TableStart	MineralTerrainMod										
ColumnHeadingsStart	Plain	Broken	Mountain								
RowHeadingsStart											
Humanoid	-1	0	1								
Etherean	-1	0	1								
Geodic	-1	0	1								
Cybernetik	-1	0	1								
Ichthytosian	-1	0	1								
Harvesters	-1	0	1								
Insectiod	-1	0	1								
Sauron	-1	0	1								
Metashifters	-1	0	1								
Non-corporeal	-1	0	1								
Protoplasmic	-1	0	1								
Plant	-1	0	1								
Fungal	-1	0	1								
Avian	-1	0	1								
Gargantua	-1	0	1								
Bulrathi	-1	0	1								
Mrrshan	-1	0	1								
Elerians	-1	0	1								
Gnolam	-1	0	1								
Elder Civs	-1	0	1								
TableEnd											
											
//The base efficiency of a mine on broken terrain on a planet of the mineral richness is listed below. Move up the list 1 if the mine is on mountaneous terrain and down 1 if the mine is on a plain.											
TableStart	MineEfficiency										
ColumnHeadingsStart	Very Poor	Poor	Abundant	Rich	Very Rich	Ultra Rich					
RowHeadingsStart											
Base	1	2	3	5	8	12					
TableEnd											
											
//Pollution absorbed per region											
TableStart	EcoSystemMod										
ColumnHeadingsStart	RareHarvestVal	PollutionAbsorbed									
RowHeadingsStart											
-2	1	10									
-1	1	30									
0	1	50									
1	1	80									
2	1	120									
TableEnd											
											
TableStart	BioDiversityMod										
ColumnHeadingsStart	RareHarvestVal										
RowHeadingsStart											
0	1										
1	2										
2	3										
3	5										
4	8										
TableEnd											
											
TableStart	FertilityTerrainMod										
ColumnHeadingsStart	Plain	Broken	Mountain								
RowHeadingsStart											
Humanoid	1	0	-1								
Etherean	1	0	-1								
Geodic	-1	0	1								
Cybernetik	0	0	0								
Ichthytosian	1	0	-1								
Harvesters	1	0	-1								
Insectiod	1	0	-1								
Sauron	1	0	-1								
Metashifters	1	0	-1								
Non-corporeal	1	0	-1								
Protoplasmic	1	0	-1								
Plant	1	0	-1								
Fungal	1	0	-1								
Avian	1	0	-1								
Gargantua	1	0	-1								
Bulrathi	1	0	-1								
Mrrshan	1	0	-1								
Elerians	1	0	-1								
Gnolam	1	0	-1								
Elder Civs	1	0	-1								
TableEnd											
											
TableStart	FertilityEfficiency										
ColumnHeadingsStart	Toxic	Hostile	Barren	Subsistence	Hardscrabble	Arable	Fertile	Alluvial	Lush		
RowHeadingsStart											
Base	0	0	0.5	1	2	3	5	8	12		
TableEnd											
											
//Required (Base) is the amount of population needed in a region to build											
TableStart	PopulationReq										
ColumnHeadingsStart	Bioharvest	Mine	Industry	Research	Government	Military	Recreation	Spaceport			
RowHeadingsStart											
Employed(Base)	1	0.5	1.5	0.5	1.5	1	1	0.25			
Required(Base)	0	0	0	0	0	0	0	3			
TableEnd											
											
//Amount of resources used per cement/10. Table corresponds to the modifier ManuConv.											
TableStart	FactoryConversionRate										
ColumnHeadingsStart	Base	1	2	3	4	5	6		Note: Amount of Minerals or Bioharvest used per 10 Industry points		
RowHeadingsStart											
Minerals	9	8.1	7.3	6.6	5.9	5.3	4.8				
BioHarvest	9	8.1	7.3	6.6	5.9	5.3	4.8				
TableEnd											
											
TableStart	BaseCapacity										
ColumnHeadingsStart	Bioharvest	Mine	Industry	Research	Government	Military	Recreation	Spaceport			
RowHeadingsStart											
BaseCapacity	1	1	1	1	1	1	1	1			
BaseEfficiency	3	1	20	10	1	1	2	3			
TableEnd											
											
TableStart	BaseValues										
ColumnHeadingsStart	Base										
RowHeadingsStart											
Surplus Mineral Value	3.5										
Industrial Mineral Value	7										
Mineral Food Value	3.5										
RareMineralTune	4										
MineralPerPop	0										
Surplus Bio Value	3.5										
Industrial Bio Value	5										
Bio Food Value	10										
RareBioTune	2.5										
BioPerPop	0										
IndustryAUperOutput	5										
CementPerPop	3										
CementPerOutput	1										
ResearchPerPop	1										
PollutionPerPop	0.75										
PollutionPerMineral	1										
PollutionPerCementAU	1										
BreadSurplusValue	5										
Commuter Trade	4										
System Trade	2										
InterstellarTrade	2										
SameCivDiffSpecies	3										
DiffCivSameSpecies	3										
DiffCivDiffSpecies	4										
TableEnd											
											
TableStart	BaseCost										
ColumnHeadingsStart	Bioharvest	Mine	Industry	Research	Government	Military	Recreation	Spaceport			
RowHeadingsStart											
BaseCost	50	100	150	150	150	100	50	150			
TableEnd											
											
TableStart	RecDimRet										
ColumnHeadingsStart	Ignore	1DEA	2DEA	3DEA	4DEA	5DEA	6DEA	7DEA	8DEA	9DEA	10DEA+
RowHeadingsStart											
Planet	0	1	0.75	0.66667	0.5625	0.5	0.4417	0.4	0.3625	0.33333	0.33333
Orbit	0	1	0.75	0.66667	0.5625	0.5	0.4417	0.4	0.3625	0.33333	0.33333
System	0	1	0.75	0.66667	0.5625	0.5	0.4417	0.4	0.3625	0.33333	0.33333
Adj System	0	1	0.75	0.66667	0.5625	0.5	0.4417	0.4	0.3625	0.33333	0.33333
TableEnd											
											
TableStart	MilDimRet										
ColumnHeadingsStart	Ignore	1DEA	2DEA	3DEA	4DEA	5DEA	6DEA	7DEA	8DEA	9DEA	10DEA+
RowHeadingsStart											
Planet	0	1	0.75	0.66667	0.5625	0.5	0.4417	0.4	0.3625	0.33333	0.33333
Orbit	0	1	0.75	0.66667	0.5625	0.5	0.4417	0.4	0.3625	0.33333	0.33333
System	0	1	0.75	0.66667	0.5625	0.5	0.4417	0.4	0.3625	0.33333	0.33333
Adj System	0	1	0.75	0.66667	0.5625	0.5	0.4417	0.4	0.3625	0.33333	0.33333
TableEnd											
											
TableStart	GovDimRet										
ColumnHeadingsStart	Ignore	1DEA	2DEA	3DEA	4DEA	5DEA	6DEA	7DEA	8DEA	9DEA	10DEA+
RowHeadingsStart											
Planet	0	1	0.75	0.66667	0.5625	0.5	0.4417	0.4	0.3625	0.33333	0.33333
TableEnd											
											
TableStart	IconNames										
ColumnHeadingsStart	Filename	Unicode									
RowHeadingsStart											
None	None	DEAnone									
Farming	Ecological	DEAFarm									
Mining	Mining	DEAMine									
Industry	Manufacturing	DEAFact									
Research	Research	DEAResea									
Government	Governmental	DEAGov									
Military	Infantry	DEAMil									
Recreation	Recreation	DEARec									
SpacePort	TFAstEng	DEASpPrt									
Prison	TFCrimin	DEAPrisn									
TableEnd											
											
//Infrastructure multiplier. Values are added to a previous values. Sector column nonfunctional											
TableStart	GovInfrastructure			
ColumnHeadingsStart	Base	System	Sector	Empire
RowHeadingsStart				
Base	0.05	0.03	0.02	0.01
2	0.06	0.04	0.03	0.02
3	0.07	0.05	0.04	0.03
4	0.08	0.06	0.05	0.04
5	0.09	0.07	0.06	0.05
6	0.1	0.08	0.07	0.06
7	0.11	0.09	0.08	0.07
8	0.12	0.1	0.09	0.08
9	0.13	0.11	0.1	0.09
10	0.14	0.12	0.11	0.1
TableEnd				

TableStart	GovTaxMoney			
ColumnHeadingsStart	Base	System	Sector	Empire
RowHeadingsStart				
Base	0.05	0.025	0.025	0.025
2	0.05	0.025	0.025	0.025
3	0.05	0.025	0.025	0.025
4	0.05	0.025	0.025	0.025
5	0.05	0.025	0.025	0.025
6	0.05	0.025	0.025	0.025
7	0.05	0.025	0.025	0.025
8	0.05	0.025	0.025	0.025
9	0.05	0.025	0.025	0.025
10	0.05	0.025	0.025	0.025
TableEnd				
											
TableStart	GovUnrestReduce			
ColumnHeadingsStart	Base	System	Sector	Empire
RowHeadingsStart				
Base	2.5	2	1.5	1
2	2.5	2	1.5	1
3	2.5	2	1.5	1
4	2.5	2	1.5	1
5	2.5	2	1.5	1
6	2.5	2	1.5	1
7	2.5	2	1.5	1
8	2.5	2	1.5	1
9	2.5	2	1.5	1
10	2.5	2	1.5	1
TableEnd				
											
//Nonfunctional											
TableStart	GovDraftPool										
ColumnHeadingsStart	Base	System	Sector	Empire							
RowHeadingsStart											
Base	0.25	0.2	0.15	0.1							
2	0.5	0.4	0.3	0.2							
3	0.75	0.6	0.45	0.3							
4	1	0.8	0.6	0.4							
5	1.25	1	0.75	0.5							
TableEnd											
											
//ExtraRgn and Draftpool are nonfunctional. Unrest reduction is additive. Columns represent capacity improvements. Outreach is hardcoded.											
TableStart	MilDEA					
ColumnHeadingsStart	ExtraRgn	DraftPool	UnrestRed	Outreach		
RowHeadingsStart						
Base	1	0.25	12	Region		
2	2	0.25	12	Planet		Note: Outreach is hardcoded, not table driven
3	3	0.25	4	Orbit		
4	4	0.25	4	System		
5	5	0.25	2	AdjSystem		
TableEnd					
											
//Tourism nonfunctional. Unrest reduction is equal to UnrestRed * Efficinecy/Base Efficiency											
TableStart	RecDEA										
ColumnHeadingsStart	UnrestRed	Tourism	Outreach								
RowHeadingsStart											
Base	4	1	Planet								
2	3	1	Orbit								
3	2	1	System								
4	1	1	AdjSystem								
TableEnd											
											
TableStart	GravityEffects										
ColumnHeadingsStart	NegligibleGravity	LowGravity	MediumGrav	HighGrav	CrushingGrav						
RowHeadingsStart											
NegligiblePref	0	1	1	2	2						
LowPref	1	0	1	2	2						
MediumPref	2	1	0	1	2						
HighPref	2	2	1	0	1						
CrushingPref	2	2	1	1	0						
TableEnd											
											
TableStart	GravityPenalties										
ColumnHeadingsStart	None	Med	High								
RowHeadingsStart											
Efficiency	1	0.75	0.5								
Maintenance	1	1.25	1.5								
TableEnd											
											
TableStart	UnrestPenalties										
ColumnHeadingsStart	Content	Unrest1	Unrest2	Unrest3	Revolt	Subjugated					
RowHeadingsStart											
Efficiency	1	0.75	0.5	0.25	0	0					
TableEnd											
											
When a spaceport makes a trade, the planetary trade Aus of the Spaceport being traded with is multiplied by the values below. The colums likely represent spaceport efficiency.											
TableStart	PortDistanceDiminish										
ColumnHeadingsStart	1 Jump	2 Jump	3 Jump	4 Jump							
RowHeadingsStart											
1	0.33	0.11	0.04	0.01							
2	0.33	0.11	0.04	0.01							
3	0.5	0.25	0.125	0.0625							
4	0.5	0.25	0.125	0.0625							
5	0.66	0.44	0.3	0.2							
6	0.66	0.44	0.3	0.2							
7	0.75	0.56	0.42	0.32							
8	0.75	0.56	0.42	0.32							
9	0.8	0.64	0.51	0.41							
10	0.8	0.64	0.51	0.41							
11	0.83	0.69	0.58	0.48							
12	0.83	0.69	0.58	0.48							
TableEnd											
											
//Nonfunctional											
TableStart	PollutionMess										
ColumnHeadingsStart	EfficiencyMultiplier	MessLevel	Tolerant	SaurianAdaptibility	SaurianAndTolerant						
RowHeadingsStart											
1	1	0	0	0	0						
2	0.95	7	11	9	13						
3	0.9	15	23	19	27						
4	0.85	23	35	29	41						
5	0.8	32	48	40	56						
6	0.75	42	62	52	73						
7	0.7	51	77	64	90						
8	0.65	62	93	78	109						
9	0.6	74	111	92	129						
10	0.55	86	129	108	151						
11	0.5	100	150	125	175						
12	0.45	115	173	144	202						
13	0.4	132	198	165	231						
14	0.35	151	227	189	265						
15	0.3	174	261	217	304						
16	0.25	200	300	250	350						
17	0.2	232	348	290	406						
18	0.15	274	411	342	479						
19	0.1	332	498	415	581						
20	0.05	432	648	540	756						
TableEnd											
											
//Amount of AUs needed per production point at various levels.											
TableStart	OverDriveProd										
ColumnHeadingsStart	1to1	2to1	3to1	4to1	5to1	6to1	7to1	8to1			
RowHeadingsStart											
Base	1	2	4	8	16	32	64	128			
1 OverProd Achievement	1	2	3	6	12	24	48	96			
2 OverProd Achievement	1	1.5	3	4	8	16	32	64			
3 OverProd Achievement	1	1.5	2.5	3.5	5	10	20	40			
4 OverProd Achievement	1	1.5	2	3	4.5	6	12	24			
TableEnd											
											
TableStart	OverDriveRsch										
ColumnHeadingsStart	1to1	2to1	3to1	4to1	5to1	6to1	7to1	8to1			
RowHeadingsStart											
Base	1	2	4	8	16	32	64	128			
1 OverRsch Achievement	1	2	3	6	12	24	48	96			
2 OverRsch Achievement	1	1.5	3	4	8	16	32	64			
3 OverRsch Achievement	1	1.5	2.5	3.5	5	10	20	40			
4 OverRsch Achievement	1	1.5	2	3	4.5	6	12	24			
TableEnd											
