//
// Last modified by Matt Caspermeyer 11DEC03 for Hyperion Patch V1.4
{
//                                 water land road barren neutral build area Crd/Trn Credits Turns2Bld Tech Value
   "name" "PALACE"      "stats" "    0    1    1     1       0      1     0      0    1350      1       42   1350"
   "name" "CHURCH"      "stats" "    0    1    1     1       0      1     0     70     700      1       64    700"
   "name" "MONASTERY"   "stats" "    0    1    0     1       0      0     0      0       0      1        0      0"
   "name" "FACTORY"     "stats" "    0    1    1     1       0      1     0      5      50      1        0     50"
   "name" "AGORA"       "stats" "    0    1    1     1       0      0     0      0       0      1        0      0"
   "name" "WETWARE"     "stats" "    0    1    1     1       0      1     0    370    3700      1        8   3700"
   "name" "ELECTRONICS" "stats" "    0    1    1     1       0      1     0     25     250      1       26    250"
   "name" "HIVE"        "stats" "    0    1    1     1       0      0     0      0       0      0        0      0"
   "name" "CERAMSTEEL"  "stats" "    0    1    1     1       0      1     0     85     850      1       37    850"
   "name" "BIOPLANT"    "stats" "    0    1    1     1       0      1     0     25     250      1        5    250"
   "name" "VAU CITY"    "stats" "    0    1    1     1       0      0     0      0       0      0        0      0"
   "name" "CHEMICALS"   "stats" "    0    1    1     1       0      1     0     15     150      1        0    150"
   "name" "CYCLOTRON"   "stats" "    0    1    1     1       0      1     0    100    1000      1       31   1000"
   "name" "FORT"        "stats" "    0    1    1     1       0      1     0      5      50      1        0     50"
   "name" "STARPORT"    "stats" "    0    1    1     1       0      1     0     25     250      1       35    250"
   "name" "RUINS"       "stats" "    0    1    0     1       0      0     0      0       0      0        0      0"
   "name" "ALIEN RUINS" "stats" "    0    1    0     1       0      0     0      0       0      0        0      0"
   "name" "SHIELD"      "stats" "    1    1    1     1       0      1     0    380    3800      1       47   3800"
   "name" "MINE"        "stats" "    0    1    1     1       0      1     2      5      50      1        0     50"
   "name" "WELL"        "stats" "    1    1    2     1       0      1     2      5      50      1        0     50"
   "name" "FUSORIUM"    "stats" "    0    1    1     1       0      1     0     70     700      1       28    700"
   "name" "UNIVERSITY"  "stats" "    1    1    1     1       0      0     0    250    2500      0        0   2500"
   "name" "HOSPITAL"    "stats" "    0    1    1     1       0      1     0     25     250      1        2    250"
   "name" "LAB"         "stats" "    0    1    1     1       0      1     0      0       0      1        0   1000"
   "name" "FARM"        "stats" "    0    1    1     0       0      1     2      5      50      1        0     50"
   "name" "ARBORIUM"    "stats" "    1    1    1     1       0      1     2     85     850      1       14    850"
   "name" "TRACE"       "stats" "    0    1    0     1       1      0     0      0       0      0        0      0"
   "name" "GEMS"        "stats" "    0    1    0     1       1      0     0      0       0      0        0      0"
   "name" "EXOTICA"     "stats" "    1    1    0     0       1      0     0      0       0      0        0      0"
   "name" "FERTILE"     "stats" "    1    1    0     1       1      0     0      0       0      0        0      0"
   "name" "METAL"       "stats" "    0    1    0     1       1      0     0      0       0      0        0      0"
   "name" "ENERGY"      "stats" "    1    1    0     1       1      0     0      0       0      0        0      0"
}
// Changes from V1.375 to V1.4
//
// Updated the Value field such that it is equal to the Credits field. (Not sure if this does anything).
// Arboriums can now be built on water hexes.
// Changed city proximity for Labs back to 0 from 2. Here was the idea of making it 2 (potential for PBEM games):
// The Lab proximity means that it is harder to build lots of labs on a planet, meaning that players need to capture
// planets to build enough Labs to research the complete tech tree.
//
// Changes from V1.35 to V1.375beta
//
// I had switched Megachassis and Composite Armor in TECH.DAT so now I've changed the requirement of Starports to still
// match Composite Armor.
// Change the name of Unknown to University
//
// Changes from V1.2 to V1.35beta
//
// Palaces now require Wireblades technology to build
// The following changes are due to technology research cost changes in TECH.DAT:
// Cyclotrons now cost 100 Firebirds upkeep.
// Shields now cost 380 Firebirds upkeep.
// Wetware now cost 370 Firebirds upkeep.
// Churches and Fusoriums now cost 70 Firebirds upkeep.
// Churches now require Theurgy instead of Meditation to build - Thanks to P. Sean O'Neal for this great suggestion!
//
// Changes from V1.0 to V1.2
//
// The following changes have been made to help with reducing the ease at which you can make Firebirds:
//
// Harvest Structures are 5 for each resource they can collect (a mine harvests Metal, Trace, and Gems so it has an
// upkeep of 15).
// Structures that require technology to build cost 1/10 of their Research Point cost
// The intitial Build Cost is 10X the Upkeep Cost (or the Research Point cost)
