as specified in the following list:
'     0=TroopTrainingCenter
'     1=RoboticTroopFoundry
'     2=CloningFacility
'     3=PlanetaryShield
'     4=GiantIonCannon
'     5=RegionalCapital
'     6=FortifiedBunker
'     7=TerraformingFacility
'     8=WONDER
'     9=PirateBase
'     10=PirateFortress
'     11=ArmoredFactory
'     12=SpyAcademy
'     13=ScienceAcademy
'     14=NavalAcademy
'     15=MilitaryAcademy
'     16=PirateCriminalNetwork
' - WonderType: numeric code specifying the type of wonder as specified in the following list (only relevant when Type=8 (Wonder)):
'     0=NONE
'     1=EmpirePopulationGrowth: boost population growth throughout entire empire
'     2=EmpireHappiness: boost happiness throughout entire empire
'     3=EmpireResearchWeapons: boost weapons research for empire
'     4=EmpireResearchEnergy: boost energy research for empire
'     5=EmpireResearchHighTech: boost hightech research for empire
'     6=EmpireIncome: boost colony income throughout entire empire
'     7=ColonyPopulationGrowth: boost population growth for single colony
'     8=ColonyHappiness: boost happiness for single colony
'     9=ColonyDefense: increase defensive bonus for single colony
'     10=ColonyConstructionSpeed: increase ship and base construction speed for single colony
'     11=ColonyIncome: boost income for single colony
'     12=RaceAchievement: special race-specific wonder, usually tied to race victory conditions
' - PictureRef: index value mapping to image used to display facility (images\environment\planetaryfacilities folder)
' - BuildCost: cost to build facility at a colony
' - MaintenanceCost: annual maintenance cost of facility
' - Value1: numeric value with unique meaning for each facility type as detailed below
' - Value2: numeric value with unique meaning for each facility type as detailed below
' - Value3: numeric value with unique meaning for each facility type as detailed below
'Meanings of Value1-3 for facility types:
' - TroopTrainingCenter: Value1-3=UNUSED
' - RoboticTroopFoundry: Value1-3=UNUSED
' - CloningFacility: Value1-3=UNUSED
' - PlanetaryShield: Value1-3=UNUSED
' - GiantIonCannon: Value1=Component Id of ion cannon weapon component, Value2-3=UNUSED
' - RegionalCapital: Value1-3=UNUSED
' - FortifiedBunker: Value1=defensive bonus percentage, Value2-3=UNUSED
' - TerraformingFacility: Value1=rate of planetary damage repair - 1000 means repair 100% of damage in one year (lower values mean slower rate of damage repair), Value2-3=UNUSED
' - PirateBase: Value1=empire research bonus percentage, Value2=colony income bonus percentage, Value3=colony corruption increase percentage
' - PirateFortress: Value1=empire research bonus percentage, Value2=colony income bonus percentage, Value3=colony corruption increase percentage
' - ArmoredFactory: Value1-3=UNUSED
' - MilitaryAcademy: Value1 means percentage value increase in appearance chance for troop generals, Value2-3=UNUSED
' - SpyAcademy: Value1 means percentage value increase in appearance chance for spies, Value2-3=UNUSED
' - NavalAcademy: Value1 means percentage value increase in appearance chance for fleet admirals, Value2-3=UNUSED
' - ScienceAcademy: Value1 means percentage value increase in appearance chance for scientists, Value2-3=UNUSED
' - PirateCriminalNetwork: Value1=empire research bonus percentage, Value2=UNUSED, Value3=colony corruption increase percentage
' - WONDER EmpirePopulationGrowth: Value1=colony development bonus percentage, Value2=empire population growth bonus percentage, Value3=Colony Type where can be built: 0=ANY, 1=Continental, 2=MarshySwamp, 3=Desert, 4=Ocean, 5=Ice, 6=Volcanic
' - WONDER EmpireHappiness: Value1=colony development bonus percentage, Value2=empire happiness bonus percentage, Value3=Colony Type where can be built: 0=ANY, 1=Continental, 2=MarshySwamp, 3=Desert, 4=Ocean, 5=Ice, 6=Volcanic
' - WONDER EmpireResearchWeapons: Value1=colony development bonus percentage, Value2=weapons research bonus percentage, Value3=Colony Type where can be built: 0=ANY, 1=Continental, 2=MarshySwamp, 3=Desert, 4=Ocean, 5=Ice, 6=Volcanic
' - WONDER EmpireResearchEnergy: Value1=colony development bonus percentage, Value2=energy research bonus percentage, Value3=Colony Type where can be built: 0=ANY, 1=Continental, 2=MarshySwamp, 3=Desert, 4=Ocean, 5=Ice, 6=Volcanic
' - WONDER EmpireResearchHighTech: Value1=colony development bonus percentage, Value2=high-tech research bonus percentage, Value3=Colony Type where can be built: 0=ANY, 1=Continental, 2=MarshySwamp, 3=Desert, 4=Ocean, 5=Ice, 6=Volcanic
' - WONDER EmpireIncome: Value1=colony development bonus percentage, Value2=empire income bonus percentage, Value3=Colony Type where can be built: 0=ANY, 1=Continental, 2=MarshySwamp, 3=Desert, 4=Ocean, 5=Ice, 6=Volcanic
' - WONDER ColonyPopulationGrowth: Value1=colony development bonus percentage, Value2=colony population growth bonus percentage, Value3=Colony Type where can be built: 0=ANY, 1=Continental, 2=MarshySwamp, 3=Desert, 4=Ocean, 5=Ice, 6=Volcanic
' - WONDER ColonyHappiness: Value1=colony development bonus percentage, Value2=colony happiness bonus percentage, Value3=Colony Type where can be built: 0=ANY, 1=Continental, 2=MarshySwamp, 3=Desert, 4=Ocean, 5=Ice, 6=Volcanic
' - WONDER ColonyDefense: Value1=colony development bonus percentage, Value2=colony defensive bonus percentage, Value3=Colony Type where can be built: 0=ANY, 1=Continental, 2=MarshySwamp, 3=Desert, 4=Ocean, 5=Ice, 6=Volcanic
' - WONDER ColonyConstructionSpeed: Value1=colony development bonus percentage, Value2=construction speed bonus percentage, Value3=Colony Type where can be built: 0=ANY, 1=Continental, 2=MarshySwamp, 3=Desert, 4=Ocean, 5=Ice, 6=Volcanic
' - WONDER ColonyIncome: Value1=colony development bonus percentage, Value2=colony income bonus percentage, Value3=Colony Type where can be built: 0=ANY, 1=Continental, 2=MarshySwamp, 3=Desert, 4=Ocean, 5=Ice, 6=Volcanic
' - WONDER RaceAchievement: Value1=colony development bonus percentage, Value2=Special Function Code (0 if unused), Value3=Colony Type where can be built: 0=ANY, 1=Continental, 2=MarshySwamp, 3=Desert, 4=Ocean, 5=Ice, 6=Volcanic
'      Meaning of Value2 Special Function Code for WONDER RaceAchievement: 0=NONE, 1=Generate Ancient Guardians (Mechanoids) at colony that builds this wonder, 2=Giant Kaltor bio-engineering center, 3=Intergalactic gateway that regularly sends convoys of military and civilian ships towards the capital of the empire where the wonder is built

' - Description: extended textual description of facility. Should be no longer than 200 characters

0, Training Infrastructure, 0, 0, 0, 15000, 3000, 0, 0, 0, Allows the training of professional troops at a colony, giving them 50% greater strength than normal
1, Replicant Cluster, 1, 0, 1, 5000, 500, 0, 0, 0, Establishes a semi-autonomous replicant cluster. Replicants are not especially strong, but can be manufactured quickly, and have one quarter the normal maintenance costs
2, Cloning Megaplex, 2, 0, 2, 20000, 6000, 0, 0, 0, Militarization of genesis engine technologies, clones the strongest unit available in your polity. 
3, Ground to Orbit Attack Net, 4, 0, 3, 20000, 1000, 105, 0, 0, Integrated surface silos and targetting installations intended to defend a colony through ground-to-orbit fires. Fires Microwave Kill Cruise Vehicles at enemy vessels in order to disable them. 
4, Integrated Planetary Hardening, 3, 0, 4, 20000, 1000, 0, 0, 0, A multilayared array of measures and infrastructure, including a planetary shield, intended to protect colonies from hostile orbital bombardment.
5, Administrative Center, 5, 0, 5, 20000, 2000, 0, 0, 0, These lower corruption in your nearby colonies, increasing revenue for your polity.This project allows you to build one additional Administrative Center. 
6, Administrative Center, 5, 0, 6, 20000, 2000, 0, 0, 0, These lower corruption in your nearby colonies, increasing revenue for your polity.This project allows you to build one additional Administrative Center. 
7, Administrative Center, 5, 0, 7, 20000, 2000, 0, 0, 0, These lower corruption in your nearby colonies, increasing revenue for your polity.This project allows you to build one additional Administrative Center. 
8, Fortifications, 6, 0, 8, 10000, 1000, 25, 0, 0, A variety of surface facillities, forts, bunker complexes and artillery installations intended to support colonial garrisons against invaders. Provides a defense bonus to a colony's defenders.
9, Planetary Rehabilitation Project, 7, 0, 9, 40000, 1000, 500, 0, 0, Repairs planetary damage to a colony, thus improving the quality and increasing the happiness and income of the colony. Although damage will naturally repair over time, this facility repairs damage much faster.
10, Surface Dryyards, 8, 10, 10, 100000, 25000, 25, 25, 3, A gargantuan continent encompasing megaplex dedicated to shipbuilding and other supporting industries. Increases colony development and construction speeds.
11, Novo Valencia, 8, 9, 11, 400000, 50000, 50, 50, 1, A monumental achievement of Valencian engineering and industry. A sprawling eperopolis and fortress-city of stunning architechtural beauty and impeccable planning. Increases colony development and defense. An icon of the rebirth of the Valencian banking cartel. 
12, Heavensfall War Memorial, 8, 8, 12, 100000, 10000, 25, 100, 0, A massive city sized complex made up of museums, libraries and monuments. All of them dedicated to the immortalization of the Heavensfall War and the Aberrant invasion. A beacon of hope for a better future, increases a colony's hapiness and development.  
13, Megaport, 8, 11, 13, 150000, 10000, 35, 30, 0, A colossal integrated spaceport and designated Free trade Zone. It increases a colony's income and development. 
14, Public Mediplex Network, 8, 7, 14, 150000, 25000, 20, 150, 0, This project establishes a planetwide web of mediplexes supported by a colonial universal healthcare madate and generous public subsidies. Increases the colony's growth and development. 
15, Ansible ComNet, 8, 2, 15, 300000, 25000, 75, 30, 0, A pubicly funded project intended to reintegrate your polity's ansible telecomunications networks to the old Union and Corporate galaxy-wide Net-Sphere. Access to the net and improved interconnectivity increases happiness politywide and development at the central node.
16, Central Health Administration, 8, 1, 16, 300000, 25000, 50, 75, 0, Establishes a sprawling interplanetary bureaucracy and infraestructure to integrate and improve public, private and acadademic efforts for public health management throughout your polity. Increases growth throughout your polity and the colony's development. 
17, Engineering Bureau, 8, 4, 17, 350000, 40000, 25, 50, 0, Advanced facilities for advancing the field of high-energy physics. Provides an Energy research bonus for your polity.
18, Skunkworks, 8, 5, 18, 350000, 40000, 25, 50, 0, Center for bleeding edge research and development. Provides a HighTech research bonus for your polity.
19, Arsenal, 8, 3, 19, 350000, 40000, 25, 50, 0, Center for development, testing, and construction of new weapons. Provides a Weapons research bonus for your polity.
20, State Bank, 8, 6, 20, 300000, 25000, 50, 30, 0, Main branch for your polity's state owned bank. Your efforts have paid off, as this potent institution has become one of the primary sources of financial services and banking in all areas within your sphere of influence. Increases income throughout your polity. 
21, Autonomous Replicant Cluster, 8, 12, 21, 750000, 10000, 75, 1, 0, A vestige of dark times, once more humanity finds itself facing possible extinction. Establishes an autonomous replicant command cluster by sacrificing an entire planet and its inhabitants. Lessons learned from the previous failure allow for this one to remain under the control of your polity.   
22, Intergalactic Ansible, 8, 12, 22, 1500000, 250000, 100, 3, 0, A testament to the superiority of your people, This megaplex will allow you to not only tap into, but also take control of the old NetSphere and broadcast a second all-clear signal. Establishing contact with all of the Hestia initiative seed groups. This effectively heralds your polity as the successor state of the old Union and causes your capital to become a randevouz point for surviving loyalist and seed group garrison forces sent as reinforcements.
23, Special Applications Megaplex, 8, 12, 23, 2500000, 100000, 50, 2, 5, A vestige of darker times. This is the result of archeological and other research efforts intended to revive the results of Alternative V. This project designates this colony as a special military administrative zone and focuses all of the colony's resources towards the production of Agent X. 
24, Phoebe's Mantle, 8, 12, 24, 500000, 25000, 75, 0, 4, A massive urban restoration and resettlement project intended to restore Jutland to its old glory as the galaxy's one and only underwater ecumenopolis (Matsya having been destroyed by a FTLKV strike). 
25, Criminal Cells, 9, 0, 25, 20000, 0, 50, 30, 10, This colony's law enforcement capacity is streched thin if not compromised. This has allowed our faction to establish several illicit industries throughout the colony's underworld unhindered. \n\nThis planetary facility gives our pirate faction permanent control of the colony where it is built. It also increases the research output for our pirate faction
26, Lawless No-Go Zones, 10, 0, 26, 80000, 0, 100, 60, 20, Thanks to our continual influence this colony is effectively careening into being a failed state. Its institutions and law enforcerment mechanisms have been severely weakened to the extent central authorities can no longer provide services or even control certain parts of the planet. \n\nThis planetary facility gives our pirate faction permanent control of the colony where it is built. It also increases the research output for our pirate faction
27, Vehicle Assembly Complex, 11, 0, 27, 15000, 1000, 0, 0, 0, Enables the assembling of Armored Units in the colony. Armored Units have very high attack strength and are thus specialized at invading enemy colonies.
28, Defense Intelligence Academy, 12, 0, 28, 50000, 5000, 30, 0, 0, Increases the chance of new Case Officers and Direct Action Groups appearing in our Polity.
29, Science Institute, 13, 0, 29, 50000, 5000, 30, 0, 0, Increases the chance of new Scientists appearing in our Polity.
30, Naval War College, 14, 0, 30, 50000, 5000, 30, 0, 0, Increases the chance of new Fleet Admirals and Command Instructors appearing in our Polity.
31, War College, 15, 0, 31, 25000, 2500, 30, 0, 0, Increases the chance of new Generals appearing in our empire. Also allows recruitment of Special Forces Groups. Special Forces are specialized at sabotaging enemy installations and defending against enemy sabotage prior to a colony invasion.
32, Crime State, 16, 0, 32, 150000, 0, 100, 0, 40, After decades we have succeeded in subverting and overthrowing this colony's lawful authorities and have effectively seized control. Now having an actual planet's economy behind us means we, to a certain extent, can compete openly with other polities. We can now recruit regular ground forces, invade and colonize. 
33, Administrative Center, 5, 0, 20000, 2000, 0, 0, 0, These lower corruption in your nearby colonies, increasing revenue for your polity.This project allows you to build one additional Administrative Center. 
34, Administrative Center, 5, 0, 20000, 2000, 0, 0, 0, These lower corruption in your nearby colonies, increasing revenue for your polity.This project allows you to build one additional Administrative Center. 
35, Administrative Center, 5, 0, 20000, 2000, 0, 0, 0, These lower corruption in your nearby colonies, increasing revenue for your polity.This project allows you to build one additional Administrative Center. 
36, Central Administration, 5, 40000, 1000, 0, 0, 0, An initial step towards reviving Valentia as a center of trade and fiance.These lower corruption in your nearby colonies, increasing revenue for your polity. 
37, Local Administration, 5, 0, 10000, 1000, 0, 0, 0, An initial step towards reviving Valentia as a center of trade and fiance.These lower corruption in your nearby colonies, increasing revenue for your polity. 
38, Local Administration, 5, 0, 10000, 1000, 0, 0, 0, An initial step towards reviving Valentia as a center of trade and fiance.These lower corruption in your nearby colonies, increasing revenue for your polity. 
39, Integrated Surface Dryyards, 8, 10, 100000, 25000, 25, 35, 1, A gargantuan continent encompasing megaplex dedicated to shipbuilding and other supporting industries. Also integrates several wetdocks for wetyyard construction. Increases colony development and construction speeds.
40, Orbital Shipyards, 8, 10, 300000, 10000, 50, 50, 0, A massive orbitborne array of stations and zero-grav dockyards dedicated towards shipbuilding and supporting industries. Increases the colony's development and constructions rates.
41, Integrated Orbital Shipyards, 8, 10, 300000, 15000, 50, 75, 0, A massive orbitborne array of stations and zero-grav dockyards dedicated towards shipbuilding and supporting industries. This installation also integrates surface dryyards to increase its shipbuild capacity. Increases the colony's development and constructions rates.
42, Surface Wetyards, 8, 10, 100000, 25000, 25, 25, 4, A massive underwater array of installations and wetdocks dedicated towards shipbuilding and supporting industries. Increases the colony's development and construction rates.
43, Integrated Surface Wetyards, 8, 10, 100000, 25000, 25, 35, 2, A massive underwater array of installations and wetdocks dedicated towards shipbuilding and supporting industries. Taking advantage of islands and other landmassess onplanet also integrates some dryyards to increase shipbuild capacity. Increases the colony's development and construction rates.
44, Low Gravity Shipyards, 8, 10, 250000, 45000, 25, 50, 5, Large shipbuilding megacomplex buildable into low gravity astral bodies such as planetoids, asteroids, and planets with hollow  or low density cores. Increases the colony's development and construction rates. 
45, High Gravity Surface Shipyards, 8, 10, 250000, 45000, 25, 50, 6, Shipbuilding megacomplex intended to be built on high gravity worlds. Increases colony development and construction speed. 
46, Neo Matsya Integrated Wetyards, 8, 10, 500000, 50000, 75, 100, 4, The original Matsya Shipyards were obliterated by a FTLKV strike towards the final phases of Heavensfall. These new industrial ecumenopolis scale shipyards will herald the rebirth of Union and mark the beginning of a new pangalactic order. Increases colony development and construction speed. 
47, Neo Brokkr Integrated HG Shipyards, 8, 10, 500000, 50000, 75, 150, 6, The old Brokkr shipyards also succumbed to Union's scorched earth policies during the collapse. These new high gravity mega shipyards will turn an entire volcanic world into a giant powersource to sprawling integrated surfarce and orbital shipyards to reach monstrous shipbuilding rates.   
48, Hephaestus Integrated Yards, 8, 10, 100000, 15000, 25, 150, 1, A monument to the sheer tenacity of human life. Once one of Union's most prolific shipyards, the Hephaestus Yards were the only such shipbuilders to survive the collapse relatively intact. This project seeks to further expand the already existing  infrastructure and rehabilitate parts cannibalized during the Interregnum. Increases colony development and construction speed.  
49, Genoa Orbital Shipyards, 8, 10, 500000, 75000, 25, 50, 1, The Genoa yards were once the crown jewel of the old Valencian Banking Cartel. This project seeks to salvage and rehabilitate what remains and rebuild what was lost during the chaotic days of the Interregnum. 
50, Cornellia Integrated Yards, 8, 10, 100000, 15000, 35, 75, 1, An upgrade to the Conellia Light Yards. These were originally small scale mainly dedicated to the production of light freighters and patrol craft. After the revolution the people's council decided to upgrade the yards to be able to produce larger military vessels. Increases development and construction speed.
51, Jutland Wen Li Integrated Yards, 8, 10, 500000, 50000, 25, 100, 4, This project seeks to rehabilitate the once gargatuan Jutland shipyards. These were one of the true fully integrated shipyards ecompassing both wet, dry, orbital and even lunar yards, they were the primary shipyards for corporate shipbuilding during the civil war. Increases colony development and construction speed. 
52, Elizabethan Biomechanical Works, 8, 10, 750000, 75000, 50, 175, 0, Yet another bizarre result of Elizabeth's accidental hybridization. These yards marry promethean-like molecular construction techniques and Aberrant biomechanical reprodution principles to, some would say, breed vessels. Increases a colony's development and cosntruction speed. 
53, Odin's Cradle, 8, 9, 350000, 50000, 25, 75, 1, NEVERMORE!!! Cry the people of our eternal Union! And so it was proclaimed, This megaproyect seeks to turn the newly established capital of Neo Central intro an impregnable fortress and avert the tragedies of times past. increases the colony's development and defense against invasion.
54, Fortress World, 8, 9, 100000, 50000, 25, 50, 0, This project carries out the necessary work to convert this colony to a fortress world. Increases planetary development and gives defending forces defensive bonuses. 
55, Fortress World, 8, 9, 100000, 50000, 25, 50, , This project carries out the necessary work to convert this colony to a fortress world. Increases planetary development and gives defending forces defensive bonuses. 
56, The Eternal Throne, 8, 9, 500000, 75000, 100, 100, 1, After decades of labor and preparation the ecumenopolis of Hephaestus has now finally been converted into a true gilded fortress world. Increases the colony's development and defense. 
57, Thus Once More Spoke Zarathustra, 8, 1, 1000000, 100000, 100, 100, 0, A reproclamation of the Zarathustra Imperative, this kickstarts a variety of scoeieconomic initiatives throughout the Union that has the net effect of sending your polity growth rates into overdrive. The landmark and historical value of the site where the proclamation was broadcast from increases the development for the colony in question. 
58, Alexandria Archival Project, 8, 2, 750000, 50000, 75, 40, , 