; Extra item requirements are hard-coded in XGTechTree.BuildFoundryItemCost (Дополнительные предметы типа трупиков и пушеек закодированы в XGTechTree.BuildFoundryItemCost)
; High 3 digits of iFragments are Meld, low 3 are weapon Fragments (вот тут я лоховат, но 3 первые цифры в iFragments это мед, т.е. состав, три следующие - фрагменты оружия, работает как тот так 20 - значит 20 фрагментов оружия, 80000 значит 800 меда и 0 фрагментов оружия, соответвенно itime - базовое время, iengineers - минимальное количество инжен, iCash - деньги, ну и там эллериум, а вот inumitems - не знаю что)
FoundryBalance=(eTech=eFoundry_SHIV, iTime=7, iEngineers=10, iCash=80, iElerium=0, iAlloys=10, iFragments=20, iNumItems=0, eReqTech=eTech_AlienMaterials, eReqItem=0); // Enhanced Ballistic Weaponry
FoundryBalance=(eTech=eFoundry_AlienGrenades, iTime=7, iEngineers=35, iCash=100, iElerium=50,iAlloys=20, iFragments=20, iNumItems=1, eReqTech=eTech_AutopsyMuton, eReqItem=eItem_AlienGrenade) // Alien Grenades
FoundryBalance=(eTech=eFoundry_MedikitII, iTime=7, iEngineers=12, iCash=180, iElerium=0, iAlloys=0, iFragments=20000, iNumItems=20, eReqTech=eTech_AutopsyThinMan, eReqItem=eItem_ThinManCorpse) // Improved Medikit
FoundryBalance=(eTech=eFoundry_ArcThrowerII, iTime=14,iEngineers=30, iCash=100, iElerium=40,iAlloys=40, iFragments=30, iNumItems=10, eReqTech=eTech_UFOPowerSource, eReqItem=eItem_DroneCorpse) // Improved Arc Thrower
FoundryBalance=(eTech=eFoundry_VehicleRepair, iTime=21,iEngineers=45, iCash=500, iElerium=0, iAlloys=100,iFragments=80000, iNumItems=4, eReqTech=eTech_AutopsyHeavyFloater, eReqItem=eItem_FloaterHeavyCorpse) // Advanced Repair
FoundryBalance=(eTech=eFoundry_AutomatedLasers, iTime=14,iEngineers=30, iCash=150, iElerium=0, iAlloys=40, iFragments=15, iNumItems=0, eReqTech=eTech_PrecisionLasers, eReqItem=0); // Enhanced Laser Weaponry
FoundryBalance=(eTech=eFoundry_AutomatedPlasma, iTime=21,iEngineers=120, iCash=500, iElerium=100,iAlloys=100,iFragments=100, iNumItems=1, eReqTech=eTech_Plasma_Sniper, eReqItem=eItem_BEGIN_CAPTIVES); // Enhanced Plasma Weaponry
FoundryBalance=(eTech=eFoundry_SHIV_Heal, iTime=14,iEngineers=15, iCash=100, iElerium=10,iAlloys=10, iFragments=10010, iNumItems=10, eReqTech=eTech_AutopsyDrone, eReqItem=eItem_DroneCorpse) // Field Repairs
FoundryBalance=(eTech=eFoundry_CaptureDrone, iTime=14,iEngineers=75, iCash=100, iElerium=10,iAlloys=0, iFragments=50, iNumItems=30 , eReqTech=eTech_EMP, eReqItem=eItem_DroneCorpse) // Capture Drone
FoundryBalance=(eTech=eFoundry_AmmoConservation, iTime=14,iEngineers=60, iCash=500, iElerium=0, iAlloys=80, iFragments=50100, iNumItems=20, eReqTech=eTech_AutopsyMuton, eReqItem=eItem_MutonCorpse) // Ammo Conservation
FoundryBalance=(eTech=eFoundry_AdvancedFlight, iTime=14,iEngineers=50, iCash=325, iElerium=40,iAlloys=40, iFragments=0, iNumItems=5, eReqTech=eTech_Armor_ArchAngel, eReqItem=eItem_CyberdiscCorpse) // Advanced Flight
FoundryBalance=(eTech=eFoundry_AdvancedConstruction, iTime=14,iEngineers=30, iCash=400, iElerium=60,iAlloys=200,iFragments=70000, iNumItems=30, eReqTech=eTech_Autopsy_END, eReqItem=eItem_FloaterCorpse); // Armored Fighters
FoundryBalance=(eTech=eFoundry_PistolI, iTime=7, iEngineers=10, iCash=35, iElerium=0, iAlloys=0, iFragments=5, iNumItems=0, eReqTech=eTech_WeaponFragments, eReqItem=0); // Mag Pistols
FoundryBalance=(eTech=eFoundry_PistolII, iTime=10,iEngineers=20, iCash=90, iElerium=0, iAlloys=10, iFragments=35, iNumItems=0, eReqTech=eTech_Alloy_Cannon, eReqItem=0); // Rail Pistols
FoundryBalance=(eTech=eFoundry_PistolIII, iTime=14,iEngineers=35, iCash=145, iElerium=30,iAlloys=30, iFragments=60, iNumItems=1, eReqTech=eTech_Plasma_Pistol, eReqItem=eItem_SectoidPlasmaPistol);// Reflex Pistols
FoundryBalance=(eTech=eFoundry_SHIVSuppression, iTime=7, iEngineers=15, iCash=40, iElerium=0, iAlloys=0, iFragments=5, iNumItems=0, eReqTech=eTech_WeaponFragments, eReqItem=0); // SHIV Suppression
FoundryBalance=(eTech=eFoundry_StealthSatellites, iTime=28,iEngineers=115, iCash=1200, iElerium=200,iAlloys=200,iFragments=0, iNumItems=10, eReqTech=eTech_Armor_Ghost, eReqItem=eItem_UFONavigation) // Stealth Satellites
FoundryBalance=(eTech=eFoundry_Scope, iTime=7, iEngineers=25, iCash=100, iElerium=0, iAlloys=0, iFragments=35, iNumItems=1, eReqTech=eTech_Exp_Warfare, eReqItem=eItem_TargetingModule) // Enhanced SCOPE
FoundryBalance=(eTech=eFoundry_EleriumFuel, iTime=10,iEngineers=45, iCash=100, iElerium=80,iAlloys=40, iFragments=40050, iNumItems=0, eReqTech=eTech_Elerium, eReqItem=0) // Jellied Elerium
FoundryBalance=(eTech=eFoundry_MECCloseCombat, iTime=7, iEngineers=50, iCash=300, iElerium=30,iAlloys=60, iFragments=40030, iNumItems=8, eReqTech=eTech_AutopsyBerserker, eReqItem=eItem_BerserkerCorpse) // MEC Close Combat
FoundryBalance=(eTech=eFoundry_AdvancedServomotors, iTime=14,iEngineers=45, iCash=300, iElerium=40,iAlloys=60, iFragments=70000, iNumItems=8, eReqTech=eTech_AutopsyMechtoid, eReqItem=eItem_MechtoidCore) // Advanced Servomotors
FoundryBalance=(eTech=eFoundry_ShapedArmor, iTime=21,iEngineers=35, iCash=300, iElerium=40,iAlloys=80, iFragments=40000, iNumItems=25, eReqTech=eTech_AutopsyFloater, eReqItem=eItem_FloaterCorpse) // Shaped Armor
FoundryBalance=(eTech=eFoundry_SentinelDrone, iTime=21, iEngineers=50, iCash=150, iElerium=20,iAlloys=40, iFragments=0, iNumItems=1, eReqTech=eTech_AutopsyCyberdisc, eReqItem=eItem_UFONavigation) // Sentinel Drone
FoundryBalance=(eTech=eFoundry_TacticalRigging, iTime=21, iEngineers=80, iCash=500, iElerium=0, iAlloys=100,iFragments=60100, iNumItems=20, eReqTech=eTech_AutopsyMutonElite, eReqItem=eItem_MutonEliteCorpse) // Tactical Rigging
FoundryBalance=(eTech=25, iTime=14, iEngineers=20, iCash=300, iElerium=10,iAlloys=30, iFragments=100000, iNumItems=0, eReqTech=eTech_AlienMaterials, eReqItem=0); // Alien Metallurgy
FoundryBalance=(eTech=26, iTime=7, iEngineers=10, iCash=50, iElerium=0, iAlloys=0, iFragments=10010, iNumItems=0, eReqTech=eTech_AlienMaterials, eReqItem=0); // Aircraft Boosters
FoundryBalance=(eTech=27, iTime=21, iEngineers=50, iCash=400, iElerium=20,iAlloys=80, iFragments=40040, iNumItems=0, eReqTech=eTech_Autopsy_END, eReqItem=0); // Wingtip Sparrowhawks
FoundryBalance=(eTech=28, iTime=14, iEngineers=35, iCash=300, iElerium=0, iAlloys=80, iFragments=45, iNumItems=3, eReqTech=eTech_Autopsy_END, eReqItem=eItem_UFONavigation); // Penetrator Weapons
FoundryBalance=(eTech=29, iTime=10, iEngineers=30, iCash=150, iElerium=0, iAlloys=60, iFragments=25, iNumItems=2, eReqTech=eTech_Armor_Carapace, eReqItem=eItem_CyberdiscCorpse); // Mechanized Unit Defenses
FoundryBalance=(eTech=30, iTime=21, iEngineers=45, iCash=600, iElerium=0, iAlloys=0, iFragments=0, iNumItems=12, eReqTech=60, eReqItem=eItem_AlienSurgery); // Advanced Surgery
FoundryBalance=(eTech=31, iTime=14, iEngineers=40, iCash=400, iElerium=0, iAlloys=10, iFragments=50, iNumItems=3, eReqTech=eTech_Autopsy_END, eReqItem=eItem_UFONavigation); // Improved Avionics
FoundryBalance=(eTech=32, iTime=14, iEngineers=50, iCash=350, iElerium=60,iAlloys=10, iFragments=40, iNumItems=4, eReqTech=eTech_AutopsySeeker, eReqItem=eItem_UFONavigation); // UFO Countermeasures
FoundryBalance=(eTech=33, iTime=14, iEngineers=45, iCash=200, iElerium=30,iAlloys=30, iFragments=0, iNumItems=2, eReqTech=eTech_Firestorm, eReqItem=eItem_UFOPowerSource); // Elerium Afterburners
FoundryBalance=(eTech=34, iTime=21, iEngineers=70, iCash=800, iElerium=200,iAlloys=150,iFragments=80100, iNumItems=6, eReqTech=eTech_AutopsyZombie, eReqItem=eItem_UFOPowerSource); // Supercapacitors
FoundryBalance=(eTech=35, iTime=28, iEngineers=40, iCash=300, iElerium=40,iAlloys=20, iFragments=0, iNumItems=2, eReqTech=eTech_UFOPowerSource, eReqItem=eItem_UFONavigation); // Enhanced UFO Detection
FoundryBalance=(eTech=36, iTime=7, iEngineers=20, iCash=25, iElerium=0, iAlloys=0, iFragments=0, iNumItems=0, eReqTech=60, eReqItem=0); // MEC Warfare Systems
FoundryBalance=(eTech=37, iTime=14, iEngineers=35, iCash=200, iElerium=0, iAlloys=60, iFragments=0, iNumItems=0, eReqTech=eTech_Autopsy_END, eReqItem=0); // Super Skyranger
FoundryBalance=(eTech=38, iTime=14, iEngineers=45, iCash=500, iElerium=40,iAlloys=120,iFragments=150000, iNumItems=0, eReqTech=eTech_UFOPowerSource, eReqItem=0); // Alien Nucleonics
FoundryBalance=(eTech=39, iTime=14, iEngineers=20, iCash=200, iElerium=20,iAlloys=40, iFragments=40000, iNumItems=0, eReqTech=eTech_AlienMaterials, eReqItem=0); // Improved Salvage Techniques
FoundryBalance=(eTech=40, iTime=14, iEngineers=30, iCash=100, iElerium=20,iAlloys=30, iFragments=50, iNumItems=0, eReqTech=eTech_Exp_Warfare, eReqItem=0); // Advanced Combat Systems
FoundryBalance=(eTech=41, iTime=14, iEngineers=40, iCash=100, iElerium=20,iAlloys=0, iFragments=40030, iNumItems=12, eReqTech=eTech_PsiLabs, eReqItem=eItem_SectoidCorpse); // Psi Warfare Systems
FoundryBalance=(eTech=42, iTime=3, iEngineers=25, iCash=40, iElerium=0, iAlloys=0, iFragments=0, iNumItems=0, eReqTech=eTech_LaserWeapons, eReqItem=0); // Base Security: Weapons
FoundryBalance=(eTech=43, iTime=3, iEngineers=25, iCash=20, iElerium=0, iAlloys=0, iFragments=0, iNumItems=0, eReqTech=72, eReqItem=0); // Base Security: Armor
FoundryBalance=(eTech=44, iTime=14, iEngineers=50, iCash=300, iElerium=60,iAlloys=120,iFragments=40100, iNumItems=2, eReqTech=eTech_Alloy_Cannon, eReqItem=eItem_UFOPowerSource); // Phoenix Coilguns
FoundryBalance=(eTech=45, iTime=14, iEngineers=40, iCash=65, iElerium=10,iAlloys=10, iFragments=0, iNumItems=2, eReqTech=eTech_Autopsy_END, eReqItem=eItem_UFONavigation); // UFO Scanners
FoundryBalance=(eTech=46, iTime=14, iEngineers=60, iCash=250, iElerium=50,iAlloys=40, iFragments=25080, iNumItems=2, eReqTech=eTech_BlasterLauncher, eReqItem=eItem_PlasmaLightRifle_ThinMan); // Quenchguns