############################################################
##                 ESC : Armor Components                 ##
############################################################

# small improved neutronium armor :: standard
utility_component_template = {
	key = SMALL_ESC_ARMOR_6
	size = small
	icon = GFX_esc_armor_6
	icon_frame = 1
	power = 0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_no_sr_cost
		COMPONENT_TYPE = ARMOR
		SIZE = s
		TIER = 6
	}

	modifier = { ship_armor_add = @ESC_ARMOR_s_t6_str_primary_1 }
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_6" }
	component_set = ESC_ARMOR_6
	upgrades_to = SMALL_ESC_ARMOR_7

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = no
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth
		BASE_WEIGHT = @T6_weight
		STEALTH_MULT = 2
	}
}

utility_component_template = {
	key = SMALL_ESC_BIOSHIP_ARMOR_6
	size = small
	icon = GFX_esc_bioship_armor_6
	icon_frame = 1
	power = 0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_no_sr_cost
		COMPONENT_TYPE = ARMOR
		SIZE = s
		TIER = 6
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_s_t6_str_primary_1
		ship_hull_add = @ESC_ARMOR_s_t6_bio_hull_primary_1
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
	}
	triggered_ship_modifier = {
		potential = {
			has_armor_percentage < @bio_ship_armor_regen_threshold
		}
		ship_armor_regen_add_static = @ESC_ARMOR_s_t6_bio_low_armor_regen
	}
	custom_tooltip = esc_tooltip_bioship_armor

	prerequisites = { "esc_tech_armor_6" }
	component_set = ESC_BIOSHIP_ARMOR_6
	upgrades_to = SMALL_ESC_BIOSHIP_ARMOR_7

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth
		BASE_WEIGHT = @T6_weight
		STEALTH_MULT = 2
	}
}

# small improved neutronium armor :: infernal
utility_component_template = {
	key = SMALL_ESC_LM_ARMOR_6
	size = small
	icon = GFX_esc_lm_armor_6
	icon_frame = 1
	power = 0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_infernal_no_sr_cost
		COMPONENT_TYPE = ARMOR
		SIZE = s
		TIER = 6
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_s_t6_str_primary_1
		ship_armor_regen_add_perc = @inf_regen_perc
		ship_hull_regen_add_perc = @inf_regen_perc
	}
	ship_modifier = {
		weapon_type_energy_weapon_fire_rate_mult = @inf_energy_speed
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_6" }
	component_set = ESC_LM_ARMOR_6
	upgrades_to = SMALL_ESC_LM_ARMOR_7

	inline_script = {
		script = ship_components_general/esc_inlines_uses_galvanic_components
		IS_GALVANIC = yes
		USES_BIO_SHIPS = no
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth
		BASE_WEIGHT = @T6_weight
		STEALTH_MULT = 2
	}
}

utility_component_template = {
	key = SMALL_ESC_LM_ARMOR_BIO_6
	size = small
	icon = GFX_esc_bio_lm_armor_6
	icon_frame = 1
	power = 0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_infernal_no_sr_cost
		COMPONENT_TYPE = ARMOR
		SIZE = s
		TIER = 6
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_s_t6_str_primary_1
		ship_armor_regen_add_perc = @inf_regen_perc
		ship_hull_regen_add_perc = @inf_regen_perc
	}
	ship_modifier = {
		weapon_type_energy_weapon_fire_rate_mult = @inf_energy_speed
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_6" }
	component_set = ESC_LM_ARMOR_BIO_6
	upgrades_to = SMALL_ESC_LM_ARMOR_BIO_7

	inline_script = {
		script = ship_components_general/esc_inlines_uses_galvanic_components
		IS_GALVANIC = yes
		USES_BIO_SHIPS = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth
		BASE_WEIGHT = @T6_weight
		STEALTH_MULT = 2
	}
}

# medium improved neutronium armor :: standard
utility_component_template = {
	key = MEDIUM_ESC_ARMOR_6
	size = medium
	icon = GFX_esc_armor_6
	icon_frame = 1
	power = 0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_no_sr_cost
		COMPONENT_TYPE = ARMOR
		SIZE = m
		TIER = 6
	}

	modifier = { ship_armor_add = @ESC_ARMOR_m_t6_str_primary_1 }
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_6" }
	component_set = ESC_ARMOR_6
	upgrades_to = MEDIUM_ESC_ARMOR_7

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = no
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth
		BASE_WEIGHT = @T6_weight
		STEALTH_MULT = 2
	}
}

utility_component_template = {
	key = MEDIUM_ESC_BIOSHIP_ARMOR_6
	size = medium
	icon = GFX_esc_bioship_armor_6
	icon_frame = 1
	power = 0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_no_sr_cost
		COMPONENT_TYPE = ARMOR
		SIZE = m
		TIER = 6
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_m_t6_str_primary_1
		ship_hull_add = @ESC_ARMOR_m_t6_bio_hull_primary_1
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
	}
	triggered_ship_modifier = {
		potential = {
			has_armor_percentage < @bio_ship_armor_regen_threshold
		}
		ship_armor_regen_add_static = @ESC_ARMOR_m_t6_bio_low_armor_regen
	}
	custom_tooltip = esc_tooltip_bioship_armor

	prerequisites = { "esc_tech_armor_6" }
	component_set = ESC_BIOSHIP_ARMOR_6
	upgrades_to = MEDIUM_ESC_BIOSHIP_ARMOR_7

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth
		BASE_WEIGHT = @T6_weight
		STEALTH_MULT = 2
	}
}

# medium improved neutronium armor :: infernal
utility_component_template = {
	key = MEDIUM_ESC_LM_ARMOR_6
	size = medium
	icon = GFX_esc_lm_armor_6
	icon_frame = 1
	power = 0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_infernal_no_sr_cost
		COMPONENT_TYPE = ARMOR
		SIZE = m
		TIER = 6
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_m_t6_str_primary_1
		ship_armor_regen_add_perc = @inf_regen_perc
		ship_hull_regen_add_perc = @inf_regen_perc
	}
	ship_modifier = {
		weapon_type_energy_weapon_fire_rate_mult = @inf_energy_speed
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_6" }
	component_set = ESC_LM_ARMOR_6
	upgrades_to = MEDIUM_ESC_LM_ARMOR_7

	inline_script = {
		script = ship_components_general/esc_inlines_uses_galvanic_components
		IS_GALVANIC = yes
		USES_BIO_SHIPS = no
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth
		BASE_WEIGHT = @T6_weight
		STEALTH_MULT = 2
	}
}

utility_component_template = {
	key = MEDIUM_ESC_LM_ARMOR_BIO_6
	size = medium
	icon = GFX_esc_bio_lm_armor_6
	icon_frame = 1
	power = 0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_infernal_no_sr_cost
		COMPONENT_TYPE = ARMOR
		SIZE = m
		TIER = 6
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_m_t6_str_primary_1
		ship_armor_regen_add_perc = @inf_regen_perc
		ship_hull_regen_add_perc = @inf_regen_perc
	}
	ship_modifier = {
		weapon_type_energy_weapon_fire_rate_mult = @inf_energy_speed
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_6" }
	component_set = ESC_LM_ARMOR_BIO_6
	upgrades_to = MEDIUM_ESC_LM_ARMOR_BIO_7

	inline_script = {
		script = ship_components_general/esc_inlines_uses_galvanic_components
		IS_GALVANIC = yes
		USES_BIO_SHIPS = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth
		BASE_WEIGHT = @T6_weight
		STEALTH_MULT = 2
	}
}

# large improved neutronium armor :: standard
utility_component_template = {
	key = LARGE_ESC_ARMOR_6
	size = large
	icon = GFX_esc_armor_6
	icon_frame = 1
	power = 0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_no_sr_cost
		COMPONENT_TYPE = ARMOR
		SIZE = l
		TIER = 6
	}

	modifier = { ship_armor_add = @ESC_ARMOR_l_t6_str_primary_1 }
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_6" }
	component_set = ESC_ARMOR_6
	upgrades_to = LARGE_ESC_ARMOR_7

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = no
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth
		BASE_WEIGHT = @T6_weight
		STEALTH_MULT = 2
	}
}

utility_component_template = {
	key = LARGE_ESC_BIOSHIP_ARMOR_6
	size = large
	icon = GFX_esc_bioship_armor_6
	icon_frame = 1
	power = 0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_no_sr_cost
		COMPONENT_TYPE = ARMOR
		SIZE = l
		TIER = 6
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_l_t6_str_primary_1
		ship_hull_add = @ESC_ARMOR_l_t6_bio_hull_primary_1
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
	}
	triggered_ship_modifier = {
		potential = {
			has_armor_percentage < @bio_ship_armor_regen_threshold
		}
		ship_armor_regen_add_static = @ESC_ARMOR_l_t6_bio_low_armor_regen
	}
	custom_tooltip = esc_tooltip_bioship_armor

	prerequisites = { "esc_tech_armor_6" }
	component_set = ESC_BIOSHIP_ARMOR_6
	upgrades_to = LARGE_ESC_BIOSHIP_ARMOR_7

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth
		BASE_WEIGHT = @T6_weight
		STEALTH_MULT = 2
	}
}

# large improved neutronium armor :: infernal
utility_component_template = {
	key = LARGE_ESC_LM_ARMOR_6
	size = large
	icon = GFX_esc_lm_armor_6
	icon_frame = 1
	power = 0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_infernal_no_sr_cost
		COMPONENT_TYPE = ARMOR
		SIZE = l
		TIER = 6
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_l_t6_str_primary_1
		ship_armor_regen_add_perc = @inf_regen_perc
		ship_hull_regen_add_perc = @inf_regen_perc
	}
	ship_modifier = {
		weapon_type_energy_weapon_fire_rate_mult = @inf_energy_speed
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_6" }
	component_set = ESC_LM_ARMOR_6
	upgrades_to = LARGE_ESC_LM_ARMOR_7

	inline_script = {
		script = ship_components_general/esc_inlines_uses_galvanic_components
		IS_GALVANIC = yes
		USES_BIO_SHIPS = no
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth
		BASE_WEIGHT = @T6_weight
		STEALTH_MULT = 2
	}
}

utility_component_template = {
	key = LARGE_ESC_LM_ARMOR_BIO_6
	size = large
	icon = GFX_esc_bio_lm_armor_6
	icon_frame = 1
	power = 0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_infernal_no_sr_cost
		COMPONENT_TYPE = ARMOR
		SIZE = l
		TIER = 6
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_l_t6_str_primary_1
		ship_armor_regen_add_perc = @inf_regen_perc
		ship_hull_regen_add_perc = @inf_regen_perc
	}
	ship_modifier = {
		weapon_type_energy_weapon_fire_rate_mult = @inf_energy_speed
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_6" }
	component_set = ESC_LM_ARMOR_BIO_6
	upgrades_to = LARGE_ESC_LM_ARMOR_BIO_7

	inline_script = {
		script = ship_components_general/esc_inlines_uses_galvanic_components
		IS_GALVANIC = yes
		USES_BIO_SHIPS = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth
		BASE_WEIGHT = @T6_weight
		STEALTH_MULT = 2
	}
}

# small adamantium armor :: standard
utility_component_template = {
	key = SMALL_ESC_ARMOR_7
	size = small
	icon = GFX_esc_armor_7
	icon_frame = 1
	power = 0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_no_sr_cost
		COMPONENT_TYPE = ARMOR
		SIZE = s
		TIER = 7
	}

	modifier = { ship_armor_add = @ESC_ARMOR_s_t7_str_primary_1 }
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_7" }
	component_set = ESC_ARMOR_7

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = no
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth
		BASE_WEIGHT = @T6_weight
		STEALTH_MULT = 2
	}
}

utility_component_template = {
	key = SMALL_ESC_BIOSHIP_ARMOR_7
	size = small
	icon = GFX_esc_bioship_armor_7
	icon_frame = 1
	power = 0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_no_sr_cost
		COMPONENT_TYPE = ARMOR
		SIZE = s
		TIER = 7
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_s_t7_str_primary_1
		ship_hull_add = @ESC_ARMOR_s_t7_bio_hull_primary_1
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
	}
	triggered_ship_modifier = {
		potential = {
			has_armor_percentage < @bio_ship_armor_regen_threshold
		}
		ship_armor_regen_add_static = @ESC_ARMOR_s_t7_bio_low_armor_regen
	}
	custom_tooltip = esc_tooltip_bioship_armor

	prerequisites = { "esc_tech_armor_7" }
	component_set = ESC_BIOSHIP_ARMOR_7

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth
		BASE_WEIGHT = @T6_weight
		STEALTH_MULT = 2
	}
}

# small adamantium armor :: infernal
utility_component_template = {
	key = SMALL_ESC_LM_ARMOR_7
	size = small
	icon = GFX_esc_lm_armor_7
	icon_frame = 1
	power = 0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_infernal_no_sr_cost
		COMPONENT_TYPE = ARMOR
		SIZE = s
		TIER = 7
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_s_t7_str_primary_1
		ship_armor_regen_add_perc = @inf_regen_perc
		ship_hull_regen_add_perc = @inf_regen_perc
	}
	ship_modifier = {
		weapon_type_energy_weapon_fire_rate_mult = @inf_energy_speed
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_7" }
	component_set = ESC_LM_ARMOR_7

	inline_script = {
		script = ship_components_general/esc_inlines_uses_galvanic_components
		IS_GALVANIC = yes
		USES_BIO_SHIPS = no
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth
		BASE_WEIGHT = @T6_weight
		STEALTH_MULT = 2
	}
}

utility_component_template = {
	key = SMALL_ESC_LM_ARMOR_BIO_7
	size = small
	icon = GFX_esc_bio_lm_armor_7
	icon_frame = 1
	power = 0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_infernal_no_sr_cost
		COMPONENT_TYPE = ARMOR
		SIZE = s
		TIER = 7
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_s_t7_str_primary_1
		ship_armor_regen_add_perc = @inf_regen_perc
		ship_hull_regen_add_perc = @inf_regen_perc
	}
	ship_modifier = {
		weapon_type_energy_weapon_fire_rate_mult = @inf_energy_speed
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_7" }
	component_set = ESC_LM_ARMOR_BIO_7

	inline_script = {
		script = ship_components_general/esc_inlines_uses_galvanic_components
		IS_GALVANIC = yes
		USES_BIO_SHIPS = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth
		BASE_WEIGHT = @T6_weight
		STEALTH_MULT = 2
	}
}

# medium adamantium armor :: standard
utility_component_template = {
	key = MEDIUM_ESC_ARMOR_7
	size = medium
	icon = GFX_esc_armor_7
	icon_frame = 1
	power = 0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_no_sr_cost
		COMPONENT_TYPE = ARMOR
		SIZE = m
		TIER = 7
	}

	modifier = { ship_armor_add = @ESC_ARMOR_m_t7_str_primary_1 }
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_7" }
	component_set = ESC_ARMOR_7

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = no
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth
		BASE_WEIGHT = @T6_weight
		STEALTH_MULT = 2
	}
}

utility_component_template = {
	key = MEDIUM_ESC_BIOSHIP_ARMOR_7
	size = medium
	icon = GFX_esc_bioship_armor_7
	icon_frame = 1
	power = 0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_no_sr_cost
		COMPONENT_TYPE = ARMOR
		SIZE = m
		TIER = 7
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_m_t7_str_primary_1
		ship_hull_add = @ESC_ARMOR_m_t7_bio_hull_primary_1
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
	}
	triggered_ship_modifier = {
		potential = {
			has_armor_percentage < @bio_ship_armor_regen_threshold
		}
		ship_armor_regen_add_static = @ESC_ARMOR_m_t7_bio_low_armor_regen
	}
	custom_tooltip = esc_tooltip_bioship_armor

	prerequisites = { "esc_tech_armor_7" }
	component_set = ESC_BIOSHIP_ARMOR_7

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth
		BASE_WEIGHT = @T6_weight
		STEALTH_MULT = 2
	}
}

# medium adamantium armor :: infernal
utility_component_template = {
	key = MEDIUM_ESC_LM_ARMOR_7
	size = medium
	icon = GFX_esc_lm_armor_7
	icon_frame = 1
	power = 0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_infernal_no_sr_cost
		COMPONENT_TYPE = ARMOR
		SIZE = m
		TIER = 7
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_m_t7_str_primary_1
		ship_armor_regen_add_perc = @inf_regen_perc
		ship_hull_regen_add_perc = @inf_regen_perc
	}
	ship_modifier = {
		weapon_type_energy_weapon_fire_rate_mult = @inf_energy_speed
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_7" }
	component_set = ESC_LM_ARMOR_7

	inline_script = {
		script = ship_components_general/esc_inlines_uses_galvanic_components
		IS_GALVANIC = yes
		USES_BIO_SHIPS = no
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth
		BASE_WEIGHT = @T6_weight
		STEALTH_MULT = 2
	}
}

utility_component_template = {
	key = MEDIUM_ESC_LM_ARMOR_BIO_7
	size = medium
	icon = GFX_esc_bio_lm_armor_7
	icon_frame = 1
	power = 0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_infernal_no_sr_cost
		COMPONENT_TYPE = ARMOR
		SIZE = m
		TIER = 7
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_m_t7_str_primary_1
		ship_armor_regen_add_perc = @inf_regen_perc
		ship_hull_regen_add_perc = @inf_regen_perc
	}
	ship_modifier = {
		weapon_type_energy_weapon_fire_rate_mult = @inf_energy_speed
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_7" }
	component_set = ESC_LM_ARMOR_BIO_7

	inline_script = {
		script = ship_components_general/esc_inlines_uses_galvanic_components
		IS_GALVANIC = yes
		USES_BIO_SHIPS = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth
		BASE_WEIGHT = @T6_weight
		STEALTH_MULT = 2
	}
}

# large adamantium armor :: standard
utility_component_template = {
	key = LARGE_ESC_ARMOR_7
	size = large
	icon = GFX_esc_armor_7
	icon_frame = 1
	power = 0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_no_sr_cost
		COMPONENT_TYPE = ARMOR
		SIZE = l
		TIER = 7
	}

	modifier = { ship_armor_add = @ESC_ARMOR_l_t7_str_primary_1 }
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_7" }
	component_set = ESC_ARMOR_7

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = no
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth
		BASE_WEIGHT = @T6_weight
		STEALTH_MULT = 2
	}
}

utility_component_template = {
	key = LARGE_ESC_BIOSHIP_ARMOR_7
	size = large
	icon = GFX_esc_bioship_armor_7
	icon_frame = 1
	power = 0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_no_sr_cost
		COMPONENT_TYPE = ARMOR
		SIZE = l
		TIER = 7
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_l_t7_str_primary_1
		ship_hull_add = @ESC_ARMOR_l_t7_bio_hull_primary_1
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
	}
	triggered_ship_modifier = {
		potential = {
			has_armor_percentage < @bio_ship_armor_regen_threshold
		}
		ship_armor_regen_add_static = @ESC_ARMOR_l_t7_bio_low_armor_regen
	}
	custom_tooltip = esc_tooltip_bioship_armor

	prerequisites = { "esc_tech_armor_7" }
	component_set = ESC_BIOSHIP_ARMOR_7

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth
		BASE_WEIGHT = @T6_weight
		STEALTH_MULT = 2
	}
}

# large adamantium armor :: infernal
utility_component_template = {
	key = LARGE_ESC_LM_ARMOR_7
	size = large
	icon = GFX_esc_lm_armor_7
	icon_frame = 1
	power = 0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_infernal_no_sr_cost
		COMPONENT_TYPE = ARMOR
		SIZE = l
		TIER = 7
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_l_t7_str_primary_1
		ship_armor_regen_add_perc = @inf_regen_perc
		ship_hull_regen_add_perc = @inf_regen_perc
	}
	ship_modifier = {
		weapon_type_energy_weapon_fire_rate_mult = @inf_energy_speed
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_7" }
	component_set = ESC_LM_ARMOR_7

	inline_script = {
		script = ship_components_general/esc_inlines_uses_galvanic_components
		IS_GALVANIC = yes
		USES_BIO_SHIPS = no
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth
		BASE_WEIGHT = @T6_weight
		STEALTH_MULT = 2
	}
}

utility_component_template = {
	key = LARGE_ESC_LM_ARMOR_BIO_7
	size = large
	icon = GFX_esc_bio_lm_armor_7
	icon_frame = 1
	power = 0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_infernal_no_sr_cost
		COMPONENT_TYPE = ARMOR
		SIZE = l
		TIER = 7
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_l_t7_str_primary_1
		ship_armor_regen_add_perc = @inf_regen_perc
		ship_hull_regen_add_perc = @inf_regen_perc
	}
	ship_modifier = {
		weapon_type_energy_weapon_fire_rate_mult = @inf_energy_speed
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_7" }
	component_set = ESC_LM_ARMOR_BIO_7

	inline_script = {
		script = ship_components_general/esc_inlines_uses_galvanic_components
		IS_GALVANIC = yes
		USES_BIO_SHIPS = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth
		BASE_WEIGHT = @T6_weight
		STEALTH_MULT = 2
	}
}

############################################################
##          ESC : Bio-Material Armor Components           ##
############################################################

# small bio-material armor
utility_component_template = {
	key = SMALL_ESC_BIO_ARMOR_1
	size = small
	icon = GFX_esc_bio_armor_1
	icon_frame = 1
	power = -5

	inline_script = {
		script = component_costs/shorthands/esc_inlines_biological_cost
		COMPONENT_TYPE = ARMOR
		SIZE = s
		TIER = 6
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_s_t6_str_primary_3
		ship_hull_add = @ESC_ARMOR_s_t6_str_secondary
		ship_hull_regen_add_static = @ESC_ARMOR_s_t6_regen_secondary_1
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T5
	}

	prerequisites = { "esc_tech_bio_armor_1" }
	component_set = ESC_BIO_ARMOR_1
	upgrades_to = SMALL_ESC_BIO_ARMOR_2

	# only regular empires and xenophile FE may use biological components
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_xenophile_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = food
		STEALTH_MULT = 2
	}
}

# medium bio-material armor
utility_component_template = {
	key = MEDIUM_ESC_BIO_ARMOR_1
	size = medium
	icon = GFX_esc_bio_armor_1
	icon_frame = 1
	power = -10

	inline_script = {
		script = component_costs/shorthands/esc_inlines_biological_cost
		COMPONENT_TYPE = ARMOR
		SIZE = m
		TIER = 6
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_m_t6_str_primary_3
		ship_hull_add = @ESC_ARMOR_m_t6_str_secondary
		ship_hull_regen_add_static = @ESC_ARMOR_m_t6_regen_secondary_1
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T5
	}

	prerequisites = { "esc_tech_bio_armor_1" }
	component_set = ESC_BIO_ARMOR_1
	upgrades_to = MEDIUM_ESC_BIO_ARMOR_2

	# only regular empires and xenophile FE may use biological components
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_xenophile_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = food
		STEALTH_MULT = 2
	}
}

# large bio-material armor
utility_component_template = {
	key = LARGE_ESC_BIO_ARMOR_1
	size = large
	icon = GFX_esc_bio_armor_1
	icon_frame = 1
	power = -20

	inline_script = {
		script = component_costs/shorthands/esc_inlines_biological_cost
		COMPONENT_TYPE = ARMOR
		SIZE = l
		TIER = 6
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_l_t6_str_primary_3
		ship_hull_add = @ESC_ARMOR_l_t6_str_secondary
		ship_hull_regen_add_static = @ESC_ARMOR_l_t6_regen_secondary_1
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T5
	}

	prerequisites = { "esc_tech_bio_armor_1" }
	component_set = ESC_BIO_ARMOR_1
	upgrades_to = LARGE_ESC_BIO_ARMOR_2

	# only regular empires and xenophile FE may use biological components
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_xenophile_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = food
		STEALTH_MULT = 2
	}
}

# small improved bio-material armor
utility_component_template = {
	key = SMALL_ESC_BIO_ARMOR_2
	size = small
	icon = GFX_esc_bio_armor_2
	icon_frame = 1
	power = -7

	inline_script = {
		script = component_costs/shorthands/esc_inlines_biological_cost
		COMPONENT_TYPE = ARMOR
		SIZE = s
		TIER = 7
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_s_t7_str_primary_3
		ship_hull_add = @ESC_ARMOR_s_t7_str_secondary
		ship_hull_regen_add_static = @ESC_ARMOR_s_t7_regen_secondary_1
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_bio_armor_2" }
	component_set = ESC_BIO_ARMOR_2

	# only regular empires and xenophile FE may use biological components
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_xenophile_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = food
		STEALTH_MULT = 2
	}
}

# medium improved bio-material armor
utility_component_template = {
	key = MEDIUM_ESC_BIO_ARMOR_2
	size = medium
	icon = GFX_esc_bio_armor_2
	icon_frame = 1
	power = -15

	inline_script = {
		script = component_costs/shorthands/esc_inlines_biological_cost
		COMPONENT_TYPE = ARMOR
		SIZE = m
		TIER = 7
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_m_t7_str_primary_3
		ship_hull_add = @ESC_ARMOR_m_t7_str_secondary
		ship_hull_regen_add_static = @ESC_ARMOR_m_t7_regen_secondary_1
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_bio_armor_2" }
	component_set = ESC_BIO_ARMOR_2

	# only regular empires and xenophile FE may use biological components
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_xenophile_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = food
		STEALTH_MULT = 2
	}
}

# large improved bio-material armor
utility_component_template = {
	key = LARGE_ESC_BIO_ARMOR_2
	size = large
	icon = GFX_esc_bio_armor_2
	icon_frame = 1
	power = -30

	inline_script = {
		script = component_costs/shorthands/esc_inlines_biological_cost
		COMPONENT_TYPE = ARMOR
		SIZE = l
		TIER = 7
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_l_t7_str_primary_3
		ship_hull_add = @ESC_ARMOR_l_t7_str_secondary
		ship_hull_regen_add_static = @ESC_ARMOR_l_t7_regen_secondary_1
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_bio_armor_2" }
	component_set = ESC_BIO_ARMOR_2

	# only regular empires and xenophile FE may use biological components
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_xenophile_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = food
		STEALTH_MULT = 2
	}
}

############################################################
##           ESC : Nanomaterial Armor Components          ##
############################################################

# small nanomaterial armor
utility_component_template = {
	key = SMALL_ESC_NANO_ARMOR_1
	size = small
	icon = GFX_esc_nanite_armor_1
	icon_frame = 1
	power = -10

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = s
		TIER = 6
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_s_t6_str_primary_2
		ship_hull_regen_add_static = @ESC_ARMOR_s_t6_regen_primary_1
		ship_armor_regen_add_static = @ESC_ARMOR_s_t6_regen_secondary_2
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T5
	}

	prerequisites = { "esc_tech_armor_nanite_1" }
	component_set = ESC_NANO_ARMOR_1
	upgrades_to = SMALL_ESC_NANO_ARMOR_2

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = no
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 2
	}
}

utility_component_template = {
	key = SMALL_ESC_BIOSHIP_NANO_ARMOR_1
	size = small
	icon = GFX_esc_bioship_nanite_armor_1
	icon_frame = 1
	power = -10

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = s
		TIER = 6
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_s_t6_str_primary_2
		ship_hull_regen_add_static = @ESC_ARMOR_s_t6_regen_primary_1
		ship_armor_regen_add_static = @ESC_ARMOR_s_t6_regen_secondary_2
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T5
	}

	prerequisites = { "esc_tech_armor_nanite_1" }
	component_set = ESC_BIOSHIP_NANO_ARMOR_1
	upgrades_to = SMALL_ESC_BIOSHIP_NANO_ARMOR_2

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = yes
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 2
	}
}

# medium nanomaterial armor
utility_component_template = {
	key = MEDIUM_ESC_NANO_ARMOR_1
	size = medium
	icon = GFX_esc_nanite_armor_1
	icon_frame = 1
	power = -20

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = m
		TIER = 6
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_m_t6_str_primary_2
		ship_hull_regen_add_static = @ESC_ARMOR_m_t6_regen_primary_1
		ship_armor_regen_add_static = @ESC_ARMOR_m_t6_regen_secondary_2
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T5
	}

	prerequisites = { "esc_tech_armor_nanite_1" }
	component_set = ESC_NANO_ARMOR_1
	upgrades_to = MEDIUM_ESC_NANO_ARMOR_2

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = no
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 2
	}
}

utility_component_template = {
	key = MEDIUM_ESC_BIOSHIP_NANO_ARMOR_1
	size = medium
	icon = GFX_esc_bioship_nanite_armor_1
	icon_frame = 1
	power = -10

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = m
		TIER = 6
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_m_t6_str_primary_2
		ship_hull_regen_add_static = @ESC_ARMOR_m_t6_regen_primary_1
		ship_armor_regen_add_static = @ESC_ARMOR_m_t6_regen_secondary_2
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T5
	}

	prerequisites = { "esc_tech_armor_nanite_1" }
	component_set = ESC_BIOSHIP_NANO_ARMOR_1
	upgrades_to = MEDIUM_ESC_BIOSHIP_NANO_ARMOR_2

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = yes
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 2
	}
}

# large nanomaterial armor
utility_component_template = {
	key = LARGE_ESC_NANO_ARMOR_1
	size = large
	icon = GFX_esc_nanite_armor_1
	icon_frame = 1
	power = -40

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = l
		TIER = 6
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_l_t6_str_primary_2
		ship_hull_regen_add_static = @ESC_ARMOR_l_t6_regen_primary_1
		ship_armor_regen_add_static = @ESC_ARMOR_l_t6_regen_secondary_2
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T5
	}

	prerequisites = { "esc_tech_armor_nanite_1" }
	component_set = ESC_NANO_ARMOR_1
	upgrades_to = LARGE_ESC_NANO_ARMOR_2

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = no
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 2
	}
}

utility_component_template = {
	key = LARGE_ESC_BIOSHIP_NANO_ARMOR_1
	size = large
	icon = GFX_esc_bioship_nanite_armor_1
	icon_frame = 1
	power = -10

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = l
		TIER = 6
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_l_t6_str_primary_2
		ship_hull_regen_add_static = @ESC_ARMOR_l_t6_regen_primary_1
		ship_armor_regen_add_static = @ESC_ARMOR_l_t6_regen_secondary_2
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T5
	}

	prerequisites = { "esc_tech_armor_nanite_1" }
	component_set = ESC_BIOSHIP_NANO_ARMOR_1
	upgrades_to = LARGE_ESC_BIOSHIP_NANO_ARMOR_2

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = yes
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 2
	}
}

# small improved nanomaterial armor
utility_component_template = {
	key = SMALL_ESC_NANO_ARMOR_2
	size = small
	icon = GFX_esc_nanite_armor_2
	icon_frame = 1
	power = -15

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = s
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_s_t7_str_primary_2
		ship_hull_regen_add_static = @ESC_ARMOR_s_t7_regen_primary_1
		ship_armor_regen_add_static = @ESC_ARMOR_s_t7_regen_secondary_2
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_nanite_2" }
	component_set = ESC_NANO_ARMOR_2
	upgrades_to = SMALL_ESC_DRAGON_NANOARMOR

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = no
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 2
	}
}

utility_component_template = {
	key = SMALL_ESC_BIOSHIP_NANO_ARMOR_2
	size = small
	icon = GFX_esc_bioship_nanite_armor_2
	icon_frame = 1
	power = -10

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = s
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_s_t7_str_primary_2
		ship_hull_regen_add_static = @ESC_ARMOR_s_t7_regen_primary_1
		ship_armor_regen_add_static = @ESC_ARMOR_s_t7_regen_secondary_2
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_nanite_2" }
	component_set = ESC_BIOSHIP_NANO_ARMOR_2
	upgrades_to = SMALL_ESC_BIOSHIP_DRAGON_NANOARMOR

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = yes
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 2
	}
}

# medium improved nanomaterial armor
utility_component_template = {
	key = MEDIUM_ESC_NANO_ARMOR_2
	size = medium
	icon = GFX_esc_nanite_armor_2
	icon_frame = 1
	power = -30

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = m
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_m_t7_str_primary_2
		ship_hull_regen_add_static = @ESC_ARMOR_m_t7_regen_primary_1
		ship_armor_regen_add_static = @ESC_ARMOR_m_t7_regen_secondary_2
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_nanite_2" }
	component_set = ESC_NANO_ARMOR_2
	upgrades_to = MEDIUM_ESC_DRAGON_NANOARMOR

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = no
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 2
	}
}

utility_component_template = {
	key = MEDIUM_ESC_BIOSHIP_NANO_ARMOR_2
	size = medium
	icon = GFX_esc_bioship_nanite_armor_2
	icon_frame = 1
	power = -10

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = m
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_m_t7_str_primary_2
		ship_hull_regen_add_static = @ESC_ARMOR_m_t7_regen_primary_1
		ship_armor_regen_add_static = @ESC_ARMOR_m_t7_regen_secondary_2
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_nanite_2" }
	component_set = ESC_BIOSHIP_NANO_ARMOR_2
	upgrades_to = MEDIUM_ESC_BIOSHIP_DRAGON_NANOARMOR

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = yes
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 2
	}
}

# large improved nanomaterial armor
utility_component_template = {
	key = LARGE_ESC_NANO_ARMOR_2
	size = large
	icon = GFX_esc_nanite_armor_2
	icon_frame = 1
	power = -60

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = l
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_l_t7_str_primary_2
		ship_hull_regen_add_static = @ESC_ARMOR_l_t7_regen_primary_1
		ship_armor_regen_add_static = @ESC_ARMOR_l_t7_regen_secondary_2
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_nanite_2" }
	component_set = ESC_NANO_ARMOR_2
	upgrades_to = LARGE_ESC_DRAGON_NANOARMOR

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = no
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 2
	}
}

utility_component_template = {
	key = LARGE_ESC_BIOSHIP_NANO_ARMOR_2
	size = large
	icon = GFX_esc_bioship_nanite_armor_2
	icon_frame = 1
	power = -10

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = l
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_l_t7_str_primary_2
		ship_hull_regen_add_static = @ESC_ARMOR_l_t7_regen_primary_1
		ship_armor_regen_add_static = @ESC_ARMOR_l_t7_regen_secondary_2
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_nanite_2" }
	component_set = ESC_BIOSHIP_NANO_ARMOR_2
	upgrades_to = LARGE_ESC_BIOSHIP_DRAGON_NANOARMOR

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = yes
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 2
	}
}

# small nanite-augmented dragonscale armor
utility_component_template = {
	key = SMALL_ESC_DRAGON_NANOARMOR
	size = small
	icon = GFX_esc_nanite_armor_3
	icon_frame = 1
	power = -20

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = s
		TIER = 8
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_s_t8_str_primary_2
		ship_hull_regen_add_static = @ESC_ARMOR_s_t8_regen_primary_1
		ship_armor_regen_add_static = @ESC_ARMOR_s_t8_regen_secondary_2
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_dragonscales_nanite" }
	component_set = ESC_DRAGON_NANOARMOR

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = no
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 2
	}
}

utility_component_template = {
	key = SMALL_ESC_BIOSHIP_DRAGON_NANOARMOR
	size = small
	icon = GFX_esc_bioship_nanite_armor_3
	icon_frame = 1
	power = -20

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = s
		TIER = 8
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_s_t8_str_primary_2
		ship_hull_regen_add_static = @ESC_ARMOR_s_t8_regen_primary_1
		ship_armor_regen_add_static = @ESC_ARMOR_s_t8_regen_secondary_2
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_dragonscales_nanite" }
	component_set = ESC_BIOSHIP_DRAGON_NANOARMOR

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = yes
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 2
	}
}

# medium nanite-augmented dragonscale armor
utility_component_template = {
	key = MEDIUM_ESC_DRAGON_NANOARMOR
	size = medium
	icon = GFX_esc_nanite_armor_3
	icon_frame = 1
	power = -40

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = m
		TIER = 8
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_m_t8_str_primary_2
		ship_hull_regen_add_static = @ESC_ARMOR_m_t8_regen_primary_1
		ship_armor_regen_add_static = @ESC_ARMOR_m_t8_regen_secondary_2
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_dragonscales_nanite" }
	component_set = ESC_DRAGON_NANOARMOR

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = no
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 2
	}
}

utility_component_template = {
	key = MEDIUM_ESC_BIOSHIP_DRAGON_NANOARMOR
	size = medium
	icon = GFX_esc_bioship_nanite_armor_3
	icon_frame = 1
	power = -20

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = m
		TIER = 8
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_m_t8_str_primary_2
		ship_hull_regen_add_static = @ESC_ARMOR_m_t8_regen_primary_1
		ship_armor_regen_add_static = @ESC_ARMOR_m_t8_regen_secondary_2
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_dragonscales_nanite" }
	component_set = ESC_BIOSHIP_DRAGON_NANOARMOR

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = yes
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 2
	}
}

# large nanite-augmented dragonscale armor
utility_component_template = {
	key = LARGE_ESC_DRAGON_NANOARMOR
	size = large
	icon = GFX_esc_nanite_armor_3
	icon_frame = 1
	power = -80

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = l
		TIER = 8
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_l_t8_str_primary_2
		ship_hull_regen_add_static = @ESC_ARMOR_l_t8_regen_primary_1
		ship_armor_regen_add_static = @ESC_ARMOR_l_t8_regen_secondary_2
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_dragonscales_nanite" }
	component_set = ESC_DRAGON_NANOARMOR

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = no
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 2
	}
}

utility_component_template = {
	key = LARGE_ESC_BIOSHIP_DRAGON_NANOARMOR
	size = large
	icon = GFX_esc_bioship_nanite_armor_3
	icon_frame = 1
	power = -20

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = l
		TIER = 8
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_l_t8_str_primary_2
		ship_hull_regen_add_static = @ESC_ARMOR_l_t8_regen_primary_1
		ship_armor_regen_add_static = @ESC_ARMOR_l_t8_regen_secondary_2
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_dragonscales_nanite" }
	component_set = ESC_BIOSHIP_DRAGON_NANOARMOR

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = yes
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 2
	}
}

############################################################
##             ESC : Shielding Armor Components           ##
############################################################

# small shielding armor
utility_component_template = {
	key = SMALL_ESC_SHIELD_ARMOR_1
	size = small
	icon = GFX_esc_shield_armor_1
	icon_frame = 1
	power = -25

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = s
		TIER = 6
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_s_t6_str_primary_3
		ship_shield_add = @ESC_ARMOR_s_t6_str_secondary
		ship_shield_regen_add_static = @ESC_ARMOR_s_t6_regen_secondary_1
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T4
		ship_shield_hardening_add = @hardening_T4
	}

	prerequisites = { "esc_tech_armor_shield_1" }
	component_set = ESC_SHIELD_ARMOR_1
	upgrades_to = SMALL_ESC_SHIELD_ARMOR_2

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = no
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 0
	}
}

utility_component_template = {
	key = SMALL_ESC_BIO_SHIELD_ARMOR_1
	size = small
	icon = GFX_esc_bio_shield_armor_1
	icon_frame = 1
	power = -25

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = s
		TIER = 6
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_s_t6_str_primary_3
		ship_shield_add = @ESC_ARMOR_s_t6_str_secondary
		ship_shield_regen_add_static = @ESC_ARMOR_s_t6_regen_secondary_1
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T4
		ship_shield_hardening_add = @hardening_T4
	}

	prerequisites = { "esc_tech_armor_shield_1" }
	component_set = ESC_BIO_SHIELD_ARMOR_1
	upgrades_to = SMALL_ESC_BIO_SHIELD_ARMOR_2

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = yes
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 0
	}
}

# medium shielding armor
utility_component_template = {
	key = MEDIUM_ESC_SHIELD_ARMOR_1
	size = medium
	icon = GFX_esc_shield_armor_1
	icon_frame = 1
	power = -50

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = m
		TIER = 6
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_m_t6_str_primary_3
		ship_shield_add = @ESC_ARMOR_m_t6_str_secondary
		ship_shield_regen_add_static = @ESC_ARMOR_m_t6_regen_secondary_1
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T4
		ship_shield_hardening_add = @hardening_T4
	}

	prerequisites = { "esc_tech_armor_shield_1" }
	component_set = ESC_SHIELD_ARMOR_1
	upgrades_to = MEDIUM_ESC_SHIELD_ARMOR_2

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = no
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 0
	}
}

utility_component_template = {
	key = MEDIUM_ESC_BIO_SHIELD_ARMOR_1
	size = medium
	icon = GFX_esc_bio_shield_armor_1
	icon_frame = 1
	power = -50

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = m
		TIER = 6
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_m_t6_str_primary_3
		ship_shield_add = @ESC_ARMOR_m_t6_str_secondary
		ship_shield_regen_add_static = @ESC_ARMOR_m_t6_regen_secondary_1
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T4
		ship_shield_hardening_add = @hardening_T4
	}

	prerequisites = { "esc_tech_armor_shield_1" }
	component_set = ESC_BIO_SHIELD_ARMOR_1
	upgrades_to = MEDIUM_ESC_BIO_SHIELD_ARMOR_2

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = yes
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 0
	}
}

# large shielding armor
utility_component_template = {
	key = LARGE_ESC_SHIELD_ARMOR_1
	size = large
	icon = GFX_esc_shield_armor_1
	icon_frame = 1
	power = -100

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = l
		TIER = 6
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_l_t6_str_primary_3
		ship_shield_add = @ESC_ARMOR_l_t6_str_secondary
		ship_shield_regen_add_static = @ESC_ARMOR_l_t6_regen_secondary_1
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T4
		ship_shield_hardening_add = @hardening_T4
	}

	prerequisites = { "esc_tech_armor_shield_1" }
	component_set = ESC_SHIELD_ARMOR_1
	upgrades_to = LARGE_ESC_SHIELD_ARMOR_2

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = no
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 0
	}
}

utility_component_template = {
	key = LARGE_ESC_BIO_SHIELD_ARMOR_1
	size = large
	icon = GFX_esc_bio_shield_armor_1
	icon_frame = 1
	power = -100

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = l
		TIER = 6
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_l_t6_str_primary_3
		ship_shield_add = @ESC_ARMOR_l_t6_str_secondary
		ship_shield_regen_add_static = @ESC_ARMOR_l_t6_regen_secondary_1
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T4
		ship_shield_hardening_add = @hardening_T4
	}

	prerequisites = { "esc_tech_armor_shield_1" }
	component_set = ESC_BIO_SHIELD_ARMOR_1
	upgrades_to = LARGE_ESC_BIO_SHIELD_ARMOR_2

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = yes
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 0
	}
}

# small improved shielding armor
utility_component_template = {
	key = SMALL_ESC_SHIELD_ARMOR_2
	size = small
	icon = GFX_esc_shield_armor_2
	icon_frame = 1
	power = -30

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = s
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_s_t7_str_primary_3
		ship_shield_add = @ESC_ARMOR_s_t7_str_secondary
		ship_shield_regen_add_static = @ESC_ARMOR_s_t7_regen_secondary_1
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T5
		ship_shield_hardening_add = @hardening_T5
	}

	prerequisites = { "esc_tech_armor_shield_2" }
	component_set = ESC_SHIELD_ARMOR_2
	upgrades_to = SMALL_ESC_SHIELD_ARMOR_3

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = no
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 0
	}
}

utility_component_template = {
	key = SMALL_ESC_BIO_SHIELD_ARMOR_2
	size = small
	icon = GFX_esc_bio_shield_armor_2
	icon_frame = 1
	power = -30

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = s
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_s_t7_str_primary_3
		ship_shield_add = @ESC_ARMOR_s_t7_str_secondary
		ship_shield_regen_add_static = @ESC_ARMOR_s_t7_regen_secondary_1
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T5
		ship_shield_hardening_add = @hardening_T5
	}

	prerequisites = { "esc_tech_armor_shield_2" }
	component_set = ESC_BIO_SHIELD_ARMOR_2
	upgrades_to = SMALL_ESC_BIO_SHIELD_ARMOR_3

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = yes
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 0
	}
}

# medium improved shielding armor
utility_component_template = {
	key = MEDIUM_ESC_SHIELD_ARMOR_2
	size = medium
	icon = GFX_esc_shield_armor_2
	icon_frame = 1
	power = -60

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = m
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_m_t7_str_primary_3
		ship_shield_add = @ESC_ARMOR_m_t7_str_secondary
		ship_shield_regen_add_static = @ESC_ARMOR_m_t7_regen_secondary_1
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T5
		ship_shield_hardening_add = @hardening_T5
	}

	prerequisites = { "esc_tech_armor_shield_2" }
	component_set = ESC_SHIELD_ARMOR_2
	upgrades_to = MEDIUM_ESC_SHIELD_ARMOR_3

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = no
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 0
	}
}

utility_component_template = {
	key = MEDIUM_ESC_BIO_SHIELD_ARMOR_2
	size = medium
	icon = GFX_esc_bio_shield_armor_2
	icon_frame = 1
	power = -60

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = m
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_m_t7_str_primary_3
		ship_shield_add = @ESC_ARMOR_m_t7_str_secondary
		ship_shield_regen_add_static = @ESC_ARMOR_m_t7_regen_secondary_1
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T5
		ship_shield_hardening_add = @hardening_T5
	}

	prerequisites = { "esc_tech_armor_shield_2" }
	component_set = ESC_BIO_SHIELD_ARMOR_2
	upgrades_to = MEDIUM_ESC_BIO_SHIELD_ARMOR_3

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = yes
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 0
	}
}

# large improved shielding armor
utility_component_template = {
	key = LARGE_ESC_SHIELD_ARMOR_2
	size = large
	icon = GFX_esc_shield_armor_2
	icon_frame = 1
	power = -120

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = l
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_l_t7_str_primary_3
		ship_shield_add = @ESC_ARMOR_l_t7_str_secondary
		ship_shield_regen_add_static = @ESC_ARMOR_l_t7_regen_secondary_1
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T5
		ship_shield_hardening_add = @hardening_T5
	}

	prerequisites = { "esc_tech_armor_shield_2" }
	component_set = ESC_SHIELD_ARMOR_2
	upgrades_to = LARGE_ESC_SHIELD_ARMOR_3

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = no
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 0
	}
}

utility_component_template = {
	key = LARGE_ESC_BIO_SHIELD_ARMOR_2
	size = large
	icon = GFX_esc_bio_shield_armor_2
	icon_frame = 1
	power = -120

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = l
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_l_t7_str_primary_3
		ship_shield_add = @ESC_ARMOR_l_t7_str_secondary
		ship_shield_regen_add_static = @ESC_ARMOR_l_t7_regen_secondary_1
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T5
		ship_shield_hardening_add = @hardening_T5
	}

	prerequisites = { "esc_tech_armor_shield_2" }
	component_set = ESC_BIO_SHIELD_ARMOR_2
	upgrades_to = LARGE_ESC_BIO_SHIELD_ARMOR_3

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = yes
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 0
	}
}

# small shielding bulwark
utility_component_template = {
	key = SMALL_ESC_SHIELD_ARMOR_3
	size = small
	icon = GFX_esc_shield_armor_3
	icon_frame = 1
	power = -35

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = s
		TIER = 8
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_s_t8_str_primary_3
		ship_shield_add = @ESC_ARMOR_s_t8_str_secondary
		ship_shield_regen_add_static = @ESC_ARMOR_s_t8_regen_secondary_1
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
		ship_shield_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_shield_3" }
	component_set = ESC_SHIELD_ARMOR_3

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = no
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 0
	}
}

utility_component_template = {
	key = SMALL_ESC_BIO_SHIELD_ARMOR_3
	size = small
	icon = GFX_esc_bio_shield_armor_3
	icon_frame = 1
	power = -35

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = s
		TIER = 8
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_s_t8_str_primary_3
		ship_shield_add = @ESC_ARMOR_s_t8_str_secondary
		ship_shield_regen_add_static = @ESC_ARMOR_s_t8_regen_secondary_1
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
		ship_shield_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_shield_3" }
	component_set = ESC_BIO_SHIELD_ARMOR_3

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = yes
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 0
	}
}

# medium shielding bulwark
utility_component_template = {
	key = MEDIUM_ESC_SHIELD_ARMOR_3
	size = medium
	icon = GFX_esc_shield_armor_3
	icon_frame = 1
	power = -75

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = m
		TIER = 8
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_m_t8_str_primary_3
		ship_shield_add = @ESC_ARMOR_m_t8_str_secondary
		ship_shield_regen_add_static = @ESC_ARMOR_m_t8_regen_secondary_1
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
		ship_shield_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_shield_3" }
	component_set = ESC_SHIELD_ARMOR_3

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = no
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 0
	}
}

utility_component_template = {
	key = MEDIUM_ESC_BIO_SHIELD_ARMOR_3
	size = medium
	icon = GFX_esc_bio_shield_armor_3
	icon_frame = 1
	power = -70

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = m
		TIER = 8
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_m_t8_str_primary_3
		ship_shield_add = @ESC_ARMOR_m_t8_str_secondary
		ship_shield_regen_add_static = @ESC_ARMOR_m_t8_regen_secondary_1
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
		ship_shield_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_shield_3" }
	component_set = ESC_BIO_SHIELD_ARMOR_3

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = yes
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 0
	}
}

# large shielding bulwark
utility_component_template = {
	key = LARGE_ESC_SHIELD_ARMOR_3
	size = large
	icon = GFX_esc_shield_armor_3
	icon_frame = 1
	power = -150

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = l
		TIER = 8
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_l_t8_str_primary_3
		ship_shield_add = @ESC_ARMOR_l_t8_str_secondary
		ship_shield_regen_add_static = @ESC_ARMOR_l_t8_regen_secondary_1
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
		ship_shield_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_shield_3" }
	component_set = ESC_SHIELD_ARMOR_3

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = no
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 0
	}
}

utility_component_template = {
	key = LARGE_ESC_BIO_SHIELD_ARMOR_3
	size = large
	icon = GFX_esc_bio_shield_armor_3
	icon_frame = 1
	power = -140

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = l
		TIER = 8
		STRATEGIC_RESOURCE_TYPE = nanites
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_l_t8_str_primary_3
		ship_shield_add = @ESC_ARMOR_l_t8_str_secondary
		ship_shield_regen_add_static = @ESC_ARMOR_l_t8_regen_secondary_1
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
		ship_shield_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_shield_3" }
	component_set = ESC_BIO_SHIELD_ARMOR_3

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = yes
	}

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = nanites
		STEALTH_MULT = 0
	}
}

############################################################
##             ESC : Leviathan Armor Components           ##
############################################################

# small hardlight armor
utility_component_template = {
	key = SMALL_ESC_HARDLIGHT_ARMOR
	size = small
	icon = GFX_esc_armor_wraith
	icon_frame = 1
	power = -15

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = s
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = exotic_gases
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_s_t7_str_primary_1
		ship_shield_regen_add_static = 7.5
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T5
		ship_shield_hardening_add = @hardening_T5
		ship_damage_reduction_add = 3
	}

	prerequisites = { "esc_tech_armor_wraith" }
	component_set = ESC_HARDLIGHT_ARMOR

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = no
	}

	# only normal empires (that have defeated spectral wraith) can use this component
	valid_for_country = {
		is_fallen_empire = no
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = exotic_gases
		STEALTH_MULT = 0
	}
}

# medium hardlight armor
utility_component_template = {
	key = MEDIUM_ESC_HARDLIGHT_ARMOR
	size = medium
	icon = GFX_esc_armor_wraith
	icon_frame = 1
	power = -30

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = m
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = exotic_gases
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_m_t7_str_primary_1
		ship_shield_regen_add_static = 15
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T5
		ship_shield_hardening_add = @hardening_T5
		ship_damage_reduction_add = 5
	}

	prerequisites = { "esc_tech_armor_wraith" }
	component_set = ESC_HARDLIGHT_ARMOR

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = no
	}

	# only normal empires (that have defeated spectral wraith) can use this component
	valid_for_country = {
		is_fallen_empire = no
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = exotic_gases
		STEALTH_MULT = 0
	}
}

# large hardlight armor
utility_component_template = {
	key = LARGE_ESC_HARDLIGHT_ARMOR
	size = large
	icon = GFX_esc_armor_wraith
	icon_frame = 1
	power = -60

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = l
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = exotic_gases
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_l_t7_str_primary_1
		ship_shield_regen_add_static = 30
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T5
		ship_shield_hardening_add = @hardening_T5
		ship_damage_reduction_add = 7
	}

	prerequisites = { "esc_tech_armor_wraith" }
	component_set = ESC_HARDLIGHT_ARMOR

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships
		EVAL_TARGET = no
	}

	# only normal empires (that have defeated spectral wraith) can use this component
	valid_for_country = {
		is_fallen_empire = no
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = exotic_gases
		STEALTH_MULT = 0
	}
}

# small dimensional horror armor
utility_component_template = {
	key = SMALL_ESC_HORROR_ARMOR
	size = small
	icon = GFX_esc_armor_horror
	icon_frame = 1

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = s
		TIER = 8
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_s_t8_str_primary_1
		ship_armor_regen_add_static = @ESC_ARMOR_s_t8_regen_primary_2
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_horror" }
	component_set = ESC_HORROR_ARMOR

	# only normal empires (that have defeated dimensional horror) can use this component
	valid_for_country = {
		is_fallen_empire = no
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = rare_crystals
		STEALTH_MULT = 2
	}
}

# medium dimensional horror armor
utility_component_template = {
	key = MEDIUM_ESC_HORROR_ARMOR
	size = medium
	icon = GFX_esc_armor_horror
	icon_frame = 1

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = m
		TIER = 8
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_m_t8_str_primary_1
		ship_armor_regen_add_static = @ESC_ARMOR_m_t8_regen_primary_2
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_horror" }
	component_set = ESC_HORROR_ARMOR

	# only normal empires (that have defeated dimensional horror) can use this component
	valid_for_country = {
		is_fallen_empire = no
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = rare_crystals
		STEALTH_MULT = 2
	}
}

# large dimensional horror armor
utility_component_template = {
	key = LARGE_ESC_HORROR_ARMOR
	size = large
	icon = GFX_esc_armor_horror
	icon_frame = 1

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = l
		TIER = 8
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_l_t8_str_primary_1
		ship_armor_regen_add_static = @ESC_ARMOR_l_t8_regen_primary_2
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
	}

	prerequisites = { "esc_tech_armor_horror" }
	component_set = ESC_HORROR_ARMOR

	# only normal empires (that have defeated dimensional horror) can use this component
	valid_for_country = {
		is_fallen_empire = no
	}

	inline_script = {
		script = ship_components_general/esc_inlines_ai_weight_stealth_sr
		BASE_WEIGHT = @T6_weight
		STRATEGIC_RESOURCE_TYPE = rare_crystals
		STEALTH_MULT = 2
	}
}

# automated dradnought armor
utility_component_template = {
	key = ESC_DREADNOUGHT_ARMOR
	size = large
	icon = GFX_esc_dreadnought_armor
	icon_frame = 1
	hidden = yes

	resources = {
		category = ship_components
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_l_dreadnought_str
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
	}

	component_set = ESC_DREADNOUGHT_ARMOR

	ai_weight = {
		weight = 1
	}
}

############################################################
##                 ESC : Crystalline Armor                ##
############################################################

# small reinforced crystalline plating
utility_component_template = {
	key = SMALL_ESC_CRYSTAL_ARMOR_3
	size = small
	icon = GFX_esc_crystal_armor_3
	icon_frame = 1

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = s
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	modifier = {
		ship_hull_add = @ESC_HULL_s_t6_strength
	}
	ship_modifier = {
		ship_damage_reduction_add = 4
	}

	prerequisites = { "esc_tech_crystal_armor_3" }
	component_set = ESC_CRYSTAL_ARMOR_3

	ai_weight = {
		weight = 1
		### AI shouldn't use this component if it can't afford at least some upgrades right away
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = rare_crystals }
		}
	}
}

# medium reinforced crystalline plating
utility_component_template = {
	key = MEDIUM_ESC_CRYSTAL_ARMOR_3
	size = medium
	icon = GFX_esc_crystal_armor_3
	icon_frame = 1

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = m
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	modifier = {
		ship_hull_add = @ESC_HULL_m_t6_strength
	}
	ship_modifier = {
		ship_damage_reduction_add = 6
	}

	prerequisites = { "esc_tech_crystal_armor_3" }
	component_set = ESC_CRYSTAL_ARMOR_3

	ai_weight = {
		weight = 1
		### AI shouldn't use this component if it can't afford at least some upgrades right away
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = rare_crystals }
		}
	}
}

# large reinforced crystalline plating
utility_component_template = {
	key = LARGE_ESC_CRYSTAL_ARMOR_3
	size = large
	icon = GFX_esc_crystal_armor_3
	icon_frame = 1

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = l
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	modifier = {
		ship_hull_add = @ESC_HULL_l_t6_strength
	}
	ship_modifier = {
		ship_damage_reduction_add = 8
	}

	prerequisites = { "esc_tech_crystal_armor_3" }
	component_set = ESC_CRYSTAL_ARMOR_3

	ai_weight = {
		weight = 1
		### AI shouldn't use this component if it can't afford at least some upgrades right away
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = rare_crystals }
		}
	}
}

############################################################
##          ESC : Crystal-core Neutronium Armor           ##
############################################################

# small crystal-core neutronium armor
utility_component_template = {
	key = SMALL_ESC_CRYSTAL_CORE_ARMOR_1
	size = small
	icon = GFX_esc_crystal_core_armor_1
	icon_frame = 1

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = s
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_s_t6_str_primary_2
		ship_hull_add = @ESC_ARMOR_s_t6_str_secondary
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
		ship_damage_reduction_add = 2
	}

	prerequisites = { "esc_tech_crystal_core_armor_1" }
	component_set = ESC_CRYSTAL_CORE_ARMOR_1
	upgrades_to = SMALL_ESC_CRYSTAL_CORE_ARMOR_2

	ai_weight = {
		weight = 1
		### AI shouldn't use this component if it can't afford at least some upgrades right away
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = rare_crystals }
		}
	}
}

# medium crystal-core neutronium armor
utility_component_template = {
	key = MEDIUM_ESC_CRYSTAL_CORE_ARMOR_1
	size = medium
	icon = GFX_esc_crystal_core_armor_1
	icon_frame = 1

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = m
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_m_t6_str_primary_2
		ship_hull_add = @ESC_ARMOR_m_t6_str_secondary
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
		ship_damage_reduction_add = 3
	}

	prerequisites = { "esc_tech_crystal_core_armor_1" }
	component_set = ESC_CRYSTAL_CORE_ARMOR_1
	upgrades_to = MEDIUM_ESC_CRYSTAL_CORE_ARMOR_2

	ai_weight = {
		weight = 1
		### AI shouldn't use this component if it can't afford at least some upgrades right away
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = rare_crystals }
		}
	}
}

# large crystal-core neutronium armor
utility_component_template = {
	key = LARGE_ESC_CRYSTAL_CORE_ARMOR_1
	size = large
	icon = GFX_esc_crystal_core_armor_1
	icon_frame = 1

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = l
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_l_t6_str_primary_2
		ship_hull_add = @ESC_ARMOR_l_t6_str_secondary
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
		ship_damage_reduction_add = 4
	}

	prerequisites = { "esc_tech_crystal_core_armor_1" }
	component_set = ESC_CRYSTAL_CORE_ARMOR_1
	upgrades_to = LARGE_ESC_CRYSTAL_CORE_ARMOR_2

	ai_weight = {
		weight = 1
		### AI shouldn't use this component if it can't afford at least some upgrades right away
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = rare_crystals }
		}
	}
}

############################################################
##          ESC : Crystal-core Adamantium Armor           ##
############################################################

# small crystal-core adamantium armor
utility_component_template = {
	key = SMALL_ESC_CRYSTAL_CORE_ARMOR_2
	size = small
	icon = GFX_esc_crystal_core_armor_2
	icon_frame = 1

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = s
		TIER = 8
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_s_t7_str_primary_2
		ship_hull_add = @ESC_ARMOR_s_t7_str_secondary
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
		ship_damage_reduction_add = 3
	}

	prerequisites = { "esc_tech_crystal_core_armor_2" }
	component_set = ESC_CRYSTAL_CORE_ARMOR_2

	ai_weight = {
		weight = 1
		### AI shouldn't use this component if it can't afford at least some upgrades right away
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = rare_crystals }
		}
	}
}

# medium crystal-core adamantium armor
utility_component_template = {
	key = MEDIUM_ESC_CRYSTAL_CORE_ARMOR_2
	size = medium
	icon = GFX_esc_crystal_core_armor_2
	icon_frame = 1

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = m
		TIER = 8
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_m_t7_str_primary_2
		ship_hull_add = @ESC_ARMOR_m_t7_str_secondary
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
		ship_damage_reduction_add = 4.5
	}

	prerequisites = { "esc_tech_crystal_core_armor_2" }
	component_set = ESC_CRYSTAL_CORE_ARMOR_2

	ai_weight = {
		weight = 1
		### AI shouldn't use this component if it can't afford at least some upgrades right away
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = rare_crystals }
		}
	}
}

# large crystal-core adamantium armor
utility_component_template = {
	key = LARGE_ESC_CRYSTAL_CORE_ARMOR_2
	size = large
	icon = GFX_esc_crystal_core_armor_2
	icon_frame = 1

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = ARMOR
		SIZE = l
		TIER = 8
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	modifier = {
		ship_armor_add = @ESC_ARMOR_l_t7_str_primary_2
		ship_hull_add = @ESC_ARMOR_l_t7_str_secondary
	}
	ship_modifier = {
		ship_armor_hardening_add = @hardening_T6
		ship_damage_reduction_add = 6
	}

	prerequisites = { "esc_tech_crystal_core_armor_2" }
	component_set = ESC_CRYSTAL_CORE_ARMOR_2

	ai_weight = {
		weight = 1
		### AI shouldn't use this component if it can't afford at least some upgrades right away
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = rare_crystals }
		}
	}
}
