System: SciLab
	Name: #SS_SCILAB_NAME
	Description: #SS_SCILAB_DESC

	Available: Techs.Science.Level > 0
	Level: Techs.Science.Level
	Size: Scale
	Durability: 300 * Size * pow(LEVEL_GAIN_CURVE, Level)
	Mass: 500 * Size * pow(LEVEL_GAIN_CURVE, Level)
	
	Tags: Structure
	Tied To: Science 1

	Costs: Metals[200 * Size * pow(COST_INC_CRV, Level)], Electronics[200 * Size * pow(COST_INC_CRV, Level)], AdvParts[200 * Size * pow(COST_INC_CRV, Level)], Labr[BLDG_LABR_MULT * 5 * Size]
	Complexity: 10
	
	vResRate: Size * 20 * pow(RES_GAIN_CURVE, Level)
	vWorkers: Size * 600000

	Provides: Research with
		Amount[vResRate]
	
	Requires:
		To Run:
			Workers[vWorkers]
	
	Hints: Research[vResRate], Workers[vWorkers * -1]



System: MetalMine
	Name: #SS_METALMINE_NAME
	Description: #SS_METALMINE_DESC

	Available: Techs.Metallurgy.Level > 0
	Level: Techs.Metallurgy.Level
	Size: Scale
	Durability: 500 * Size * pow(LEVEL_GAIN_CURVE, Level)
	Mass: 500 * Size * pow(LEVEL_GAIN_CURVE, Level)
	
	Tags: Structure
	Tied To: Metallurgy 1

	Costs: Metals[300 * Size * pow(COST_INC_CRV, Level)], Electronics[10 * Size * pow(COST_INC_CRV, Level)], AdvParts[10 * Size * pow(COST_INC_CRV, Level)], Labr[BLDG_LABR_MULT * 5 * Size]
	Complexity: 5
	
	vMineRate: Size * 14 * (pow(LEVEL_GAIN_CURVE, Level) + RES_BASE_FACT) * RES_GEN_MULT
	vMtlStore: Size * 250 * pow(LEVEL_GAIN_CURVE, Level)
	vWorkers: Size * 800000

	Provides: MineMetals with
		Rate[vMineRate]

	Provides: MetalStorage with
		Amount[vMtlStore]
	
	Provides: NeedWorkers with
		Workers[vWorkers]
	
	Hints: Mines[vMineRate], MtlStore[vMtlStore], Workers[vWorkers * -1]


System: ElectronicFact
	Name: #SS_ELECTFACT_NAME
	Description: #SS_ELECTFACT_DESC

	Available: Techs.Metallurgy.Level
	Level: Techs.Metallurgy.Level
	Size: Scale
	Durability: 500 * Size * pow(LEVEL_GAIN_CURVE, Level)
	Mass: 500 * Size * pow(LEVEL_GAIN_CURVE, Level)
	
	Tags: Structure
	Tied To: Metallurgy 1

	Costs: Metals[200 * Size * pow(COST_INC_CRV, Level)], Electronics[50 * Size * pow(COST_INC_CRV, Level)], AdvParts[25 * Size * pow(COST_INC_CRV, Level)], Labr[BLDG_LABR_MULT * 5 * Size]
	Complexity: 5
	
	vElecFab: Size * 2.7 * (pow(LEVEL_GAIN_CURVE, Level) + RES_BASE_FACT) * RES_GEN_MULT
	vElecStore: Size * 100 * pow(LEVEL_GAIN_CURVE, Level)
	vWorkers: Size*600000

	Provides: BuildElectronics with
		Rate[vElecFab]

	Provides: ElecStorage with
		Amount[vElecStore]
	
	Provides: NeedWorkers with
		Workers[vWorkers]
	
	Hints: ElecFab[vElecFab], ElecStore[vElecStore], Workers[vWorkers * -1]


System: AdvPartFact
	Name: #SS_ADVFACT_NAME
	Description: #SS_ADVFACT_DESC

	Available: Techs.Metallurgy.Level > 0
	Level: Techs.Metallurgy.Level
	Size: Scale
	Durability: 500 * Size * pow(LEVEL_GAIN_CURVE, Level)
	Mass: 500 * Size * pow(LEVEL_GAIN_CURVE, Level)
	
	Tags: Structure
	Tied To: Metallurgy 1

	Costs: Metals[200 * Size * pow(COST_INC_CRV, Level)], Electronics[75 * Size * pow(COST_INC_CRV, Level)], AdvParts[50 * Size * pow(COST_INC_CRV, Level)], Labr[BLDG_LABR_MULT * 5 * Size]
	Complexity: 5
	
	vAdvFab: Size * 2 * (pow(LEVEL_GAIN_CURVE, Level) + RES_BASE_FACT) * RES_GEN_MULT
	vAdvStore: Size * 50 * pow(LEVEL_GAIN_CURVE, Level)
	vWorkers: Size * 400000

	Provides: BuildAdvParts with
		Rate[vAdvFab]

	Provides: AdvPartsStorage with
		Amount[vAdvStore]
	
	Provides: NeedWorkers with
		Workers[vWorkers]
	
	Hints: AdvFab[vAdvFab], AdvStore[vAdvStore], Workers[vWorkers * -1]


System: GoodsFactory
	Name: #SS_GOODSFACT_NAME
	Description: #SS_GOODSFACT_DESC

	Available: (Techs.Economics.Level > 0) && not(Traits.forever_indifferent)
	Level: floor(Techs.Economics.Level)
	Size: Scale
	Durability: 500 * Size * pow(LEVEL_GAIN_CURVE, Level)
	Mass: 500 * Size * pow(LEVEL_GAIN_CURVE, Level)
	
	Tags: Structure
	Tied To: Economics 1

	Costs: Metals[200 * Size * pow(COST_INC_CRV, Level)], Electronics[75 * Size * pow(COST_INC_CRV, Level)], AdvParts[35 * Size * pow(COST_INC_CRV, Level)], Labr[BLDG_LABR_MULT * 5 * Size]
	Complexity: 5
	
	vWorkers: Size * 800000
	vGoodsFab: Size * 92 * pow(LEVEL_GAIN_CURVE, Level)

	Provides: MakeGoods with
		Rate[vGoodsFab]
	
	Provides: NeedWorkers with
		Workers[vWorkers]
	
	Hints: GoodsFab[vGoodsFab], Workers[vWorkers * -1]


System: LuxsFactory
	Name: #SS_LUXSFACT_NAME
	Description: #SS_LUXSFACT_DESC

	Available: (Techs.Economics.Level > 0) && not(Traits.forever_indifferent)
	Level: floor(Techs.Economics.Level)
	Size: Scale
	Durability: 500 * Size * pow(LEVEL_GAIN_CURVE, Level)
	Mass: 500 * Size * pow(LEVEL_GAIN_CURVE, Level)
	
	Tags: Structure
	Tied To: Economics 1

	Costs: Metals[200 * Size * pow(COST_INC_CRV, Level)], Electronics[75 * Size * pow(COST_INC_CRV, Level)], AdvParts[35 * Size * pow(COST_INC_CRV, Level)], Labr[BLDG_LABR_MULT * 5 * Size]
	Complexity: 5
	
	vLuxFab: Size * 5 * pow(LEVEL_GAIN_CURVE, Level)
	vWorkers: Size * 400000

	Provides: MakeLuxuries with
		Rate[vLuxFab]
	
	Provides: NeedWorkers with
		Workers[vWorkers]
	
	Hints: LuxFab[vLuxFab], Workers[vWorkers * -1]


System: City
	Name: #SS_CITY_NAME
	Description: #SS_CITY_DESC

	Available: true
	Level: max(Techs.Sociology.Level,1)
	Size: Scale
	Durability: 500 * Size * pow(LEVEL_GAIN_CURVE, Level)
	Mass: 400 * Size * pow(LEVEL_GAIN_CURVE, Level)
	
	Tags: Structure
	Tied To: Sociology 0
	
	Costs: Metals[200 * Size * pow(COST_INC_CRV, Level)], Electronics[100 * Size * pow(COST_INC_CRV, Level)], AdvParts[50 * Size * pow(COST_INC_CRV, Level)], Labr[BLDG_LABR_MULT * 5 * Size]
	Complexity: 2
	
	vHousing: Size * 2000000 * pow(0.5 + LEVEL_GAIN_CURVE / 2, Level)
	vLaborPool: Size * 0.3 * pow(0.5 + LEVEL_GAIN_CURVE / 2, Level)
	
	Provides: Housing with
		Amount[vHousing]
	
	Provides: LaborPool with Amount[vLaborPool]
	
	Provides: DamageResistance with Amount[pow(LEVEL_GAIN_CURVE, Level) * 2.5 * Size]

	Hints: Housing[vHousing], LaborPool[vLaborPool]



System: Bunker
	Name: #SS_BUNKER_NAME
	Description: #SS_BUNKER_DESC

	Available: (Techs.Armor.Level > 6)
	Level: ceil(weight(Techs.Armor.Level - 6, 0.5))
	Size: Scale
	Durability: 1600 * Size * pow(LEVEL_GAIN_CURVE, Level) * GAME_ARMOR_MULT
	Mass: 800 * Size * pow(LEVEL_GAIN_CURVE, Level)
	
	Tags: Structure
	Tied To: Armor 7
	
	Costs: Metals[250 * Size * pow(COST_INC_CRV, Level)], Electronics[10 * Size * pow(COST_INC_CRV, Level)], AdvParts[10 * Size * pow(COST_INC_CRV, Level)], Labr[BLDG_LABR_MULT * 5 * Size]
	Complexity: 2
	
	vHousing: Size * 600000 * pow(0.5 + LEVEL_GAIN_CURVE / 2, Level)
	vLaborPool: Size * 0.05 * pow(0.5 + LEVEL_GAIN_CURVE / 2, Level)
	vSoakDamage: Size * 25 * pow(LEVEL_GAIN_CURVE, Level)
	
	Provides: SoakDamage with
		Amount[vSoakDamage]
	
	Provides: Housing with
		Amount[vHousing]
	
	Provides: LaborPool with Amount[vLaborPool]
	
	Provides: DamageResistance with Amount[pow(LEVEL_GAIN_CURVE, Level) * 5 * Size]

	Hints: Housing[vHousing], LaborPool[vLaborPool], Soak[vSoakDamage]


System: Capital
	Name: #SS_CAPITAL_NAME
	Description: #SS_CAPITAL_DESC

	Available: true
	Level: 1
	Size: Scale
	Durability: 2000 * Size
	Mass: 400 * Size
	
	Tags: Structure, Unique, Capitol, Unique:Capitol
	
	Costs: Labr[BLDG_LABR_MULT * 100 * Size]
	Complexity: 1
	
	vHousing: Size * 600000
	
	Provides: Housing with
		Amount[vHousing]
	
	Provides: FoodStorage with Amount[500]

	Provides: MetalStorage with
		Amount[Size * 250]

	Provides: ElecStorage with
		Amount[Size * 100]

	Provides: AdvPartsStorage with
		Amount[Size * 50]

	Provides: MakeFood with
		Rate[Size * 0.1]
	
	Provides: Repair with Rate[Durability / 120]
	
	Provides: LaborPool with Amount[Size * 0.1]
	
	Provides: PopEconomy
	
	Provides: DamageResistance with Amount[pow(LEVEL_GAIN_CURVE, Level) * 2.5 * Size]

	Provides: Trade with
		Rate[Size * 3]

	Hints: Housing[vHousing], TradeRate[Size * 3]


System: GalacticCapital
	Name: #SS_GLXCAPITAL_NAME
	Description: #SS_GLXCAPITAL_DESC

	Available: true
	Level: 1
	Size: Scale
	Durability: 20000 * Size
	Mass: 400 * Size
	
	Tags: Structure, Unique, NoManualBuild, Capitol, Unique:Capitol
	
	Costs: Labr[BLDG_LABR_MULT * 400 * Size]
	Complexity: 1
	
	vHousing: Size * 2400000
	
	Provides: Housing with
		Amount[vHousing]
	
	Provides: FoodStorage with Amount[2000]

	Provides: MetalStorage with
		Amount[Size * 2500]

	Provides: ElecStorage with
		Amount[Size * 1000]

	Provides: AdvPartsStorage with
		Amount[Size * 500]
	
	Provides: Repair with Rate[Durability / 12]
	
	Provides: LaborPool with Amount[Size * 1]
	
	Provides: PopEconomy
	
	Provides: DamageResistance with Amount[pow(LEVEL_GAIN_CURVE, Level) * 5 * Size]
	
	//Free (but slow) generation of key resources
	Provides: CapitalSupport with Metals[Size * 50], Electronics[Size * 25], AdvParts[Size * 10], Food[Size * 1]

	Hints: Housing[vHousing], MtlGen[Size * 40], ElecGen[Size * 20], AdvGen[Size * 8], FoodGen[Size * 1]


System: Farm
	Name: #SS_FARM_NAME
	Description: #SS_FARM_DESC

	Available: not(Traits.no_food) // Techs.Biology.Level > 0
	Level: max(Techs.Biology.Level, 0.75) //Start with a modicum of understanding of agriculture (Level 1 of biology will be a significant improvement)
	Size: Scale
	Durability: 500 * Size * pow(LEVEL_GAIN_CURVE, Level)
	Mass: 400 * Size * pow(LEVEL_GAIN_CURVE, Level)
	
	Tags: Structure
	Tied To: Biology 0
	
	Costs: Metals[200 * Size * pow(COST_INC_CRV, Level)], Electronics[100 * Size * pow(COST_INC_CRV, Level)], AdvParts[50 * Size * pow(COST_INC_CRV, Level)], Labr[BLDG_LABR_MULT * 5 * Size]
	Complexity: 1
	
	vFoodStore: Size * 10 * pow(LEVEL_GAIN_CURVE, Level)
	vFoodGen: Size * .6 * pow(LEVEL_GAIN_CURVE, Level)
	vWorkers: Size * 600000

	Provides: MakeFood with
		Rate[vFoodGen]
	
	Provides: FoodStorage with
		Amount[vFoodStore]
	
	Provides: NeedWorkers with
		Workers[vWorkers]

	Hints: Workers[vWorkers * -1], FoodGen[vFoodGen], FoodStore[vFoodStore]


System: PlanetCannon
	Name: #SS_PLANETCANNON_NAME
	Description: #SS_PLANETCANNON_DESC

	Available: Techs.ProjWeapons.Level > 0
	Level: Techs.ProjWeapons.Level
	Size: Scale
	Durability: 800 * Size * pow(LEVEL_GAIN_CURVE, Level)
	Mass: 800 * Size * pow(LEVEL_GAIN_CURVE, Level)
	
	Tags: Structure, Weapon
	Tied To: ProjWeapons 1
	
	Costs: Metals[200 * Size * pow(COST_INC_CRV, Level)], Electronics[25 * Size * pow(COST_INC_CRV, Level)], AdvParts[25 * Size * pow(COST_INC_CRV, Level)], Labr[BLDG_LABR_MULT * 15 * Size]
	Complexity: 1
	
	vDamage: Size * 300 * pow(LEVEL_GAIN_CURVE, Level) * GAME_DAMAGE_MULT
	vDelay: max(4, 10 * decay(pow(LEVEL_GAIN_CURVE,Level),50))
	vDeviation: 0.1
	vRange: 200
	vWorkers: Size*300000

	Provides: ProjWeapon with Damage[vDamage],
				Delay[vDelay], AmmoUse[0], Range[vRange], Speed[40],
				Deviation[vDeviation]
	
	Requires:
		To Run:
			Workers[vWorkers]

	Hints: Workers[vWorkers * -1], DPS[vDamage / vDelay], Range[vRange]



System: PlanetLaser
	Name: #SS_PLANETLASER_NAME
	Description: #SS_PLANETLASER_DESC

	Available: Techs.BeamWeapons.Level > 0
	Level: Techs.BeamWeapons.Level
	Size: Scale
	Durability: 800 * Size * pow(LEVEL_GAIN_CURVE, Level)
	Mass: 800 * Size * pow(LEVEL_GAIN_CURVE, Level)
	
	Tags: Structure, Weapon
	Tied To: BeamWeapons 1
	
	Costs: Metals[180 * Size * pow(COST_INC_CRV, Level)], Electronics[50 * Size * pow(COST_INC_CRV, Level)], AdvParts[50 * Size * pow(COST_INC_CRV, Level)], Labr[BLDG_LABR_MULT * 15 * Size]
	Complexity: 1
	
	vDamage: Size * 150 * pow(LEVEL_GAIN_CURVE, Level) * GAME_DAMAGE_MULT
	vDelay: max(4, 10 * decay(pow(LEVEL_GAIN_CURVE,Level),50))
	vDuration: 3
	vRange: 150
	vWorkers: Size*300000
	vDeviation: 0.1

	//50% more damage than a planet cannon, but spread over 3 seconds (suffers more damage soak)
	Provides: NarrowEnergyWeapon with Damage[vDamage], Duration[vDuration],
				Delay[vDelay], PowCost[0], Range[vRange], Deviation[vDeviation]
	
	Requires:
		To Run:
			Workers[vWorkers]

	Hints: Workers[vWorkers * -1], DPS[vDuration * vDamage / vDelay], Range[vRange]



System: PlanetShields
	Name: #SS_PLANETSHIELDS_NAME
	Description: #SS_PLANETSHIELDS_DESC

	Available: Techs.Shields.Level > 6
	Level: ceil(6 + weight(Techs.Shields.Level - 6, 0.5))
	Size: Scale
	Durability: 800 * Size * pow(LEVEL_GAIN_CURVE, Level)
	Mass: 800 * Size * pow(LEVEL_GAIN_CURVE, Level)
	
	Tags: Structure
	Tied To: Shields 7
	
	Costs: Metals[500 * Size * pow(COST_INC_CRV, Level)], Electronics[750 * Size * pow(COST_INC_CRV, Level)], AdvParts[750 * Size * pow(COST_INC_CRV, Level)], Labr[BLDG_LABR_MULT * 15 * Size]
	Complexity: 2
	
	vShields: Size * 2000 * pow(LEVEL_GAIN_CURVE, Level) * GAME_SHIELD_MULT
	vShieldReg: Size * 100 * pow(LEVEL_GAIN_CURVE, Level) * GAME_SHIELD_REG_MULT
	
	Provides: Shields with
		Amount[vShields],
		Absorption[2]
	
	Provides: ShieldRegen with
		Rate[vShieldReg],
		Cost[0]

	Hints: Shield[vShields], ShieldReg[vShieldReg]


System: SpacePort
	Name: #SS_SPACEPORT_NAME
	Description: #SS_SPACEPORT_DESC

	Available: Techs.Economics.Level && not(Traits.no_bank)
	Level: Techs.Economics.Level
	econLevel: Techs.Economics.Level As Level
	cargoLevel: Techs.Cargo.Level

	Size: Scale
	Durability: 500 * Size * pow(LEVEL_GAIN_CURVE, econLevel)
	Mass: 400 * Size * pow(LEVEL_GAIN_CURVE, econLevel)

	
	Tags: Structure, ShipBay
	Tied To: Economics 1, Cargo 0
	
	Costs: Metals[200 * Size * pow(COST_INC_CRV, econLevel)], Electronics[80 * Size * pow(COST_INC_CRV, econLevel)], AdvParts[80 * Size * pow(COST_INC_CRV, econLevel)], Labr[BLDG_LABR_MULT * 5 * Size]
	Complexity: 1
	
	vEcoStore: Size * 5 * pow(LEVEL_GAIN_CURVE, cargoLevel)
	vTrade: Size * 10 * pow(LEVEL_GAIN_CURVE, econLevel) * TRADE_RATE_MULT
	vWorkers: Size * 600000
	vShipBay: Size * 40 * pow(LEVEL_GAIN_CURVE, cargoLevel)

	Provides: Trade with
		Rate[vTrade]
	
	Provides: ShipStorage with
		Amount[vShipBay]

	Provides: MakeBioFuel with
		Rate[Size * 2 * pow(LEVEL_GAIN_CURVE, econLevel)],
		FoodCostPer[0.2*decay(econLevel,5)]
	
	Provides: FuelStorage with
		Amount[Size * 50 * pow(LEVEL_GAIN_CURVE, cargoLevel)]
	
	Provides: MetalStorage with
		Amount[vEcoStore / 4]
	
	Provides: ElecStorage with
		Amount[vEcoStore / 4]
	
	Provides: AdvPartsStorage with
		Amount[vEcoStore / 4]
	
	Provides: FoodStorage with
		Amount[vEcoStore / 4]
	
	Provides: NeedWorkers with
		Workers[vWorkers]
	
	Hints: Workers[vWorkers * -1], ShipBay[vShipBay], TradeRate[vTrade]


System: ShipYard
	Name: #SS_SHIPYARD_NAME
	Description: #SS_SHIPYARD_DESC

	Available: Techs.ShipConstruction.Level
	Level: floor(Techs.ShipConstruction.Level)
	Size: Scale
	Durability: 500 * Size * pow(LEVEL_GAIN_CURVE, Level)
	Mass: 400 * Size * pow(LEVEL_GAIN_CURVE, Level)
	
	Tags: Structure, ShipBay, BuildsShips
	Tied To: ShipConstruction 1
	
	Costs: Metals[200 * Size * pow(COST_INC_CRV, Level)], Electronics[80 * Size * pow(COST_INC_CRV, Level)], AdvParts[80 * Size * pow(COST_INC_CRV, Level)], Labr[BLDG_LABR_MULT * 5 * Size]
	Complexity: 1

	vEcoStore: Size * 250 * (2 - decay(pow(LEVEL_GAIN_CURVE,Level), 45))
	vTrade: Size * 20 * pow(LEVEL_GAIN_CURVE, Level)
	vWorkers: Size * 1200000
	vShipBay: Size * 10 * pow(LEVEL_GAIN_CURVE, Level)
	vLaborPool: Size * 10 * (2 - decay(pow(LEVEL_GAIN_CURVE,Level),45))
	vLabor: Size * 2 * pow(LEVEL_GAIN_CURVE, Level)

	Provides: AutoLabor with
		Rate[vLabor], Store[vLaborPool]
	
	Provides: AdvPartsStorage with
		Amount[vEcoStore * 0.2]
	
	Provides: ElecStorage with
		Amount[vEcoStore * 0.3]
	
	Provides: MetalStorage with
		Amount[vEcoStore * 0.5]
	
	Provides: ShipStorage with
		Amount[vShipBay]

	Provides: MakeBioFuel with
		Rate[Size * 2 * pow(LEVEL_GAIN_CURVE, Level)],
		FoodCostPer[0.2*decay(Level,5)]
	
	Provides: FuelStorage with
		Amount[Size*50 * pow(LEVEL_GAIN_CURVE, Level)]
	
	Requires:
		To Run:
			Workers[vWorkers]
	
	Hints: Workers[vWorkers * -1], ShipBay[vShipBay], LaborPool[vLaborPool], LaborGen[vLabor]


System: FuelDepot
	Name: #SS_FUELDEPOT_NAME
	Description: #SS_FUELDEPOT_DESC

	Available: Techs.Chemistry.Level > 0
	Level: Techs.Chemistry.Level
	Size: Scale
	Durability: 500 * Size * pow(LEVEL_GAIN_CURVE, Level)
	Mass: 400 * Size * pow(LEVEL_GAIN_CURVE, Level)
	
	Tags: Structure
	Tied To: Chemistry 1
	
	Costs: Metals[200 * Size * pow(COST_INC_CRV, Level)], Electronics[80 * Size * pow(COST_INC_CRV, Level)], AdvParts[80 * Size * pow(COST_INC_CRV, Level)], Labr[BLDG_LABR_MULT * 5 * Size]
	Complexity: 1
	
	vWorkers: Size * 600000

	Provides: MakeBioFuel with
		Rate[Size * 20 * pow(LEVEL_GAIN_CURVE, Level)],
		FoodCostPer[0.2*decay(Level,5)]
	
	Provides: FuelStorage with
		Amount[Size * 750 * pow(LEVEL_GAIN_CURVE, Level)]
	
	Requires:
		To Run:
			Workers[vWorkers]
	
	Hints: Workers[vWorkers * -1]



System: AmmoDepot
	Name: #SS_AMMODEPOT_NAME
	Description: #SS_AMMODEPOT_DESC

	Available: Techs.Cargo.Level > 0
	Level: ceil(Techs.Cargo.Level * 0.5)
	Size: Scale
	Durability: 500 * Size * pow(LEVEL_GAIN_CURVE, Level)
	Mass: 400 * Size * pow(LEVEL_GAIN_CURVE, Level)
	
	Tags: Structure
	Tied To: Cargo 1
	
	Costs: Metals[200 * Size * pow(COST_INC_CRV, Level)], Electronics[80 * Size * pow(COST_INC_CRV, Level)], AdvParts[80 * Size * pow(COST_INC_CRV, Level)], Labr[BLDG_LABR_MULT * 5 * Size]
	Complexity: 1
	
	vWorkers: Size * 600000

	Provides: MakeAmmo with
		Rate[Size * 20 * pow(LEVEL_GAIN_CURVE, Level)],
		MetalCostPer[0.2*decay(Level,5)]
	
	Provides: AmmoStorage with
		Amount[Size * 750 * pow(LEVEL_GAIN_CURVE, Level)]
	
	Requires:
		To Run:
			Workers[vWorkers]
	
	Hints: Workers[vWorkers * -1]


System: CargoBlock
	Name: #SS_CARGOBLOCK_NAME
	Description: #SS_CARGOBLOCK_DESC
	
	Available: Techs.Cargo.Level > 0
	Level: Techs.Cargo.Level
	Size: Scale
	Durability: 200 * Size * pow(LEVEL_GAIN_CURVE, Level)
	Mass: 250 * Size * pow(LEVEL_GAIN_CURVE, Level)
	
	Tags: Structure
	Tied To: Cargo 1

	Costs: Metals[75 * Size], Labr[BLDG_LABR_MULT * 5 * Size]
	Complexity: 0.2
	
	vWorkers: Size * 100000
	vCargoStore: Size * 750 * pow(LEVEL_GAIN_CURVE, Level)

	Provides: Cargo with
		Amount[vCargoStore / 2]
	
	Provides: MetalStorage with
		Amount[vCargoStore / 8]
	
	Provides: ElecStorage with
		Amount[vCargoStore / 8]
	
	Provides: AdvPartsStorage with
		Amount[vCargoStore / 8]
	
	Provides: FoodStorage with
		Amount[vCargoStore / 8]
	
	Requires:
		To Run:
			Workers[vWorkers]
	
	Hints: Workers[vWorkers * -1], Cargo[vCargoStore/2], AdvStore[vCargoStore/8], ElecStore[vCargoStore/8], MtlStore[vCargoStore/8], FoodStore[vCargoStore/8]


System: PlanetEngine
	Name: #SS_PLANETTHRUSTER_NAME
	Description: #SS_PLANETTHRUSTER_DESC
	
	Available: (Techs.Engines.Level > 15) && (Techs.Gravitics.Level > 5) && (Techs.MegaConstruction.Level > 5)
	Level: floor(weight(Techs.Engines.Level - 15, 1, Techs.Gravitics.Level - 5, 0.2, Techs.MegaConstruction.Level - 5, 0.2))
	Size: Scale
	Durability: 200 * Size * pow(LEVEL_GAIN_CURVE, Level)
	Mass: 250 * Size * pow(LEVEL_GAIN_CURVE, Level)
	
	Tags: Structure
	Tied To: Engines 16, Gravitics 6, MegaConstruction 6

	Costs: Metals[600 * Size * pow(COST_INC_CRV, Level)], Electronics[500 * Size * pow(COST_INC_CRV, Level)], AdvParts[500 * Size * pow(COST_INC_CRV, Level)], Labr[BLDG_LABR_MULT * 50 * Size]
	Complexity: 0.2
	
	vThrust: Size * 0.004 * 1000000000000000 * (2 - decay(pow(LEVEL_GAIN_CURVE,Level),35)) * GAME_THRUST_MULT
	vWorkers: Size * 1200000

	Provides: Propulsion with
		Amount[vThrust]
	
	Requires:
		To Run:
			Workers[vWorkers]
	
	Hints: Workers[vWorkers * -1], Thrust[vThrust]
