############################################################
##    Components : Auxiliary components : Fire Control    ##
############################################################

# Advanced Auxiliary Fire Control :: standard ships
utility_component_template = {
	key = ESC_ADV_AUX_FIRE_CONTROL
	size = aux
	icon = GFX_esc_fire_control_2
	icon_frame = 1
	power = -20

	resources = {
		category = ship_components
		cost = {
			alloys = 25
		}
	}

	ship_modifier = {
		ship_accuracy_add = 6
		ship_tracking_add = 3
	}

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

	prerequisites = { "esc_tech_auxiliary_fire_control_2" }
	component_set = ESC_ADV_AUX_FIRE_CONTROL

	ai_weight = {
		weight = 10
		modifier = {
			factor = 3.0
			is_preferred_weapons = weapon_type_kinetic
		}
	}
}

# Advanced Auxiliary Fire Control :: bioships
utility_component_template = {
	key = ESC_BIO_ADV_AUX_FIRE_CONTROL
	size = aux
	icon = GFX_esc_bio_fire_control_2
	icon_frame = 1
	power = -20

	resources = {
		category = ship_components
		cost = {
			alloys = 25
		}
	}

	ship_modifier = {
		ship_accuracy_add = 6
		ship_tracking_add = 3
	}

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

	prerequisites = { "esc_tech_auxiliary_fire_control_2" }
	component_set = ESC_BIO_ADV_AUX_FIRE_CONTROL

	ai_weight = {
		weight = 10
		modifier = {
			factor = 3.0
			is_preferred_weapons = weapon_type_kinetic
		}
	}
}

############################################################
##    Components : Auxiliary components : Afterburners    ##
############################################################

# pulsed plasma afterburners :: standard ships
utility_component_template = {
	key = ESC_AFTERBURNER_3
	size = aux
	icon = GFX_esc_afterburners_3
	icon_frame = 1
	power = -30

	resources = {
		category = ship_components
		cost = {
			alloys = 10
		}
	}

	modifier = {
		ship_speed_mult = 0.30
		ship_evasion_mult = 0.15
	}

	prerequisites = { "esc_tech_afterburners_3" }
	component_set = ESC_AFTERBURNER_3

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships_conditional
		EVAL_TARGET = no
		EXTRA_CONDITION = ESC_ship_uses_afterburners
		EXTRA_CONDITION_VALUE = yes
	}

	ai_weight = {
		weight = 15
		modifier = {
			factor = 2.0
			is_preferred_weapons = weapon_type_kinetic
		}
		modifier = {
			factor = 0.5
			is_preferred_weapons = weapon_type_explosive
		}
	}
}

# pulsed plasma afterburners :: bioships
utility_component_template = {
	key = ESC_BIO_AFTERBURNER_3
	size = aux
	icon = GFX_esc_bio_afterburners_3
	icon_frame = 1
	power = -30

	resources = {
		category = ship_components
		cost = {
			alloys = 10
		}
	}

	modifier = {
		ship_speed_mult = 0.30
		ship_evasion_mult = 0.15
	}

	prerequisites = { "esc_tech_afterburners_3" }
	component_set = ESC_BIO_AFTERBURNER_3

	inline_script = {
		script = ship_components_general/esc_inlines_uses_bio_ships_conditional
		EVAL_TARGET = yes
		EXTRA_CONDITION = ESC_ship_uses_afterburners
		EXTRA_CONDITION_VALUE = yes
	}

	ai_weight = {
		weight = 15
		modifier = {
			factor = 2.0
			is_preferred_weapons = weapon_type_kinetic
		}
		modifier = {
			factor = 0.5
			is_preferred_weapons = weapon_type_explosive
		}
	}
}

############################################################
##    Components : Auxiliary components : Aux reactors    ##
############################################################

# auxiliary zero-point reactor :: standard ships
utility_component_template = {
	key = ESC_REACTOR_BOOSTER_4
	size = aux
	icon = GFX_esc_aux_reactor_4
	icon_frame = 1

	resources = {
		category = ship_components
		cost = {
			alloys = 20
		}
	}

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

	modifier = {
		ship_reactor_power_mult = 0.66
	}

	prerequisites = { "esc_tech_reactor_booster_4" }
	component_set = ESC_REACTOR_BOOSTER_4
	upgrades_to = ESC_REACTOR_BOOSTER_5

	ai_weight = { weight = 5 }
}

# auxiliary zero-point reactor :: bioships
utility_component_template = {
	key = ESC_BIO_REACTOR_BOOSTER_4
	size = aux
	icon = GFX_esc_aux_bio_reactor_4
	icon_frame = 1

	inline_script = {
		script = ship_components_general/esc_inlines_bio_component_cost
		COMPONENT_COST = 20
		ENERGY_UPKEEP = 0
		COMPONENT_UPKEEP_COST = 0
	}

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

	modifier = {
		ship_reactor_power_mult = 0.66
	}

	prerequisites = { "esc_tech_reactor_booster_4" }
	component_set = ESC_BIO_REACTOR_BOOSTER_4
	upgrades_to = ESC_BIO_REACTOR_BOOSTER_5

	ai_weight = { weight = 5 }
}

# auxiliary singularity reactor :: standard ships
utility_component_template = {
	key = ESC_REACTOR_BOOSTER_5
	size = aux
	icon = GFX_esc_aux_reactor_5
	icon_frame = 1

	resources = {
		category = ship_components
		cost = {
			alloys = 25
		}
	}

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

	modifier = {
		ship_reactor_power_mult = 0.75
	}

	prerequisites = { "esc_tech_reactor_booster_5" }
	component_set = ESC_REACTOR_BOOSTER_5

	ai_weight = {
		weight = 10
	}
}

# auxiliary singularity reactor :: bioships
utility_component_template = {
	key = ESC_BIO_REACTOR_BOOSTER_5
	size = aux
	icon = GFX_esc_aux_bio_reactor_5
	icon_frame = 1

	inline_script = {
		script = ship_components_general/esc_inlines_bio_component_cost
		COMPONENT_COST = 25
		ENERGY_UPKEEP = 0
		COMPONENT_UPKEEP_COST = 0
	}

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

	modifier = {
		ship_reactor_power_mult = 0.75
	}

	prerequisites = { "esc_tech_reactor_booster_5" }
	component_set = ESC_BIO_REACTOR_BOOSTER_5

	ai_weight = {
		weight = 10
	}
}

############################################################
## Components : Auxiliary components : Shield Capacitors  ##
############################################################

# improved shield capacitors
utility_component_template = {
	key = ESC_ADV_SHIELD_CAPACITOR
	size = aux
	icon = GFX_esc_shield_capacitors_2
	icon_frame = 1
	power = -40

	resources = {
		category = ship_components
		cost = {
			alloys = 15
			exotic_gases = 2
		}
	}

	modifier = {
		ship_shield_mult = 0.20
		ship_shield_regen_add_static = 50
	}

	prerequisites = { "esc_tech_advanced_shield_capacitors" }
	component_set = ESC_ADV_SHIELD_CAPACITOR

	ai_weight = {
		weight = 10
		modifier = {
			factor = 2.0
			is_preferred_weapons = weapon_type_energy
		}
		### 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 = exotic_gases }
		}
	}
}

# crystal-infused shield capacitor
utility_component_template = {
	key = ESC_BLUE_CRYSTAL_CAPACITOR
	size = aux
	icon = GFX_esc_shield_capacitors_crystal_1
	icon_frame = 1
	power = -25

	resources = {
		category = ship_components
		cost = {
			alloys = 15
			exotic_gases = 2
			rare_crystals = 1
		}
	}

	modifier = {
		ship_shield_mult = 0.10
		ship_hull_mult = 0.05
		ship_shield_regen_add_static = 25
	}

	prerequisites = { "esc_tech_crystal_infused_capacitor" }
	component_set = ESC_BLUE_CRYSTAL_CAPACITOR
	upgrades_to = ESC_RED_CRYSTAL_CAPACITOR

	ai_weight = {
		weight = 10
		### 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 = exotic_gases }
		}
		### 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 }
		}
	}
}

# crystal-forged shield capacitors
utility_component_template = {
	key = ESC_RED_CRYSTAL_CAPACITOR
	size = aux
	icon = GFX_esc_shield_capacitors_crystal_2
	icon_frame = 1
	power = -25

	resources = {
		category = ship_components
		cost = {
			alloys = 20
			exotic_gases = 2
			rare_crystals = 2
		}
	}

	modifier = {
		ship_shield_mult = 0.10
		ship_hull_mult = 0.10
		ship_shield_regen_add_static = 25
	}

	prerequisites = { "esc_tech_crystal_forged_capacitor" }
	component_set = ESC_RED_CRYSTAL_CAPACITOR

	ai_weight = {
		weight = 10
		### 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 = exotic_gases }
		}
		### 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 }
		}
	}
}

############################################################
##    Components : Auxiliary components : Repair Drones   ##
############################################################

# repair drones :: standard ships
utility_component_template = {
	key = ESC_REPAIR_DRONES
	size = aux
	icon = GFX_esc_repair_drones
	icon_frame = 1
	power = -40

	resources = {
		category = ship_components
		cost = {
			alloys = 30
			volatile_motes = 1
		}
	}

	modifier = {
		ship_hull_regen_add_perc = 0.075
		ship_armor_regen_add_perc = 0.125
	}

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

	prerequisites = { "esc_tech_repair_drones" }
	component_set = ESC_REPAIR_DRONES

	ai_weight = {
		weight = 10
		### 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 = volatile_motes }
		}
	}
}

# repair drones :: bioships
utility_component_template = {
	key = ESC_BIO_REPAIR_DRONES
	size = aux
	icon = GFX_esc_bio_repair_drones
	icon_frame = 1
	power = -40

	resources = {
		category = ship_components
		cost = {
			alloys = 30
			volatile_motes = 1
		}
	}

	modifier = {
		ship_hull_regen_add_perc = 0.075
		ship_armor_regen_add_perc = 0.125
	}

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

	prerequisites = { "esc_tech_repair_drones" }
	component_set = ESC_BIO_REPAIR_DRONES

	ai_weight = {
		weight = 10
		### 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 = volatile_motes }
		}
	}
}

############################################################
##      Components : Auxiliary components : Warheads      ##
############################################################

# standardized warheads :: standard ships
utility_component_template = {
	key = ESC_STANDARDIZED_WARHEADS
	size = aux
	icon = GFX_esc_standardized_warheads
	icon_frame = 1
	power = 0

	resources = {
		category = ship_components
		cost = {
			alloys = 15
		}
	}

	modifier = {
		ship_hull_mult = 0.05
	}

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

	ship_modifier = {
		weapon_type_explosive_weapon_fire_rate_mult = 0.1
		weapon_type_explosive_weapon_damage_mult = 0.1
	}

	prerequisites = { "esc_tech_standardized_warheads" }
	component_set = ESC_STANDARDIZED_WARHEADS

	ai_weight = {
		weight = 10
	}
}

# standardized warheads :: bioships
utility_component_template = {
	key = ESC_BIO_STANDARDIZED_WARHEADS
	size = aux
	icon = GFX_esc_bio_standardized_warheads
	icon_frame = 1
	power = 0

	resources = {
		category = ship_components
		cost = {
			alloys = 15
		}
	}

	modifier = {
		ship_hull_mult = 0.05
	}

	ship_modifier = {
		weapon_type_explosive_weapon_fire_rate_mult = 0.1
		weapon_type_explosive_weapon_damage_mult = 0.1
	}

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

	prerequisites = { "esc_tech_standardized_warheads" }
	component_set = ESC_BIO_STANDARDIZED_WARHEADS

	ai_weight = {
		weight = 10
	}
}

############################################################
##    Components : Temporal Displacer : Miscellaneous     ##
############################################################

# temporal displacer :: standard ships
utility_component_template = {
	key = ESC_TEMPORAL_DISPLACER
	size = aux
	icon = GFX_esc_temporal_displacer
	icon_frame = 1
	power = -40

	resources = {
		category = ship_components
		cost = {
			alloys = 50
			sr_dark_matter = 2
		}
	}

	modifier = {
		ship_evasion_add = 5
		ship_disengage_chance_mult = 0.5
	}

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

	prerequisites = { "esc_tech_temporal_displacer" }
	component_set = ESC_TEMPORAL_DISPLACER

	ai_weight = {
		weight = 10
		### 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 = sr_dark_matter }
		}
	}
}

# temporal displacer :: bioships
utility_component_template = {
	key = ESC_BIO_TEMPORAL_DISPLACER
	size = aux
	icon = GFX_esc_bio_temporal_displacer
	icon_frame = 1
	power = -40

	resources = {
		category = ship_components
		cost = {
			alloys = 50
			sr_dark_matter = 2
		}
	}

	modifier = {
		ship_evasion_add = 5
		ship_disengage_chance_mult = 0.5
	}

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

	prerequisites = { "esc_tech_temporal_displacer" }
	component_set = ESC_BIO_TEMPORAL_DISPLACER

	ai_weight = {
		weight = 10
		### 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 = sr_dark_matter }
		}
	}
}

############################################################
##    Components : Auxiliary components : Miscellaneous   ##
############################################################

# auxiliary maneuver thrusters
utility_component_template = {
	key = ESC_AUX_THRUSTERS
	size = aux
	icon = GFX_esc_aux_thrusters
	icon_frame = 1
	power = -20
	ship_limit = 1

	resources = {
		category = ship_components
		cost = {
			alloys = 10
		}
	}

	modifier = {
		ship_evasion_add = 15
	}

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

	class_restriction = { shipclass_military shipclass_science_ship }
	prerequisites = { "esc_tech_aux_maneuver_thrusters" }
	component_set = ESC_AUX_THRUSTERS

	ai_weight = {
		weight = 15
		modifier = {
			factor = 1.0
			is_preferred_weapons = weapon_type_kinetic
		}
		modifier = {
			factor = 0.5
			is_preferred_weapons = weapon_type_explosive
		}
	}
}

# stellarite power core
utility_component_template = {
	key = ESC_STELLARITE_POWER_CORE
	size = aux
	icon = GFX_esc_stellarite_core
	icon_frame = 1
	power = 0

	resources = {
		category = ship_components
		cost = {
			alloys = 15
			rare_crystals = 2
		}
	}

	modifier = {
		ship_shield_mult = 0.1
	}

	ship_modifier = {
		weapon_type_energy_weapon_fire_rate_mult = 0.1
		weapon_type_kinetic_weapon_fire_rate_mult = 0.1
	}

	prerequisites = { "esc_tech_stellarite_powercore" }
	component_set = ESC_STELLARITE_POWER_CORE

	ai_weight = {
		weight = 10
		# only normal empires should use this component
		modifier = {
			factor = 0
			is_fallen_empire = yes
		}
		# AI shouldn't use it if there is no rare crystals income
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = rare_crystals }
		}
	}
}

# structural reinforcement
utility_component_template = {
	key = ESC_STRUCTURAL_REINFORCEMENT
	size = aux
	icon = GFX_esc_armor_reinforcement
	icon_frame = 1

	resources = {
		category = ship_components
		cost = {
			alloys = 20
			volatile_motes = 2
		}
	}

	ship_modifier = {
		ship_armor_mult = 0.15
		ship_armor_hardening_add = 0.1
	}

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

	prerequisites = { "esc_tech_structural_reinforcement" }
	component_set = ESC_STRUCTURAL_REINFORCEMENT

	ai_weight = {
		weight = 0.5
		### 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 = volatile_motes }
		}
	}
}

# psionic reinforcement
utility_component_template = {
	key = ESC_PSIONIC_REINFORCEMENT
	size = aux
	icon = GFX_esc_psionic_reinforcement
	icon_frame = 1
	power = -10

	resources = {
		category = ship_components
		cost = {
			alloys = 25
			sr_zro = 2
		}
	}

	ship_modifier = {
		ship_shield_mult = 0.15
		ship_hull_mult = 0.05
		ship_shield_hardening_add = 0.1
	}

    prerequisites = { "esc_tech_psionic_reinforcement" }
	component_set = ESC_PSIONIC_REINFORCEMENT

	ai_weight = {
		weight = 10
		# AI shouldn't use it if there is no dark matter income
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = sr_zro }
		}
	}
}

# precursor armaments
utility_component_template = {
	key = ESC_PRECURSOR_ARMS_ENHANCER
	size = aux
	icon = GFX_esc_precursor_enchancer
	icon_frame = 1
	power = -10

	resources = {
		category = ship_components
		cost = {
			alloys = 25
			sr_dark_matter = 2
		}
	}

	ship_modifier = {
		ship_fire_rate_mult = 0.05
		ship_weapon_damage = 0.05
	}

    prerequisites = { "esc_tech_precursor_armaments" }
	component_set = ESC_PRECURSOR_ARMS_ENHANCER

	ai_weight = {
		weight = 10
		# AI shouldn't use it if there is no dark matter income
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = sr_dark_matter }
		}
	}
}

############################################################
##      Components : Auxiliary components : Hardeners     ##
############################################################

# nanite reactive armor
utility_component_template = {
	key = "ESC_NANITE_ARMOR_HARDENER"
	size = aux
	icon = "GFX_esc_armor_hardening_3"
	icon_frame = 1
	power = -30
	resources = {
		category = ship_components
		cost = {
			alloys = 30
			nanites = 1
		}
	}

	prerequisites = { "esc_tech_armor_hardening_3" }
	component_set = "ESC_NANITE_ARMOR_HARDENER"

	ship_modifier = {
		ship_armor_hardening_add = 0.25
	}

	ai_weight = {
		weight = 12

		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = nanites }
		}
		modifier = {
			factor = 0.0
			is_ai = yes
		}
	}
}

# living absorption plates
utility_component_template = {
	key = "ESC_ARMOR_HARDENER_LMETAL_2"
	size = aux
	icon = "GFX_esc_armor_hardening_lm_2"
	icon_frame = 1
	power = -40
	resources = {
		category = ship_components
		cost = {
			alloys = 40
			sr_living_metal = 2
		}
	}

	prerequisites = { "esc_tech_armor_hardening_lm_2" }
	component_set = ESC_ARMOR_HARDENER_LMETAL_2

	ship_modifier = {
		ship_armor_hardening_add = 0.33
		ship_armor_mult = 0.05
	}

	ai_weight = {
		weight = 15

		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = sr_living_metal }
		}
		modifier = {
			factor = 0.0
			is_ai = yes
		}
	}
}

# citadel shield hardener
utility_component_template = {
	key = "ESC_SHIELD_HARDENER_3"
	size = aux
	icon = "GFX_esc_shield_hardening_3"
	icon_frame = 1
	power = -25
	resources = {
		category = ship_components
		cost = {
			alloys = 30
			exotic_gases = 2
		}
	}

	prerequisites = { "esc_tech_shield_hardening_3" }
	component_set = "ESC_SHIELD_HARDENER_3"

	ship_modifier = {
		ship_shield_hardening_add = 0.25
	}

	ai_weight = {
		weight = 12

		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = exotic_gases }
		}
		modifier = {
			factor = 0.0
			is_ai = yes
		}
	}
}

# citadel shield hardener
utility_component_template = {
	key = "ESC_SHIELD_HARDENER_PSI_2"
	size = aux
	icon = "GFX_esc_shield_hardening_psi_2"
	icon_frame = 1
	power = -35
	resources = {
		category = ship_components
		cost = {
			alloys = 30
			sr_zro = 2
		}
	}

	prerequisites = { "esc_tech_shield_hardening_psi_2" }
	component_set = ESC_SHIELD_HARDENER_PSI_2

	ship_modifier = {
		ship_shield_hardening_add = 0.33
		ship_shield_mult = 0.05
	}

	ai_weight = {
		weight = 15

		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = sr_zro }
		}
		modifier = {
			factor = 0.0
			is_ai = yes
		}
	}
}

############################################################
##     Components : Auxiliary components : On-killed      ##
############################################################

# dead hand switch : kill command :: standard ships
utility_component_template = {
	key = ESC_AUX_DEAD_HAND_KILL_CMD_1
	size = aux
	icon = GFX_esc_dead_hand_kill_1
	icon_frame = 1
	power = 0
	ship_limit = 1

	blocked_by = {
		ESC_AUX_DEAD_HAND_KILL_CMD_2
	}

	resources = {
		category = ship_components
		cost = {
			alloys = 10
		}
	}

	ship_modifier = {
		damage_random_nearby_enemy_on_death = 0.15
	}

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

	prerequisites = { "esc_tech_dead_hand_switch_kill_1" }
	component_set = ESC_AUX_DEAD_HAND_KILL_CMD_1
	upgrades_to = ESC_AUX_DEAD_HAND_KILL_CMD_2

	ai_weight = { weight = 5 }
}

# dead hand switch : kill command :: bioships
utility_component_template = {
	key = ESC_BIO_AUX_DEAD_HAND_KILL_CMD_1
	size = aux
	icon = GFX_esc_bio_dead_hand_kill_1
	icon_frame = 1
	power = 0
	ship_limit = 1

	blocked_by = {
		ESC_BIO_AUX_DEAD_HAND_KILL_CMD_2
	}

	resources = {
		category = ship_components
		cost = {
			alloys = 10
		}
	}

	ship_modifier = {
		damage_random_nearby_enemy_on_death = 0.15
	}

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

	prerequisites = { "esc_tech_dead_hand_switch_kill_1" }
	component_set = ESC_BIO_AUX_DEAD_HAND_KILL_CMD_1
	upgrades_to = ESC_BIO_AUX_DEAD_HAND_KILL_CMD_2

	ai_weight = { weight = 5 }
}

# dead hand switch : annihilate command :: standard ships
utility_component_template = {
	key = ESC_AUX_DEAD_HAND_KILL_CMD_2
	size = aux
	icon = GFX_esc_dead_hand_kill_2
	icon_frame = 1
	power = 0
	ship_limit = 1

	blocked_by = {
		ESC_AUX_DEAD_HAND_KILL_CMD_1
	}

	resources = {
		category = ship_components
		cost = {
			alloys = 20
		}
	}

	ship_modifier = {
		esc_damage_enemy_ship_on_death = 0.30
	}

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

	prerequisites = { "esc_tech_dead_hand_switch_kill_2" }
	component_set = ESC_AUX_DEAD_HAND_KILL_CMD_2

	ai_weight = { weight = 5 }
}

# dead hand switch : annihilate command :: bioships
utility_component_template = {
	key = ESC_BIO_AUX_DEAD_HAND_KILL_CMD_2
	size = aux
	icon = GFX_esc_bio_dead_hand_kill_2
	icon_frame = 1
	power = 0
	ship_limit = 1

	blocked_by = {
		ESC_BIO_AUX_DEAD_HAND_KILL_CMD_1
	}

	resources = {
		category = ship_components
		cost = {
			alloys = 20
		}
	}

	ship_modifier = {
		esc_damage_enemy_ship_on_death = 0.30
	}

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

	prerequisites = { "esc_tech_dead_hand_switch_kill_2" }
	component_set = ESC_BIO_AUX_DEAD_HAND_KILL_CMD_2

	ai_weight = { weight = 5 }
}

# dead hand switch : repair ally command :: standard ships
utility_component_template = {
	key = ESC_AUX_DEAD_HAND_HEAL_CMD_1
	size = aux
	icon = GFX_esc_dead_hand_heal_1
	icon_frame = 1
	power = 0
	ship_limit = 1

	blocked_by = {
		ESC_AUX_DEAD_HAND_HEAL_CMD_2
	}

	resources = {
		category = ship_components
		cost = {
			alloys = 10
		}
	}

	ship_modifier = {
		esc_repair_allied_ship_on_death = 0.25
	}

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

	prerequisites = { "esc_tech_dead_hand_switch_heal_1" }
	component_set = ESC_AUX_DEAD_HAND_HEAL_CMD_1
	upgrades_to = ESC_AUX_DEAD_HAND_HEAL_CMD_2

	ai_weight = { weight = 5 }
}

# dead hand switch : repair ally command :: bioships
utility_component_template = {
	key = ESC_BIO_AUX_DEAD_HAND_HEAL_CMD_1
	size = aux
	icon = GFX_esc_bio_dead_hand_heal_1
	icon_frame = 1
	power = 0
	ship_limit = 1

	blocked_by = {
		ESC_BIO_AUX_DEAD_HAND_HEAL_CMD_2
	}

	resources = {
		category = ship_components
		cost = {
			alloys = 10
		}
	}

	ship_modifier = {
		esc_repair_allied_ship_on_death = 0.25
	}

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

	prerequisites = { "esc_tech_dead_hand_switch_heal_1" }
	component_set = ESC_BIO_AUX_DEAD_HAND_HEAL_CMD_1
	upgrades_to = ESC_BIO_AUX_DEAD_HAND_HEAL_CMD_2

	ai_weight = { weight = 5 }
}

# dead hand switch : support ally command :: standard ships
utility_component_template = {
	key = ESC_AUX_DEAD_HAND_HEAL_CMD_2
	size = aux
	icon = GFX_esc_dead_hand_heal_2
	icon_frame = 1
	power = 0
	ship_limit = 1

	blocked_by = {
		ESC_AUX_DEAD_HAND_HEAL_CMD_1
	}

	resources = {
		category = ship_components
		cost = {
			alloys = 20
		}
	}

	ship_modifier = {
		esc_repair_allied_ship_on_death = 0.5
	}

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

	prerequisites = { "esc_tech_dead_hand_switch_heal_2" }
	component_set = ESC_AUX_DEAD_HAND_HEAL_CMD_2

	ai_weight = { weight = 5 }
}

# dead hand switch : support ally command :: bioships
utility_component_template = {
	key = ESC_BIO_AUX_DEAD_HAND_HEAL_CMD_2
	size = aux
	icon = GFX_esc_bio_dead_hand_heal_2
	icon_frame = 1
	power = 0
	ship_limit = 1

	blocked_by = {
		ESC_BIO_AUX_DEAD_HAND_HEAL_CMD_1
	}

	resources = {
		category = ship_components
		cost = {
			alloys = 20
		}
	}

	ship_modifier = {
		esc_repair_allied_ship_on_death = 0.5
	}

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

	prerequisites = { "esc_tech_dead_hand_switch_heal_2" }
	component_set = ESC_BIO_AUX_DEAD_HAND_HEAL_CMD_2

	ai_weight = { weight = 5 }
}
