; 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