############################################################
##           ESC : Energy Weapons : Space Fauna           ##
############################################################

# - Advanced Combat Laser				S/M/L/X
# - Aurora Laser						S/M/L/X
# - Advanced Plasma Cannon				S/M/L/X
# - Dragonbreath Cannon					S/M/L/X
# - Tachyon Disruptor					S/M/L/X
# - Disruptor Lance						S/M/L/X
# - Muon Launcher						S/M/L/X
# - Antimatter Launcher					S/M/L/X
# - Amplified Cloud Lightning			S/M/L/X
# - Thunderstorm Generator				S/M/L/X
# - Plasma Cutter						S/M/L/X
# - Advanced Plasma Cutter				S/M/L/X
# - Chrono-Vortex Launcer				S/M/L/X

# - Improved Tachyon Lance				S/M/L/X
# - Hypercharged Tachyon Lance			S/M/L/X
# - Lightning Cannon					S/M/L/X
# - Arc Cannon							S/M/L/X
# - Proton Scream						S/M/L/X
# - Atomic Breath						S/M/L/X

############################################################
##                  Advanced Combat Laser                 ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_LASER_CREATURE_6
	size = small
	icon = GFX_esc_bio_laser_6
	icon_frame = 1
	type = instant

	damage = { min = 21 max = 58 }
	windup = { min = 5 max = 20 }
	total_fire_time = 30
	range = @ESC_WEAPON_RANGE_S_2
	accuracy = 0.9

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = s
		TIER = 6
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	hull_damage = @ESC_WEAPON_laser_hull_damage
	armor_penetration = @ESC_WEAPON_laser_armor_penetration
	armor_damage = @ESC_WEAPON_laser_armor_damage
	shield_penetration = @ESC_WEAPON_laser_shield_penetration
	shield_damage = @ESC_WEAPON_laser_shield_damage
	tracking = 0.5

	prerequisites = { "esc_tech_laser_6" }
	component_set = ESC_LASER_CREATURE_6
	projectile_gfx = "esc_laser_6_small"
	tags = { weapon_type_energy weapon_type_space_fauna s_slot }
	ai_tags = { weapon_role_anti_armor gunship }
	upgrades_to = SMALL_ESC_LASER_CREATURE_7

	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
weapon_component_template = {
	key = MEDIUM_ESC_LASER_CREATURE_6
	size = medium
	icon = GFX_esc_bio_laser_6
	icon_frame = 1
	type = instant

	damage = { min = 53 max = 134 }
	windup = { min = 6 max = 24 }
	total_fire_time = 35
	range = @ESC_WEAPON_RANGE_M_2
	accuracy = 0.9

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = m
		TIER = 6
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	hull_damage = @ESC_WEAPON_laser_hull_damage
	armor_penetration = @ESC_WEAPON_laser_armor_penetration
	armor_damage = @ESC_WEAPON_laser_armor_damage
	shield_penetration = @ESC_WEAPON_laser_shield_penetration
	shield_damage = @ESC_WEAPON_laser_shield_damage
	tracking = 0.3

	prerequisites = { "esc_tech_laser_6" }
	component_set = ESC_LASER_CREATURE_6
	projectile_gfx = "esc_laser_6_medium"
	tags = { weapon_type_energy weapon_type_space_fauna m_slot }
	ai_tags = { weapon_role_anti_armor gunship }
	upgrades_to = MEDIUM_ESC_LASER_CREATURE_7

	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
weapon_component_template = {
	key = LARGE_ESC_LASER_CREATURE_6
	size = large
	icon = GFX_esc_bio_laser_6
	icon_frame = 1
	type = instant

	damage = { min = 132 max = 310 }
	windup = { min = 7 max = 27 }
	total_fire_time = 40
	range = @ESC_WEAPON_RANGE_L_2
	accuracy = 0.9

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = l
		TIER = 6
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	hull_damage = @ESC_WEAPON_laser_hull_damage
	armor_penetration = @ESC_WEAPON_laser_armor_penetration
	armor_damage = @ESC_WEAPON_laser_armor_damage
	shield_penetration = @ESC_WEAPON_laser_shield_penetration
	shield_damage = @ESC_WEAPON_laser_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_laser_6" }
	component_set = ESC_LASER_CREATURE_6
	projectile_gfx = "esc_laser_6_large"
	tags = { weapon_type_energy weapon_type_space_fauna l_slot }
	ai_tags = { weapon_role_anti_armor gunship }
	upgrades_to = LARGE_ESC_LASER_CREATURE_7

	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 }
		}
	}
}

# extra-large
weapon_component_template = {
	key = XL_ESC_LASER_CREATURE_6
	size = extra_large
	icon = GFX_esc_bio_laser_6
	icon_frame = 1
	type = instant

	damage = { min = 264 max = 600 }
	windup = { min = 7 max = 27 }
	total_fire_time = 40
	range = @ESC_WEAPON_RANGE_L_2
	accuracy = 0.9

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = xl
		TIER = 6
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	hull_damage = @ESC_WEAPON_laser_hull_damage
	armor_penetration = @ESC_WEAPON_laser_armor_penetration
	armor_damage = @ESC_WEAPON_laser_armor_damage
	shield_penetration = @ESC_WEAPON_laser_shield_penetration
	shield_damage = @ESC_WEAPON_laser_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_laser_6" }
	component_set = ESC_LASER_CREATURE_6
	projectile_gfx = "esc_laser_6_large"
	tags = { weapon_type_energy weapon_type_space_fauna x_slot }
	ai_tags = { weapon_role_anti_armor gunship }
	upgrades_to = XL_ESC_LASER_CREATURE_7

	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 }
		}
	}
}

############################################################
##                       Aurora Laser                     ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_LASER_CREATURE_7
	size = small
	icon = GFX_esc_bio_laser_7
	icon_frame = 1
	type = instant

	damage = { min = 25 max = 72 }
	windup = { min = 5 max = 20 }
	total_fire_time = 30
	range = @ESC_WEAPON_RANGE_S_2
	accuracy = 0.9

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

	hull_damage = @ESC_WEAPON_laser_hull_damage
	armor_penetration = @ESC_WEAPON_laser_armor_penetration
	armor_damage = @ESC_WEAPON_laser_armor_damage
	shield_penetration = @ESC_WEAPON_laser_shield_penetration
	shield_damage = @ESC_WEAPON_laser_shield_damage
	tracking = 0.5

	prerequisites = { "esc_tech_laser_7" }
	component_set = ESC_LASER_CREATURE_7
	projectile_gfx = "esc_laser_7_small"
	tags = { weapon_type_energy weapon_type_space_fauna s_slot }
	ai_tags = { weapon_role_anti_armor gunship }

	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
weapon_component_template = {
	key = MEDIUM_ESC_LASER_CREATURE_7
	size = medium
	icon = GFX_esc_bio_laser_7
	icon_frame = 1
	type = instant

	damage = { min = 65 max = 206 }
	windup = { min = 6 max = 24 }
	total_fire_time = 35
	range = @ESC_WEAPON_RANGE_M_2
	accuracy = 0.9

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

	hull_damage = @ESC_WEAPON_laser_hull_damage
	armor_penetration = @ESC_WEAPON_laser_armor_penetration
	armor_damage = @ESC_WEAPON_laser_armor_damage
	shield_penetration = @ESC_WEAPON_laser_shield_penetration
	shield_damage = @ESC_WEAPON_laser_shield_damage
	tracking = 0.3

	prerequisites = { "esc_tech_laser_7" }
	component_set = ESC_LASER_CREATURE_7
	projectile_gfx = "esc_laser_7_medium"
	tags = { weapon_type_energy weapon_type_space_fauna m_slot }
	ai_tags = { weapon_role_anti_armor gunship }

	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
weapon_component_template = {
	key = LARGE_ESC_LASER_CREATURE_7
	size = large
	icon = GFX_esc_bio_laser_7
	icon_frame = 1
	type = instant

	damage = { min = 184 max = 412 }
	windup = { min = 7 max = 27 }
	total_fire_time = 40
	range = @ESC_WEAPON_RANGE_L_2
	accuracy = 0.9

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

	hull_damage = @ESC_WEAPON_laser_hull_damage
	armor_penetration = @ESC_WEAPON_laser_armor_penetration
	armor_damage = @ESC_WEAPON_laser_armor_damage
	shield_penetration = @ESC_WEAPON_laser_shield_penetration
	shield_damage = @ESC_WEAPON_laser_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_laser_7" }
	component_set = ESC_LASER_CREATURE_7
	projectile_gfx = "esc_laser_7_large"
	tags = { weapon_type_energy weapon_type_space_fauna l_slot }
	ai_tags = { weapon_role_anti_armor gunship }

	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 }
		}
	}
}

# extra-large
weapon_component_template = {
	key = XL_ESC_LASER_CREATURE_7
	size = extra_large
	icon = GFX_esc_bio_laser_7
	icon_frame = 1
	type = instant

	damage = { min = 366 max = 820 }
	windup = { min = 7 max = 27 }
	total_fire_time = 40
	range = @ESC_WEAPON_RANGE_L_2
	accuracy = 0.9

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = xl
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	hull_damage = @ESC_WEAPON_laser_hull_damage
	armor_penetration = @ESC_WEAPON_laser_armor_penetration
	armor_damage = @ESC_WEAPON_laser_armor_damage
	shield_penetration = @ESC_WEAPON_laser_shield_penetration
	shield_damage = @ESC_WEAPON_laser_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_laser_7" }
	component_set = ESC_LASER_CREATURE_7
	projectile_gfx = "esc_laser_7_large"
	tags = { weapon_type_energy weapon_type_space_fauna x_slot }
	ai_tags = { weapon_role_anti_armor gunship }

	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 }
		}
	}
}

############################################################
##                 Advanced Plasma Cannon                 ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_PLASMA_CREATURE_4
	size = small
	icon = GFX_esc_bio_plasma_cannon_4
	icon_frame = 1
	type = instant

	damage = { min = 27 max = 62 }
	windup = { min = 6 max = 24 }
	total_fire_time = 35
	range = @ESC_WEAPON_RANGE_S_2
	accuracy = 0.8

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = s
		TIER = 6
		STRATEGIC_RESOURCE_TYPE = exotic_gases
	}

	hull_damage = @ESC_WEAPON_plasma_hull_damage
	armor_penetration = @ESC_WEAPON_plasma_armor_penetration
	armor_damage = @ESC_WEAPON_plasma_armor_damage
	shield_penetration = @ESC_WEAPON_plasma_shield_penetration
	shield_damage = @ESC_WEAPON_plasma_shield_damage
	tracking = 0.4

	prerequisites = { "esc_tech_plasma_4" }
	component_set = ESC_PLASMA_CREATURE_4
	projectile_gfx = "esc_plasma_4_small"
	tags = { weapon_type_energy weapon_type_space_fauna s_slot }
	ai_tags = { weapon_role_anti_armor gunship }
	ai_tag_weight = 3
	upgrades_to = SMALL_ESC_PLASMA_CREATURE_5

	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 = exotic_gases }
		}
	}
}

# medium
weapon_component_template = {
	key = MEDIUM_ESC_PLASMA_CREATURE_4
	size = medium
	icon = GFX_esc_bio_plasma_cannon_4
	icon_frame = 1
	type = instant

	damage = { min = 71 max = 160 }
	windup = { min = 7 max = 27 }
	total_fire_time = 40
	range = @ESC_WEAPON_RANGE_M_2
	accuracy = 0.8

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = m
		TIER = 6
		STRATEGIC_RESOURCE_TYPE = exotic_gases
	}

	hull_damage = @ESC_WEAPON_plasma_hull_damage
	armor_penetration = @ESC_WEAPON_plasma_armor_penetration
	armor_damage = @ESC_WEAPON_plasma_armor_damage
	shield_penetration = @ESC_WEAPON_plasma_shield_penetration
	shield_damage = @ESC_WEAPON_plasma_shield_damage
	tracking = 0.2

	prerequisites = { "esc_tech_plasma_4" }
	component_set = ESC_PLASMA_CREATURE_4
	projectile_gfx = "esc_plasma_4_medium"
	tags = { weapon_type_energy weapon_type_space_fauna m_slot }
	ai_tags = { weapon_role_anti_armor gunship }
	ai_tag_weight = 3
	upgrades_to = MEDIUM_ESC_PLASMA_CREATURE_5

	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 = exotic_gases }
		}
	}
}

# large
weapon_component_template = {
	key = LARGE_ESC_PLASMA_CREATURE_4
	size = large
	icon = GFX_esc_bio_plasma_cannon_4
	icon_frame = 1
	type = instant

	damage = { min = 170 max = 356 }
	windup = { min = 8 max = 30 }
	total_fire_time = 45
	range = @ESC_WEAPON_RANGE_L_2
	min_range = @ESC_WEAPON_MIN_RANGE_4
	accuracy = 0.8

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = l
		TIER = 6
		STRATEGIC_RESOURCE_TYPE = exotic_gases
	}

	hull_damage = @ESC_WEAPON_plasma_hull_damage
	armor_penetration = @ESC_WEAPON_plasma_armor_penetration
	armor_damage = @ESC_WEAPON_plasma_armor_damage
	shield_penetration = @ESC_WEAPON_plasma_shield_penetration
	shield_damage = @ESC_WEAPON_plasma_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_plasma_4" }
	component_set = ESC_PLASMA_CREATURE_4
	projectile_gfx = "esc_plasma_4_large"
	tags = { weapon_type_energy weapon_type_space_fauna l_slot }
	ai_tags = { weapon_role_anti_armor gunship }
	ai_tag_weight = 3
	upgrades_to = LARGE_ESC_PLASMA_CREATURE_5

	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 = exotic_gases }
		}
		modifier = {
			factor = @cosmic_storm_gravity_ai_weight_factor
			has_country_flag = affected_by_gravity_storm
		}
	}
}

# extra-large
weapon_component_template = {
	key = XL_ESC_PLASMA_CREATURE_4
	size = extra_large
	icon = GFX_esc_bio_plasma_cannon_4
	icon_frame = 1
	type = instant

	damage = { min = 340 max = 700 }
	windup = { min = 8 max = 30 }
	total_fire_time = 45
	range = @ESC_WEAPON_RANGE_L_2
	min_range = @ESC_WEAPON_MIN_RANGE_4
	accuracy = 0.8

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = xl
		TIER = 6
		STRATEGIC_RESOURCE_TYPE = exotic_gases
	}

	hull_damage = @ESC_WEAPON_plasma_hull_damage
	armor_penetration = @ESC_WEAPON_plasma_armor_penetration
	armor_damage = @ESC_WEAPON_plasma_armor_damage
	shield_penetration = @ESC_WEAPON_plasma_shield_penetration
	shield_damage = @ESC_WEAPON_plasma_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_plasma_4" }
	component_set = ESC_PLASMA_CREATURE_4
	projectile_gfx = "esc_plasma_4_large"
	tags = { weapon_type_energy weapon_type_space_fauna x_slot }
	ai_tags = { weapon_role_anti_armor gunship }
	ai_tag_weight = 3
	upgrades_to = XL_ESC_PLASMA_CREATURE_5

	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 = exotic_gases }
		}
		modifier = {
			factor = @cosmic_storm_gravity_ai_weight_factor
			has_country_flag = affected_by_gravity_storm
		}
	}
}

############################################################
##                   Dragonbreath Cannon                  ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_PLASMA_CREATURE_5
	size = small
	icon = GFX_esc_bio_plasma_cannon_5
	icon_frame = 1
	type = instant

	damage = { min = 31 max = 72 }
	windup = { min = 6 max = 24 }
	total_fire_time = 35
	range = @ESC_WEAPON_RANGE_S_2
	accuracy = 0.8

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

	hull_damage = @ESC_WEAPON_plasma_hull_damage
	armor_penetration = @ESC_WEAPON_plasma_armor_penetration
	armor_damage = @ESC_WEAPON_plasma_armor_damage
	shield_penetration = @ESC_WEAPON_plasma_shield_penetration
	shield_damage = @ESC_WEAPON_plasma_shield_damage
	tracking = 0.4

	prerequisites = { "esc_tech_plasma_5" }
	component_set = ESC_PLASMA_CREATURE_5
	projectile_gfx = "esc_plasma_5_small"
	tags = { weapon_type_energy weapon_type_space_fauna s_slot }
	ai_tags = { weapon_role_anti_armor gunship }
	ai_tag_weight = 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 = exotic_gases }
		}
	}
}

# medium
weapon_component_template = {
	key = MEDIUM_ESC_PLASMA_CREATURE_5
	size = medium
	icon = GFX_esc_bio_plasma_cannon_5
	icon_frame = 1
	type = instant

	damage = { min = 79 max = 195 }
	windup = { min = 7 max = 27 }
	total_fire_time = 40
	range = @ESC_WEAPON_RANGE_M_2
	accuracy = 0.8

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

	hull_damage = @ESC_WEAPON_plasma_hull_damage
	armor_penetration = @ESC_WEAPON_plasma_armor_penetration
	armor_damage = @ESC_WEAPON_plasma_armor_damage
	shield_penetration = @ESC_WEAPON_plasma_shield_penetration
	shield_damage = @ESC_WEAPON_plasma_shield_damage
	tracking = 0.2

	prerequisites = { "esc_tech_plasma_5" }
	component_set = ESC_PLASMA_CREATURE_5
	projectile_gfx = "esc_plasma_5_medium"
	tags = { weapon_type_energy weapon_type_space_fauna m_slot }
	ai_tags = { weapon_role_anti_armor gunship }
	ai_tag_weight = 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 = exotic_gases }
		}
	}
}

# large
weapon_component_template = {
	key = LARGE_ESC_PLASMA_CREATURE_5
	size = large
	icon = GFX_esc_bio_plasma_cannon_5
	icon_frame = 1
	type = instant

	damage = { min = 192 max = 400 }
	windup = { min = 8 max = 30 }
	total_fire_time = 45
	range = @ESC_WEAPON_RANGE_L_2
	min_range = @ESC_WEAPON_MIN_RANGE_4
	accuracy = 0.8

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

	hull_damage = @ESC_WEAPON_plasma_hull_damage
	armor_penetration = @ESC_WEAPON_plasma_armor_penetration
	armor_damage = @ESC_WEAPON_plasma_armor_damage
	shield_penetration = @ESC_WEAPON_plasma_shield_penetration
	shield_damage = @ESC_WEAPON_plasma_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_plasma_5" }
	component_set = ESC_PLASMA_CREATURE_5
	projectile_gfx = "esc_plasma_5_large"
	tags = { weapon_type_energy weapon_type_space_fauna l_slot }
	ai_tags = { weapon_role_anti_armor gunship }
	ai_tag_weight = 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 = exotic_gases }
		}
		modifier = {
			factor = @cosmic_storm_gravity_ai_weight_factor
			has_country_flag = affected_by_gravity_storm
		}
	}
}

# extra-large
weapon_component_template = {
	key = XL_ESC_PLASMA_CREATURE_5
	size = extra_large
	icon = GFX_esc_bio_plasma_cannon_5
	icon_frame = 1
	type = instant

	damage = { min = 390 max = 790 }
	windup = { min = 8 max = 30 }
	total_fire_time = 45
	range = @ESC_WEAPON_RANGE_L_2
	min_range = @ESC_WEAPON_MIN_RANGE_4
	accuracy = 0.8

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = xl
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = exotic_gases
	}

	hull_damage = @ESC_WEAPON_plasma_hull_damage
	armor_penetration = @ESC_WEAPON_plasma_armor_penetration
	armor_damage = @ESC_WEAPON_plasma_armor_damage
	shield_penetration = @ESC_WEAPON_plasma_shield_penetration
	shield_damage = @ESC_WEAPON_plasma_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_plasma_5" }
	component_set = ESC_PLASMA_CREATURE_5
	projectile_gfx = "esc_plasma_5_large"
	tags = { weapon_type_energy weapon_type_space_fauna x_slot }
	ai_tags = { weapon_role_anti_armor gunship }
	ai_tag_weight = 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 = exotic_gases }
		}
		modifier = {
			factor = @cosmic_storm_gravity_ai_weight_factor
			has_country_flag = affected_by_gravity_storm
		}
	}
}

############################################################
##                    Tachyon Disruptor                   ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_DISRUPTOR_CREATURE_4
	size = small
	icon = GFX_esc_bio_disruptor_4
	icon_frame = 1
	type = instant

	damage = { min = 5 max = 30 }
	windup = { min = 3 max = 11 }
	total_fire_time = 16
	range = @ESC_WEAPON_RANGE_S_1
	accuracy = 1.0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = s
		TIER = 6
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	hull_damage = @ESC_WEAPON_disruptor_hull_damage
	armor_penetration = @ESC_WEAPON_disruptor_armor_penetration
	armor_damage = @ESC_WEAPON_disruptor_armor_damage
	shield_penetration = @ESC_WEAPON_disruptor_shield_penetration
	shield_damage = @ESC_WEAPON_disruptor_shield_damage
	tracking = 0.6

	prerequisites = { "esc_tech_disruptors_4" }
	component_set = ESC_DISRUPTOR_CREATURE_4
	projectile_gfx = "esc_disruptor_4_small"
	upgrades_to = SMALL_ESC_DISRUPTOR_CREATURE_5
	tags = { weapon_type_energy weapon_type_space_fauna s_slot }
	ai_tags = { weapon_role_anti_hull brawler brawler_stealth }
	ai_tag_weight = 5

	target_type = target_enemies
	injected_modifier = {
		modifier = {
			modifier = disruptor_regen_debuff_3
			days = 10
		}
		stack_info = {
			id = disruptor_regen
			priority = 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
weapon_component_template = {
	key = MEDIUM_ESC_DISRUPTOR_CREATURE_4
	size = medium
	icon = GFX_esc_bio_disruptor_4
	icon_frame = 1
	type = instant

	damage = { min = 8 max = 85 }
	windup = { min = 4 max = 16 }
	total_fire_time = 24
	range = @ESC_WEAPON_RANGE_M_1
	accuracy = 1.0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = m
		TIER = 6
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	hull_damage = @ESC_WEAPON_disruptor_hull_damage
	armor_penetration = @ESC_WEAPON_disruptor_armor_penetration
	armor_damage = @ESC_WEAPON_disruptor_armor_damage
	shield_penetration = @ESC_WEAPON_disruptor_shield_penetration
	shield_damage = @ESC_WEAPON_disruptor_shield_damage
	tracking = 0.35

	prerequisites = { "esc_tech_disruptors_4" }
	component_set = ESC_DISRUPTOR_CREATURE_4
	projectile_gfx = "esc_disruptor_4_medium"
	upgrades_to = MEDIUM_ESC_DISRUPTOR_CREATURE_5
	tags = { weapon_type_energy weapon_type_space_fauna m_slot }
	ai_tags = { weapon_role_anti_hull brawler brawler_stealth }
	ai_tag_weight = 5

	target_type = target_enemies
	injected_modifier = {
		modifier = {
			modifier = disruptor_regen_debuff_3
			days = 10
		}
		stack_info = {
			id = disruptor_regen
			priority = 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
weapon_component_template = {
	key = LARGE_ESC_DISRUPTOR_CREATURE_4
	size = large
	icon = GFX_esc_bio_disruptor_4
	icon_frame = 1
	type = instant

	damage = { min = 13 max = 170 }
	windup = { min = 5 max = 20 }
	total_fire_time = 24
	range = @ESC_WEAPON_RANGE_L_1
	accuracy = 1.0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = l
		TIER = 6
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	hull_damage = @ESC_WEAPON_disruptor_hull_damage
	armor_penetration = @ESC_WEAPON_disruptor_armor_penetration
	armor_damage = @ESC_WEAPON_disruptor_armor_damage
	shield_penetration = @ESC_WEAPON_disruptor_shield_penetration
	shield_damage = @ESC_WEAPON_disruptor_shield_damage
	tracking = 0.35

	prerequisites = { "esc_tech_disruptors_4" }
	component_set = ESC_DISRUPTOR_CREATURE_4
	projectile_gfx = "esc_disruptor_4_large"
	upgrades_to = LARGE_ESC_DISRUPTOR_CREATURE_5
	tags = { weapon_type_energy weapon_type_space_fauna l_slot }
	ai_tags = { weapon_role_anti_hull brawler brawler_stealth }
	ai_tag_weight = 5

	target_type = target_enemies
	injected_modifier = {
		modifier = {
			modifier = disruptor_regen_debuff_3
			days = 10
		}
		stack_info = {
			id = disruptor_regen
			priority = 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 }
		}
	}
}

# extra-large
weapon_component_template = {
	key = XL_ESC_DISRUPTOR_CREATURE_4
	size = extra_large
	icon = GFX_esc_bio_disruptor_4
	icon_frame = 1
	type = instant

	damage = { min = 18 max = 345 }
	windup = { min = 6 max = 24 }
	total_fire_time = 24
	range = @ESC_WEAPON_RANGE_L_3
	accuracy = 1.0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = xl
		TIER = 6
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	hull_damage = @ESC_WEAPON_disruptor_hull_damage
	armor_penetration = @ESC_WEAPON_disruptor_armor_penetration
	armor_damage = @ESC_WEAPON_disruptor_armor_damage
	shield_penetration = @ESC_WEAPON_disruptor_shield_penetration
	shield_damage = @ESC_WEAPON_disruptor_shield_damage
	tracking = 0.35

	prerequisites = { "esc_tech_disruptors_4" }
	component_set = ESC_DISRUPTOR_CREATURE_4
	projectile_gfx = "esc_disruptor_4_large"
	upgrades_to = XL_ESC_DISRUPTOR_CREATURE_5
	tags = { weapon_type_energy weapon_type_space_fauna x_slot }
	ai_tags = { weapon_role_anti_hull brawler brawler_stealth }
	ai_tag_weight = 5

	target_type = target_enemies
	injected_modifier = {
		modifier = {
			modifier = disruptor_regen_debuff_3
			days = 10
		}
		stack_info = {
			id = disruptor_regen
			priority = 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 }
		}
	}
}

############################################################
##                     Disruptor Lance                    ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_DISRUPTOR_CREATURE_5
	size = small
	icon = GFX_esc_bio_disruptor_5
	icon_frame = 1
	type = instant

	damage = { min = 5 max = 43 }
	windup = { min = 3 max = 11 }
	total_fire_time = 16
	range = @ESC_WEAPON_RANGE_S_1
	accuracy = 1.0

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

	hull_damage = @ESC_WEAPON_disruptor_hull_damage
	armor_penetration = @ESC_WEAPON_disruptor_armor_penetration
	armor_damage = @ESC_WEAPON_disruptor_armor_damage
	shield_penetration = @ESC_WEAPON_disruptor_shield_penetration
	shield_damage = @ESC_WEAPON_disruptor_shield_damage
	tracking = 0.6

	prerequisites = { "esc_tech_disruptors_5" }
	component_set = ESC_DISRUPTOR_CREATURE_5
	projectile_gfx = "esc_disruptor_5_small"
	tags = { weapon_type_energy weapon_type_space_fauna s_slot }
	ai_tags = { weapon_role_anti_hull brawler brawler_stealth }
	ai_tag_weight = 5

	target_type = target_enemies
	injected_modifier = {
		modifier = {
			modifier = disruptor_regen_debuff_3
			days = 10
		}
		stack_info = {
			id = disruptor_regen
			priority = 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
weapon_component_template = {
	key = MEDIUM_ESC_DISRUPTOR_CREATURE_5
	size = medium
	icon = GFX_esc_bio_disruptor_5
	icon_frame = 1
	type = instant

	damage = { min = 10 max = 115 }
	windup = { min = 4 max = 16 }
	total_fire_time = 24
	range = @ESC_WEAPON_RANGE_M_1
	accuracy = 1.0

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

	hull_damage = @ESC_WEAPON_disruptor_hull_damage
	armor_penetration = @ESC_WEAPON_disruptor_armor_penetration
	armor_damage = @ESC_WEAPON_disruptor_armor_damage
	shield_penetration = @ESC_WEAPON_disruptor_shield_penetration
	shield_damage = @ESC_WEAPON_disruptor_shield_damage
	tracking = 0.35

	prerequisites = { "esc_tech_disruptors_5" }
	component_set = ESC_DISRUPTOR_CREATURE_5
	projectile_gfx = "esc_disruptor_5_medium"
	tags = { weapon_type_energy weapon_type_space_fauna m_slot }
	ai_tags = { weapon_role_anti_hull brawler brawler_stealth }
	ai_tag_weight = 5

	target_type = target_enemies
	injected_modifier = {
		modifier = {
			modifier = disruptor_regen_debuff_3
			days = 10
		}
		stack_info = {
			id = disruptor_regen
			priority = 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
weapon_component_template = {
	key = LARGE_ESC_DISRUPTOR_CREATURE_5
	size = large
	icon = GFX_esc_bio_disruptor_5
	icon_frame = 1
	type = instant

	damage = { min = 15 max = 230 }
	windup = { min = 5 max = 20 }
	total_fire_time = 24
	range = @ESC_WEAPON_RANGE_L_1
	accuracy = 1.0

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

	hull_damage = @ESC_WEAPON_disruptor_hull_damage
	armor_penetration = @ESC_WEAPON_disruptor_armor_penetration
	armor_damage = @ESC_WEAPON_disruptor_armor_damage
	shield_penetration = @ESC_WEAPON_disruptor_shield_penetration
	shield_damage = @ESC_WEAPON_disruptor_shield_damage
	tracking = 0.35

	prerequisites = { "esc_tech_disruptors_5" }
	component_set = ESC_DISRUPTOR_CREATURE_5
	projectile_gfx = "esc_disruptor_5_medium"
	tags = { weapon_type_energy weapon_type_space_fauna l_slot }
	ai_tags = { weapon_role_anti_hull brawler brawler_stealth }
	ai_tag_weight = 5

	target_type = target_enemies
	injected_modifier = {
		modifier = {
			modifier = disruptor_regen_debuff_3
			days = 10
		}
		stack_info = {
			id = disruptor_regen
			priority = 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 }
		}
	}
}

# extra-large
weapon_component_template = {
	key = XL_ESC_DISRUPTOR_CREATURE_5
	size = extra_large
	icon = GFX_esc_bio_disruptor_5
	icon_frame = 1
	type = instant

	damage = { min = 20 max = 480 }
	windup = { min = 6 max = 24 }
	total_fire_time = 24
	range = @ESC_WEAPON_RANGE_L_3
	accuracy = 1.0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = xl
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	hull_damage = @ESC_WEAPON_disruptor_hull_damage
	armor_penetration = @ESC_WEAPON_disruptor_armor_penetration
	armor_damage = @ESC_WEAPON_disruptor_armor_damage
	shield_penetration = @ESC_WEAPON_disruptor_shield_penetration
	shield_damage = @ESC_WEAPON_disruptor_shield_damage
	tracking = 0.35

	prerequisites = { "esc_tech_disruptors_5" }
	component_set = ESC_DISRUPTOR_CREATURE_5
	projectile_gfx = "esc_disruptor_5_medium"
	tags = { weapon_type_energy weapon_type_space_fauna x_slot }
	ai_tags = { weapon_role_anti_hull brawler brawler_stealth }
	ai_tag_weight = 5

	target_type = target_enemies
	injected_modifier = {
		modifier = {
			modifier = disruptor_regen_debuff_3
			days = 10
		}
		stack_info = {
			id = disruptor_regen
			priority = 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 }
		}
	}
}

############################################################
##                      Muon Launcher                     ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_ENERGY_TORPEDO_CREATURE_3
	size = small
	icon = GFX_esc_bio_energy_launcher_3
	icon_frame = 1
	type = instant

	damage = { min = 38 max = 81 }
	size_damage_factor = 0.2
	windup = { min = 25 max = 100 }
	total_fire_time = 150
	range = @ESC_WEAPON_RANGE_L_3
	min_range = @ESC_WEAPON_MIN_RANGE_3
	firing_arc = 25.0
	accuracy = 0.9

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

	hull_damage = @ESC_WEAPON_energy_launcher_hull_damage
	armor_penetration = @ESC_WEAPON_energy_launcher_armor_penetration
	armor_damage = @ESC_WEAPON_energy_launcher_armor_damage
	shield_penetration = @ESC_WEAPON_energy_launcher_shield_penetration
	shield_damage = @ESC_WEAPON_energy_launcher_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_energy_torpedo_3" }
	component_set = ESC_ENERGY_TORPEDO_CREATURE_3
	projectile_gfx = "esc_energy_torpedoes_3"
	upgrades_to = SMALL_ESC_ENERGY_TORPEDO_CREATURE_4
	tags = { weapon_type_energy weapon_type_space_fauna s_slot }
	ai_tags = { weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }

	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 = exotic_gases }
		}
		modifier = {
			factor = @cosmic_storm_gravity_ai_weight_factor
			has_country_flag = affected_by_gravity_storm
		}
	}
}

# medium
weapon_component_template = {
	key = MEDIUM_ESC_ENERGY_TORPEDO_CREATURE_3
	size = medium
	icon = GFX_esc_bio_energy_launcher_3
	icon_frame = 1
	type = instant

	damage = { min = 76 max = 162 }
	size_damage_factor = 0.2
	windup = { min = 25 max = 100 }
	total_fire_time = 150
	range = @ESC_WEAPON_RANGE_L_6
	min_range = @ESC_WEAPON_MIN_RANGE_5
	firing_arc = 25.0
	accuracy = 0.9

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

	hull_damage = @ESC_WEAPON_energy_launcher_hull_damage
	armor_penetration = @ESC_WEAPON_energy_launcher_armor_penetration
	armor_damage = @ESC_WEAPON_energy_launcher_armor_damage
	shield_penetration = @ESC_WEAPON_energy_launcher_shield_penetration
	shield_damage = @ESC_WEAPON_energy_launcher_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_energy_torpedo_3" }
	component_set = ESC_ENERGY_TORPEDO_CREATURE_3
	projectile_gfx = "esc_energy_torpedoes_3"
	upgrades_to = MEDIUM_ESC_ENERGY_TORPEDO_CREATURE_4
	tags = { weapon_type_energy weapon_type_space_fauna m_slot }
	ai_tags = { weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }

	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 = exotic_gases }
		}
		modifier = {
			factor = @cosmic_storm_gravity_ai_weight_factor
			has_country_flag = affected_by_gravity_storm
		}
	}
}

# large
weapon_component_template = {
	key = LARGE_ESC_ENERGY_TORPEDO_CREATURE_3
	size = large
	icon = GFX_esc_bio_energy_launcher_3
	icon_frame = 1
	type = instant

	damage = { min = 152 max = 324 }
	size_damage_factor = 0.2
	windup = { min = 25 max = 100 }
	total_fire_time = 150
	range = @ESC_WEAPON_RANGE_L_6
	min_range = @ESC_WEAPON_RANGE_X_3
	firing_arc = 25.0
	accuracy = 0.9

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

	hull_damage = @ESC_WEAPON_energy_launcher_hull_damage
	armor_penetration = @ESC_WEAPON_energy_launcher_armor_penetration
	armor_damage = @ESC_WEAPON_energy_launcher_armor_damage
	shield_penetration = @ESC_WEAPON_energy_launcher_shield_penetration
	shield_damage = @ESC_WEAPON_energy_launcher_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_energy_torpedo_3" }
	component_set = ESC_ENERGY_TORPEDO_CREATURE_3
	projectile_gfx = "esc_energy_torpedoes_3"
	upgrades_to = LARGE_ESC_ENERGY_TORPEDO_CREATURE_4
	tags = { weapon_type_energy weapon_type_space_fauna l_slot }
	ai_tags = { weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }

	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 = exotic_gases }
		}
		modifier = {
			factor = @cosmic_storm_gravity_ai_weight_factor
			has_country_flag = affected_by_gravity_storm
		}
	}
}

# extra-large
weapon_component_template = {
	key = XL_ESC_ENERGY_TORPEDO_CREATURE_3
	size = extra_large
	icon = GFX_esc_bio_energy_launcher_3
	icon_frame = 1
	type = instant

	damage = { min = 304 max = 648 }
	size_damage_factor = 0.2
	windup = { min = 25 max = 100 }
	total_fire_time = 150
	range = @ESC_WEAPON_RANGE_L_6
	min_range = @ESC_WEAPON_RANGE_X_3
	firing_arc = 25.0
	accuracy = 0.9

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = xl
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = exotic_gases
	}

	hull_damage = @ESC_WEAPON_energy_launcher_hull_damage
	armor_penetration = @ESC_WEAPON_energy_launcher_armor_penetration
	armor_damage = @ESC_WEAPON_energy_launcher_armor_damage
	shield_penetration = @ESC_WEAPON_energy_launcher_shield_penetration
	shield_damage = @ESC_WEAPON_energy_launcher_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_energy_torpedo_3" }
	component_set = ESC_ENERGY_TORPEDO_CREATURE_3
	projectile_gfx = "esc_energy_torpedoes_3"
	upgrades_to = XL_ESC_ENERGY_TORPEDO_CREATURE_4
	tags = { weapon_type_energy weapon_type_space_fauna x_slot }
	ai_tags = { weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }

	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 = exotic_gases }
		}
		modifier = {
			factor = @cosmic_storm_gravity_ai_weight_factor
			has_country_flag = affected_by_gravity_storm
		}
	}
}

############################################################
##                   Antimatter Launcher                  ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_ENERGY_TORPEDO_CREATURE_4
	size = small
	icon = GFX_esc_bio_energy_launcher_4
	icon_frame = 1
	type = instant

	damage = { min = 46 max = 98 }
	size_damage_factor = 0.2
	windup = { min = 25 max = 100 }
	total_fire_time = 150
	range = @ESC_WEAPON_RANGE_L_3
	min_range = @ESC_WEAPON_MIN_RANGE_3
	firing_arc = 25.0
	accuracy = 0.9

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = s
		TIER = 8
		STRATEGIC_RESOURCE_TYPE = exotic_gases
	}

	hull_damage = @ESC_WEAPON_energy_launcher_hull_damage
	armor_penetration = @ESC_WEAPON_energy_launcher_armor_penetration
	armor_damage = @ESC_WEAPON_energy_launcher_armor_damage
	shield_penetration = @ESC_WEAPON_energy_launcher_shield_penetration
	shield_damage = @ESC_WEAPON_energy_launcher_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_energy_torpedo_4" }
	component_set = ESC_ENERGY_TORPEDO_CREATURE_4
	projectile_gfx = "esc_energy_torpedoes_4"
	tags = { weapon_type_energy weapon_type_space_fauna s_slot }
	ai_tags = { weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }

	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 = exotic_gases }
		}
		modifier = {
			factor = @cosmic_storm_gravity_ai_weight_factor
			has_country_flag = affected_by_gravity_storm
		}
	}
}

# medium
weapon_component_template = {
	key = MEDIUM_ESC_ENERGY_TORPEDO_CREATURE_4
	size = medium
	icon = GFX_esc_bio_energy_launcher_4
	icon_frame = 1
	type = instant

	damage = { min = 92 max = 195 }
	size_damage_factor = 0.2
	windup = { min = 25 max = 100 }
	total_fire_time = 150
	range = @ESC_WEAPON_RANGE_L_6
	min_range = @ESC_WEAPON_MIN_RANGE_5
	firing_arc = 25.0
	accuracy = 0.9

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = m
		TIER = 8
		STRATEGIC_RESOURCE_TYPE = exotic_gases
	}

	hull_damage = @ESC_WEAPON_energy_launcher_hull_damage
	armor_penetration = @ESC_WEAPON_energy_launcher_armor_penetration
	armor_damage = @ESC_WEAPON_energy_launcher_armor_damage
	shield_penetration = @ESC_WEAPON_energy_launcher_shield_penetration
	shield_damage = @ESC_WEAPON_energy_launcher_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_energy_torpedo_4" }
	component_set = ESC_ENERGY_TORPEDO_CREATURE_4
	projectile_gfx = "esc_energy_torpedoes_4"
	tags = { weapon_type_energy weapon_type_space_fauna m_slot }
	ai_tags = { weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }

	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 = exotic_gases }
		}
		modifier = {
			factor = @cosmic_storm_gravity_ai_weight_factor
			has_country_flag = affected_by_gravity_storm
		}
	}
}

# large
weapon_component_template = {
	key = LARGE_ESC_ENERGY_TORPEDO_CREATURE_4
	size = large
	icon = GFX_esc_bio_energy_launcher_4
	icon_frame = 1
	type = instant

	damage = { min = 184 max = 390 }
	size_damage_factor = 0.2
	windup = { min = 25 max = 100 }
	total_fire_time = 150
	range = @ESC_WEAPON_RANGE_L_6
	min_range = @ESC_WEAPON_RANGE_X_3
	firing_arc = 25.0
	accuracy = 0.9

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = l
		TIER = 8
		STRATEGIC_RESOURCE_TYPE = exotic_gases
	}

	hull_damage = @ESC_WEAPON_energy_launcher_hull_damage
	armor_penetration = @ESC_WEAPON_energy_launcher_armor_penetration
	armor_damage = @ESC_WEAPON_energy_launcher_armor_damage
	shield_penetration = @ESC_WEAPON_energy_launcher_shield_penetration
	shield_damage = @ESC_WEAPON_energy_launcher_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_energy_torpedo_4" }
	component_set = ESC_ENERGY_TORPEDO_CREATURE_4
	projectile_gfx = "esc_energy_torpedoes_4"
	tags = { weapon_type_energy weapon_type_space_fauna l_slot }
	ai_tags = { weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }

	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 = exotic_gases }
		}
		modifier = {
			factor = @cosmic_storm_gravity_ai_weight_factor
			has_country_flag = affected_by_gravity_storm
		}
	}
}

# extra-large
weapon_component_template = {
	key = XL_ESC_ENERGY_TORPEDO_CREATURE_4
	size = extra_large
	icon = GFX_esc_bio_energy_launcher_4
	icon_frame = 1
	type = instant

	damage = { min = 368 max = 780 }
	size_damage_factor = 0.2
	windup = { min = 25 max = 100 }
	total_fire_time = 150
	range = @ESC_WEAPON_RANGE_L_6
	min_range = @ESC_WEAPON_RANGE_X_3
	firing_arc = 25.0
	accuracy = 0.9

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = xl
		TIER = 8
		STRATEGIC_RESOURCE_TYPE = exotic_gases
	}

	hull_damage = @ESC_WEAPON_energy_launcher_hull_damage
	armor_penetration = @ESC_WEAPON_energy_launcher_armor_penetration
	armor_damage = @ESC_WEAPON_energy_launcher_armor_damage
	shield_penetration = @ESC_WEAPON_energy_launcher_shield_penetration
	shield_damage = @ESC_WEAPON_energy_launcher_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_energy_torpedo_4" }
	component_set = ESC_ENERGY_TORPEDO_CREATURE_4
	projectile_gfx = "esc_energy_torpedoes_4"
	tags = { weapon_type_energy weapon_type_space_fauna x_slot }
	ai_tags = { weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }

	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 = exotic_gases }
		}
		modifier = {
			factor = @cosmic_storm_gravity_ai_weight_factor
			has_country_flag = affected_by_gravity_storm
		}
	}
}

############################################################
##               Amplified Cloud Lightning                ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_CLOUD_LIGHTNING_CREATURE_2
	size = small
	icon = GFX_esc_cloud_lightning_2
	icon_frame = 1
	type = instant

	damage = { min = 10 max = 54 }
	windup = { min = 9 max = 34 }
	total_fire_time = 50
	range = @ESC_WEAPON_RANGE_M_5
	accuracy = 1

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = s
		TIER = 6
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	hull_damage = @ESC_WEAPON_lightning_hull_damage_2
	armor_penetration = @ESC_WEAPON_lightning_armor_penetration
	armor_damage = @ESC_WEAPON_lightning_armor_damage
	shield_penetration = @ESC_WEAPON_lightning_shield_penetration
	shield_damage = @ESC_WEAPON_lightning_shield_damage
	tracking = 0.3

	prerequisites = { "esc_tech_cloud_lightning_2" }
	component_set = ESC_CLOUD_LIGHTNING_CREATURE_2
	projectile_gfx = "arc_emitter"
	tags = { weapon_type_energy weapon_type_space_fauna s_slot }
	ai_tags = { weapon_role_anti_hull }
	ai_tag_weight = 5
	upgrades_to = SMALL_ESC_CLOUD_LIGHTNING_CREATURE_3

	# only regular empires may use this component
	valid_for_country = {
		is_fallen_empire = no
	}

	ai_weight = { weight = 1 }
}

# medium
weapon_component_template = {
	key = MEDIUM_ESC_CLOUD_LIGHTNING_CREATURE_2
	size = medium
	icon = GFX_esc_cloud_lightning_2
	icon_frame = 1
	type = instant

	damage = { min = 10 max = 92 }
	windup = { min = 9 max = 34 }
	total_fire_time = 50
	range = @ESC_WEAPON_RANGE_L_4
	accuracy = 1

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = m
		TIER = 6
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	hull_damage = @ESC_WEAPON_lightning_hull_damage_2
	armor_penetration = @ESC_WEAPON_lightning_armor_penetration
	armor_damage = @ESC_WEAPON_lightning_armor_damage
	shield_penetration = @ESC_WEAPON_lightning_shield_penetration
	shield_damage = @ESC_WEAPON_lightning_shield_damage
	tracking = 0.3

	prerequisites = { "esc_tech_cloud_lightning_2" }
	component_set = ESC_CLOUD_LIGHTNING_CREATURE_2
	projectile_gfx = "arc_emitter"
	tags = { weapon_type_energy weapon_type_space_fauna m_slot }
	ai_tags = { weapon_role_anti_hull }
	ai_tag_weight = 5
	upgrades_to = MEDIUM_ESC_CLOUD_LIGHTNING_CREATURE_3

	# only regular empires may use this component
	valid_for_country = {
		is_fallen_empire = no
	}

	ai_weight = { weight = 1 }
}

# large
weapon_component_template = {
	key = LARGE_ESC_CLOUD_LIGHTNING_CREATURE_2
	size = large
	icon = GFX_esc_cloud_lightning_2
	icon_frame = 1
	type = instant

	damage = { min = 10 max = 176 }
	windup = { min = 9 max = 34 }
	total_fire_time = 50
	range = @ESC_WEAPON_RANGE_L_4
	accuracy = 1

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = l
		TIER = 6
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	hull_damage = @ESC_WEAPON_lightning_hull_damage_2
	armor_penetration = @ESC_WEAPON_lightning_armor_penetration
	armor_damage = @ESC_WEAPON_lightning_armor_damage
	shield_penetration = @ESC_WEAPON_lightning_shield_penetration
	shield_damage = @ESC_WEAPON_lightning_shield_damage
	tracking = 0.3

	prerequisites = { "esc_tech_cloud_lightning_2" }
	component_set = ESC_CLOUD_LIGHTNING_CREATURE_2
	projectile_gfx = "arc_emitter"
	tags = { weapon_type_energy weapon_type_space_fauna l_slot }
	ai_tags = { weapon_role_anti_hull }
	ai_tag_weight = 5
	upgrades_to = LARGE_ESC_CLOUD_LIGHTNING_CREATURE_3

	# only regular empires may use this component
	valid_for_country = {
		is_fallen_empire = no
	}

	ai_weight = { weight = 1 }
}

# extra-large
weapon_component_template = {
	key = XL_ESC_CLOUD_LIGHTNING_CREATURE_2
	size = extra_large
	icon = GFX_esc_cloud_lightning_2
	icon_frame = 1
	type = instant

	damage = { min = 40 max = 352 }
	windup = { min = 9 max = 34 }
	total_fire_time = 50
	range = @ESC_WEAPON_RANGE_L_5
	accuracy = 1

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = xl
		TIER = 6
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	hull_damage = @ESC_WEAPON_lightning_hull_damage_2
	armor_penetration = @ESC_WEAPON_lightning_armor_penetration
	armor_damage = @ESC_WEAPON_lightning_armor_damage
	shield_penetration = @ESC_WEAPON_lightning_shield_penetration
	shield_damage = @ESC_WEAPON_lightning_shield_damage
	tracking = 0.3

	prerequisites = { "esc_tech_cloud_lightning_2" }
	component_set = ESC_CLOUD_LIGHTNING_CREATURE_2
	projectile_gfx = "arc_emitter"
	tags = { weapon_type_energy weapon_type_space_fauna x_slot }
	ai_tags = { weapon_role_anti_hull }
	ai_tag_weight = 5
	upgrades_to = XL_ESC_CLOUD_LIGHTNING_CREATURE_3

	# only regular empires may use this component
	valid_for_country = {
		is_fallen_empire = no
	}

	ai_weight = { weight = 1 }
}

############################################################
##                 Thunderstorm Generator                 ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_CLOUD_LIGHTNING_CREATURE_3
	size = small
	icon = GFX_esc_cloud_lightning_3
	icon_frame = 1
	type = instant

	damage = { min = 20 max = 76 }
	windup = { min = 9 max = 34 }
	total_fire_time = 50
	range = @ESC_WEAPON_RANGE_M_5
	accuracy = 1

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

	hull_damage = @ESC_WEAPON_lightning_hull_damage_3
	armor_penetration = @ESC_WEAPON_lightning_armor_penetration
	armor_damage = @ESC_WEAPON_lightning_armor_damage
	shield_penetration = @ESC_WEAPON_lightning_shield_penetration
	shield_damage = @ESC_WEAPON_lightning_shield_damage
	tracking = 0.3

	prerequisites = { "esc_tech_cloud_lightning_3" }
	component_set = ESC_CLOUD_LIGHTNING_CREATURE_3
	projectile_gfx = "arc_emitter"
	tags = { weapon_type_energy weapon_type_space_fauna s_slot }
	ai_tags = { weapon_role_anti_hull }
	ai_tag_weight = 5

	# only regular empires may use this component
	valid_for_country = {
		is_fallen_empire = no
	}

	ai_weight = { weight = 1 }
}

# medium
weapon_component_template = {
	key = MEDIUM_ESC_CLOUD_LIGHTNING_CREATURE_3
	size = medium
	icon = GFX_esc_cloud_lightning_3
	icon_frame = 1
	type = instant

	damage = { min = 20 max = 138 }
	windup = { min = 9 max = 34 }
	total_fire_time = 50
	range = @ESC_WEAPON_RANGE_L_4
	accuracy = 1

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

	hull_damage = @ESC_WEAPON_lightning_hull_damage_3
	armor_penetration = @ESC_WEAPON_lightning_armor_penetration
	armor_damage = @ESC_WEAPON_lightning_armor_damage
	shield_penetration = @ESC_WEAPON_lightning_shield_penetration
	shield_damage = @ESC_WEAPON_lightning_shield_damage
	tracking = 0.3

	prerequisites = { "esc_tech_cloud_lightning_3" }
	component_set = ESC_CLOUD_LIGHTNING_CREATURE_3
	projectile_gfx = "arc_emitter"
	tags = { weapon_type_energy weapon_type_space_fauna m_slot }
	ai_tags = { weapon_role_anti_hull }
	ai_tag_weight = 5

	# only regular empires may use this component
	valid_for_country = {
		is_fallen_empire = no
	}

	ai_weight = { weight = 1 }
}

# large
weapon_component_template = {
	key = LARGE_ESC_CLOUD_LIGHTNING_CREATURE_3
	size = large
	icon = GFX_esc_cloud_lightning_3
	icon_frame = 1
	type = instant

	damage = { min = 20 max = 256 }
	windup = { min = 9 max = 34 }
	total_fire_time = 50
	range = @ESC_WEAPON_RANGE_L_4
	accuracy = 1

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

	hull_damage = @ESC_WEAPON_lightning_hull_damage_3
	armor_penetration = @ESC_WEAPON_lightning_armor_penetration
	armor_damage = @ESC_WEAPON_lightning_armor_damage
	shield_penetration = @ESC_WEAPON_lightning_shield_penetration
	shield_damage = @ESC_WEAPON_lightning_shield_damage
	tracking = 0.3

	prerequisites = { "esc_tech_cloud_lightning_3" }
	component_set = ESC_CLOUD_LIGHTNING_CREATURE_3
	projectile_gfx = "arc_emitter"
	tags = { weapon_type_energy weapon_type_space_fauna l_slot }
	ai_tags = { weapon_role_anti_hull }
	ai_tag_weight = 5

	# only regular empires may use this component
	valid_for_country = {
		is_fallen_empire = no
	}

	ai_weight = { weight = 1 }
}

# extra-large
weapon_component_template = {
	key = XL_ESC_CLOUD_LIGHTNING_CREATURE_3
	size = extra_large
	icon = GFX_esc_cloud_lightning_3
	icon_frame = 1
	type = instant

	damage = { min = 80 max = 506 }
	windup = { min = 9 max = 34 }
	total_fire_time = 50
	range = @ESC_WEAPON_RANGE_L_5
	accuracy = 1

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = xl
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	hull_damage = @ESC_WEAPON_lightning_hull_damage_3
	armor_penetration = @ESC_WEAPON_lightning_armor_penetration
	armor_damage = @ESC_WEAPON_lightning_armor_damage
	shield_penetration = @ESC_WEAPON_lightning_shield_penetration
	shield_damage = @ESC_WEAPON_lightning_shield_damage
	tracking = 0.3

	prerequisites = { "esc_tech_cloud_lightning_3" }
	component_set = ESC_CLOUD_LIGHTNING_CREATURE_3
	projectile_gfx = "arc_emitter"
	tags = { weapon_type_energy weapon_type_space_fauna x_slot }
	ai_tags = { weapon_role_anti_hull }
	ai_tag_weight = 5

	# only regular empires may use this component
	valid_for_country = {
		is_fallen_empire = no
	}

	ai_weight = { weight = 1 }
}

############################################################
##                     Plasma Cutter                      ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_MINING_LASER_CREATURE_2
	size = small
	icon = GFX_esc_bio_mining_laser_2
	icon_frame = 1
	type = instant

	damage = { min = 14 max = 36 }
	windup = { min = 3 max = 11 }
	total_fire_time = 16
	range = @ESC_WEAPON_RANGE_S_1
	accuracy = 0.8

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

	hull_damage = @ESC_WEAPON_drone_laser_hull_damage
	armor_penetration = @ESC_WEAPON_drone_laser_armor_penetration
	armor_damage = @ESC_WEAPON_drone_laser_armor_damage_2
	shield_penetration = @ESC_WEAPON_drone_laser_shield_penetration
	shield_damage = @ESC_WEAPON_drone_laser_shield_damage
	tracking = 0.45

	prerequisites = { "esc_tech_mining_laser_2" }
	component_set = ESC_MINING_LASER_CREATURE_2
	projectile_gfx = "esc_mining_laser_2_small"
	tags = { weapon_type_energy weapon_type_space_fauna s_slot }
	ai_tags = { weapon_role_anti_armor weapon_role_anti_hull brawler brawler_stealth }
	upgrades_to = SMALL_ESC_MINING_LASER_CREATURE_3

	# only regular empires may use this component
	valid_for_country = {
		is_fallen_empire = no
	}

	ai_weight = { weight = 1 }
}

# medium
weapon_component_template = {
	key = MEDIUM_ESC_MINING_LASER_CREATURE_2
	size = medium
	icon = GFX_esc_bio_mining_laser_2
	icon_frame = 1
	type = instant

	damage = { min = 32 max = 88 }
	windup = { min = 3 max = 11 }
	total_fire_time = 16
	range = @ESC_WEAPON_RANGE_M_1
	accuracy = 0.8

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

	hull_damage = @ESC_WEAPON_drone_laser_hull_damage
	armor_penetration = @ESC_WEAPON_drone_laser_armor_penetration
	armor_damage = @ESC_WEAPON_drone_laser_armor_damage_2
	shield_penetration = @ESC_WEAPON_drone_laser_shield_penetration
	shield_damage = @ESC_WEAPON_drone_laser_shield_damage
	tracking = 0.25

	prerequisites = { "esc_tech_mining_laser_2" }
	component_set = ESC_MINING_LASER_CREATURE_2
	projectile_gfx = "esc_mining_laser_2_medium"
	tags = { weapon_type_energy weapon_type_space_fauna m_slot }
	ai_tags = { weapon_role_anti_armor weapon_role_anti_hull brawler brawler_stealth }
	upgrades_to = MEDIUM_ESC_MINING_LASER_CREATURE_3

	# only regular empires may use this component
	valid_for_country = {
		is_fallen_empire = no
	}

	ai_weight = { weight = 1 }
}

# large
weapon_component_template = {
	key = LARGE_ESC_MINING_LASER_CREATURE_2
	size = large
	icon = GFX_esc_bio_mining_laser_2
	icon_frame = 1
	type = instant

	damage = { min = 56 max = 136 }
	windup = { min = 3 max = 11 }
	total_fire_time = 16
	range = @ESC_WEAPON_RANGE_L_2
	accuracy = 0.8

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

	hull_damage = @ESC_WEAPON_drone_laser_hull_damage
	armor_penetration = @ESC_WEAPON_drone_laser_armor_penetration
	armor_damage = @ESC_WEAPON_drone_laser_armor_damage_2
	shield_penetration = @ESC_WEAPON_drone_laser_shield_penetration
	shield_damage = @ESC_WEAPON_drone_laser_shield_damage
	tracking = 0.25

	prerequisites = { "esc_tech_mining_laser_2" }
	component_set = ESC_MINING_LASER_CREATURE_2
	projectile_gfx = "esc_mining_laser_2_medium"
	tags = { weapon_type_energy weapon_type_space_fauna l_slot }
	ai_tags = { weapon_role_anti_armor weapon_role_anti_hull brawler brawler_stealth }
	upgrades_to = LARGE_ESC_MINING_LASER_CREATURE_3

	# only regular empires may use this component
	valid_for_country = {
		is_fallen_empire = no
	}

	ai_weight = { weight = 1 }
}

# extra-large
weapon_component_template = {
	key = XL_ESC_MINING_LASER_CREATURE_2
	size = extra_large
	icon = GFX_esc_bio_mining_laser_2
	icon_frame = 1
	type = instant

	damage = { min = 104 max = 266 }
	windup = { min = 3 max = 11 }
	total_fire_time = 16
	range = @ESC_WEAPON_RANGE_L_2
	accuracy = 0.8

	inline_script = {
		script = component_costs/shorthands/esc_inlines_no_sr_cost
		COMPONENT_TYPE = WEAPON
		SIZE = xl
		TIER = 6
	}

	hull_damage = @ESC_WEAPON_drone_laser_hull_damage
	armor_penetration = @ESC_WEAPON_drone_laser_armor_penetration
	armor_damage = @ESC_WEAPON_drone_laser_armor_damage_2
	shield_penetration = @ESC_WEAPON_drone_laser_shield_penetration
	shield_damage = @ESC_WEAPON_drone_laser_shield_damage
	tracking = 0.25

	prerequisites = { "esc_tech_mining_laser_2" }
	component_set = ESC_MINING_LASER_CREATURE_2
	projectile_gfx = "esc_mining_laser_2_medium"
	tags = { weapon_type_energy weapon_type_space_fauna x_slot }
	ai_tags = { weapon_role_anti_armor weapon_role_anti_hull brawler brawler_stealth }
	upgrades_to = XL_ESC_MINING_LASER_CREATURE_3

	# only regular empires may use this component
	valid_for_country = {
		is_fallen_empire = no
	}

	ai_weight = { weight = 1 }
}

############################################################
##                 Advanced Plasma Cutter                 ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_MINING_LASER_CREATURE_3
	size = small
	icon = GFX_esc_bio_mining_laser_3
	icon_frame = 1
	type = instant

	damage = { min = 20 max = 51 }
	windup = { min = 3 max = 11 }
	total_fire_time = 16
	range = @ESC_WEAPON_RANGE_S_1
	accuracy = 0.85

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

	hull_damage = @ESC_WEAPON_drone_laser_hull_damage
	armor_penetration = @ESC_WEAPON_drone_laser_armor_penetration
	armor_damage = @ESC_WEAPON_drone_laser_armor_damage_3
	shield_penetration = @ESC_WEAPON_drone_laser_shield_penetration
	shield_damage = @ESC_WEAPON_drone_laser_shield_damage
	tracking = 0.5

	prerequisites = { "esc_tech_mining_laser_3" }
	component_set = ESC_MINING_LASER_CREATURE_3
	projectile_gfx = "esc_mining_laser_3_small"
	tags = { weapon_type_energy weapon_type_space_fauna s_slot }
	ai_tags = { weapon_role_anti_armor weapon_role_anti_hull brawler brawler_stealth }

	# only regular empires may use this component
	valid_for_country = {
		is_fallen_empire = no
	}

	ai_weight = { weight = 1 }
}

# medium
weapon_component_template = {
	key = MEDIUM_ESC_MINING_LASER_CREATURE_3
	size = medium
	icon = GFX_esc_bio_mining_laser_3
	icon_frame = 1
	type = instant

	damage = { min = 44 max = 118 }
	windup = { min = 3 max = 11 }
	total_fire_time = 16
	range = @ESC_WEAPON_RANGE_M_1
	accuracy = 0.85

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

	hull_damage = @ESC_WEAPON_drone_laser_hull_damage
	armor_penetration = @ESC_WEAPON_drone_laser_armor_penetration
	armor_damage = @ESC_WEAPON_drone_laser_armor_damage_3
	shield_penetration = @ESC_WEAPON_drone_laser_shield_penetration
	shield_damage = @ESC_WEAPON_drone_laser_shield_damage
	tracking = 0.3

	prerequisites = { "esc_tech_mining_laser_3" }
	component_set = ESC_MINING_LASER_CREATURE_3
	projectile_gfx = "esc_mining_laser_3_medium"
	tags = { weapon_type_energy weapon_type_space_fauna m_slot }
	ai_tags = { weapon_role_anti_armor weapon_role_anti_hull brawler brawler_stealth }

	# only regular empires may use this component
	valid_for_country = {
		is_fallen_empire = no
	}

	ai_weight = { weight = 1 }
}

# large
weapon_component_template = {
	key = LARGE_ESC_MINING_LASER_CREATURE_3
	size = large
	icon = GFX_esc_bio_mining_laser_3
	icon_frame = 1
	type = instant

	damage = { min = 62 max = 168 }
	windup = { min = 3 max = 11 }
	total_fire_time = 16
	range = @ESC_WEAPON_RANGE_L_2
	accuracy = 0.85

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

	hull_damage = @ESC_WEAPON_drone_laser_hull_damage
	armor_penetration = @ESC_WEAPON_drone_laser_armor_penetration
	armor_damage = @ESC_WEAPON_drone_laser_armor_damage_3
	shield_penetration = @ESC_WEAPON_drone_laser_shield_penetration
	shield_damage = @ESC_WEAPON_drone_laser_shield_damage
	tracking = 0.3

	prerequisites = { "esc_tech_mining_laser_3" }
	component_set = ESC_MINING_LASER_CREATURE_3
	projectile_gfx = "esc_mining_laser_3_medium"
	tags = { weapon_type_energy weapon_type_space_fauna l_slot }
	ai_tags = { weapon_role_anti_armor weapon_role_anti_hull brawler brawler_stealth }

	# only regular empires may use this component
	valid_for_country = {
		is_fallen_empire = no
	}

	ai_weight = { weight = 1 }
}

# extra-large
weapon_component_template = {
	key = XL_ESC_MINING_LASER_CREATURE_3
	size = extra_large
	icon = GFX_esc_bio_mining_laser_3
	icon_frame = 1
	type = instant

	damage = { min = 118 max = 316 }
	windup = { min = 3 max = 11 }
	total_fire_time = 16
	range = @ESC_WEAPON_RANGE_L_2
	accuracy = 0.85

	inline_script = {
		script = component_costs/shorthands/esc_inlines_no_sr_cost
		COMPONENT_TYPE = WEAPON
		SIZE = xl
		TIER = 7
	}

	hull_damage = @ESC_WEAPON_drone_laser_hull_damage
	armor_penetration = @ESC_WEAPON_drone_laser_armor_penetration
	armor_damage = @ESC_WEAPON_drone_laser_armor_damage_3
	shield_penetration = @ESC_WEAPON_drone_laser_shield_penetration
	shield_damage = @ESC_WEAPON_drone_laser_shield_damage
	tracking = 0.3

	prerequisites = { "esc_tech_mining_laser_3" }
	component_set = ESC_MINING_LASER_CREATURE_3
	projectile_gfx = "esc_mining_laser_3_medium"
	tags = { weapon_type_energy weapon_type_space_fauna x_slot }
	ai_tags = { weapon_role_anti_armor weapon_role_anti_hull brawler brawler_stealth }

	# only regular empires may use this component
	valid_for_country = {
		is_fallen_empire = no
	}

	ai_weight = { weight = 1 }
}

############################################################
##                 Chrono-Vortex Launcer                  ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_CHRONO_CANNON_CREATURE
	size = small
	icon = GFX_esc_bio_chrono_cannon
	icon_frame = 1
	type = instant

	damage = { min = 60 max = 110 }
	windup = { min = 2.0 max = 25.0 }
	total_fire_time = 35
	range = @ESC_WEAPON_RANGE_S_2
	accuracy = 0.8

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = s
		TIER = 9
		STRATEGIC_RESOURCE_TYPE = sr_dark_matter
	}

	hull_damage = @ESC_WEAPON_chrono_hull_damage
	armor_penetration = @ESC_WEAPON_chrono_armor_penetration
	armor_damage = @ESC_WEAPON_chrono_armor_damage
	shield_penetration = @ESC_WEAPON_chrono_shield_penetration
	shield_damage = @ESC_WEAPON_chrono_shield_damage
	tracking = 0.3

	prerequisites = { "esc_tech_chrono_cannon" }
	component_set = ESC_CHRONO_CANNON_CREATURE
	projectile_gfx = "esc_chronocannon_small"
	tags = { weapon_type_energy s_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_armor weapon_role_anti_shield gunship brawler }

	# only regular empires may use this component
	valid_for_country = {
		is_fallen_empire = no
	}

	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 = sr_dark_matter }
		}
	}
}

# medium
weapon_component_template = {
	key = MEDIUM_ESC_CHRONO_CANNON_CREATURE
	size = medium
	icon = GFX_esc_bio_chrono_cannon
	icon_frame = 1
	type = instant

	damage = { min = 114 max = 278 }
	windup = { min = 2.0 max = 25.0 }
	total_fire_time = 35
	range = @ESC_WEAPON_RANGE_M_2
	accuracy = 0.85

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = m
		TIER = 9
		STRATEGIC_RESOURCE_TYPE = sr_dark_matter
	}

	hull_damage = @ESC_WEAPON_chrono_hull_damage
	armor_penetration = @ESC_WEAPON_chrono_armor_penetration
	armor_damage = @ESC_WEAPON_chrono_armor_damage
	shield_penetration = @ESC_WEAPON_chrono_shield_penetration
	shield_damage = @ESC_WEAPON_chrono_shield_damage
	tracking = 0.15

	prerequisites = { "esc_tech_chrono_cannon" }
	component_set = ESC_CHRONO_CANNON_CREATURE
	projectile_gfx = "esc_chronocannon_medium"
	tags = { weapon_type_energy m_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_armor weapon_role_anti_shield gunship brawler }

	# only regular empires may use this component
	valid_for_country = {
		is_fallen_empire = no
	}

	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 = sr_dark_matter }
		}
	}
}

# large
weapon_component_template = {
	key = LARGE_ESC_CHRONO_CANNON_CREATURE
	size = large
	icon = GFX_esc_bio_chrono_cannon
	icon_frame = 1
	type = instant

	damage = { min = 294 max = 546 }
	windup = { min = 2.0 max = 25.0 }
	total_fire_time = 35
	range = @ESC_WEAPON_RANGE_L_2
	min_range = @ESC_WEAPON_MIN_RANGE_4
	accuracy = 0.85

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = l
		TIER = 9
		STRATEGIC_RESOURCE_TYPE = sr_dark_matter
	}

	hull_damage = @ESC_WEAPON_chrono_hull_damage
	armor_penetration = @ESC_WEAPON_chrono_armor_penetration
	armor_damage = @ESC_WEAPON_chrono_armor_damage
	shield_penetration = @ESC_WEAPON_chrono_shield_penetration
	shield_damage = @ESC_WEAPON_chrono_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_chrono_cannon" }
	component_set = ESC_CHRONO_CANNON_CREATURE
	projectile_gfx = "esc_chronocannon_large"
	tags = { weapon_type_energy l_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_armor weapon_role_anti_shield artillery }

	# only regular empires may use this component
	valid_for_country = {
		is_fallen_empire = no
	}

	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 = sr_dark_matter }
		}
	}
}

# extra-large
weapon_component_template = {
	key = XL_ESC_CHRONO_CANNON_CREATURE
	size = extra_large
	icon = GFX_esc_bio_chrono_cannon
	icon_frame = 1
	type = instant

	damage = { min = 582 max = 1092 }
	windup = { min = 2.0 max = 25.0 }
	total_fire_time = 35
	range = @ESC_WEAPON_RANGE_L_5
	min_range = @ESC_WEAPON_MIN_RANGE_4
	accuracy = 0.85

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = xl
		TIER = 9
		STRATEGIC_RESOURCE_TYPE = sr_dark_matter
	}

	hull_damage = @ESC_WEAPON_chrono_hull_damage
	armor_penetration = @ESC_WEAPON_chrono_armor_penetration
	armor_damage = @ESC_WEAPON_chrono_armor_damage
	shield_penetration = @ESC_WEAPON_chrono_shield_penetration
	shield_damage = @ESC_WEAPON_chrono_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_chrono_cannon" }
	component_set = ESC_CHRONO_CANNON_CREATURE
	projectile_gfx = "esc_chronocannon_large"
	tags = { weapon_type_energy x_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_armor weapon_role_anti_shield artillery }

	# only regular empires may use this component
	valid_for_country = {
		is_fallen_empire = no
	}

	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 = sr_dark_matter }
		}
	}
}

############################################################
##                 Improved Tachyon Lance                 ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_PARTICLE_LANCE_CREATURE_3
	size = small
	icon = GFX_esc_bio_particle_lance_3
	icon_frame = 1
	type = instant

	damage = { min = 125 max = 285 }
	windup = { min = 12 max = 47 }
	total_fire_time = 70
	range = @ESC_WEAPON_RANGE_M_4
	accuracy = 0.85

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

	hull_damage = @ESC_WEAPON_particle_lance_hull_damage
	armor_penetration = @ESC_WEAPON_particle_lance_armor_penetration
	armor_damage = @ESC_WEAPON_particle_lance_armor_damage
	shield_penetration = @ESC_WEAPON_particle_lance_shield_penetration
	shield_damage = @ESC_WEAPON_particle_lance_shield_damage
	tracking = 0.0

	prerequisites = { "esc_tech_particle_lance_3" }
	component_set = ESC_PARTICLE_LANCE_CREATURE_3
	projectile_gfx = "esc_disruptor_4_medium"
	tags = { weapon_type_energy weapon_type_space_fauna s_slot weapon_role_artillery }
	ai_tags = { weapon_role_artillery weapon_role_anti_armor artillery }
	upgrades_to = SMALL_ESC_PARTICLE_LANCE_CREATURE_4

	ai_weight = {
		weight = 1
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = rare_crystals }
		}
	}
}

# medium
weapon_component_template = {
	key = MEDIUM_ESC_PARTICLE_LANCE_CREATURE_3
	size = medium
	icon = GFX_esc_bio_particle_lance_3
	icon_frame = 1
	type = instant

	damage = { min = 250 max = 575 }
	windup = { min = 12 max = 47 }
	total_fire_time = 70
	range = @ESC_WEAPON_RANGE_L_4
	accuracy = 0.85

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

	hull_damage = @ESC_WEAPON_particle_lance_hull_damage
	armor_penetration = @ESC_WEAPON_particle_lance_armor_penetration
	armor_damage = @ESC_WEAPON_particle_lance_armor_damage
	shield_penetration = @ESC_WEAPON_particle_lance_shield_penetration
	shield_damage = @ESC_WEAPON_particle_lance_shield_damage
	tracking = 0.0

	prerequisites = { "esc_tech_particle_lance_3" }
	component_set = ESC_PARTICLE_LANCE_CREATURE_3
	projectile_gfx = "esc_disruptor_4_large"
	tags = { weapon_type_energy weapon_type_space_fauna m_slot weapon_role_artillery }
	ai_tags = { weapon_role_artillery weapon_role_anti_armor artillery }
	upgrades_to = MEDIUM_ESC_PARTICLE_LANCE_CREATURE_4

	ai_weight = {
		weight = 1
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = rare_crystals }
		}
	}
}

# large
weapon_component_template = {
	key = LARGE_ESC_PARTICLE_LANCE_CREATURE_3
	size = large
	icon = GFX_esc_bio_particle_lance_3
	icon_frame = 1
	type = instant

	damage = { min = 500 max = 1150 }
	windup = { min = 12 max = 47 }
	total_fire_time = 70
	range = @ESC_WEAPON_RANGE_X_2
	accuracy = 0.85

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

	hull_damage = @ESC_WEAPON_particle_lance_hull_damage
	armor_penetration = @ESC_WEAPON_particle_lance_armor_penetration
	armor_damage = @ESC_WEAPON_particle_lance_armor_damage
	shield_penetration = @ESC_WEAPON_particle_lance_shield_penetration
	shield_damage = @ESC_WEAPON_particle_lance_shield_damage
	tracking = 0.0

	prerequisites = { "esc_tech_particle_lance_3" }
	component_set = ESC_PARTICLE_LANCE_CREATURE_3
	projectile_gfx = "esc_disruptor_4_large"
	tags = { weapon_type_energy weapon_type_space_fauna l_slot weapon_role_artillery }
	ai_tags = { weapon_role_artillery weapon_role_anti_armor artillery }
	upgrades_to = LARGE_ESC_PARTICLE_LANCE_CREATURE_4

	target_weights = {
		titan = 3
		battleship = 2
		stinger_stage_1 = 2
		stinger_stage_2 = 2
		stinger_stage_3 = 2
	}

	ai_weight = {
		weight = 1
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = rare_crystals }
		}
	}
}

# extra large
weapon_component_template = {
	key = XL_ESC_PARTICLE_LANCE_CREATURE_3
	size = extra_large
	icon = GFX_esc_bio_particle_lance_3
	icon_frame = 1
	type = instant

	damage = { min = 1000 max = 2300 }
	windup = { min = 12 max = 47 }
	total_fire_time = 70
	range = @ESC_WEAPON_RANGE_X_2
	accuracy = 0.85

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = xl
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	hull_damage = @ESC_WEAPON_particle_lance_hull_damage
	armor_penetration = @ESC_WEAPON_particle_lance_armor_penetration
	armor_damage = @ESC_WEAPON_particle_lance_armor_damage
	shield_penetration = @ESC_WEAPON_particle_lance_shield_penetration
	shield_damage = @ESC_WEAPON_particle_lance_shield_damage
	tracking = 0.0

	firing_arc = 25.0
	#use_ship_kill_target = no

	prerequisites = { "esc_tech_particle_lance_3" }
	component_set = ESC_PARTICLE_LANCE_CREATURE_3
	projectile_gfx = "esc_disruptor_4_large"
	tags = { weapon_type_energy weapon_type_space_fauna x_slot weapon_role_artillery }
	ai_tags = { weapon_role_artillery weapon_role_anti_armor artillery }
	upgrades_to = XL_ESC_PARTICLE_LANCE_CREATURE_4

	target_weights = {
		titan = 3
		battleship = 2
		stinger_stage_1 = 2
		stinger_stage_2 = 2
		stinger_stage_3 = 2
	}

	ai_weight = {
		weight = 1
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = rare_crystals }
		}
	}
}

############################################################
##                 Hyperdimensional Lance                 ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_PARTICLE_LANCE_CREATURE_4
	size = small
	icon = GFX_esc_bio_particle_lance_4
	icon_frame = 1
	type = instant

	damage = { min = 155 max = 325 }
	windup = { min = 12 max = 47 }
	total_fire_time = 70
	range = @ESC_WEAPON_RANGE_M_4
	accuracy = 0.85

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

	hull_damage = @ESC_WEAPON_particle_lance_hull_damage
	armor_penetration = @ESC_WEAPON_particle_lance_armor_penetration
	armor_damage = @ESC_WEAPON_particle_lance_armor_damage
	shield_penetration = @ESC_WEAPON_particle_lance_shield_penetration
	shield_damage = @ESC_WEAPON_particle_lance_shield_damage
	tracking = 0.0

	prerequisites = { "esc_tech_particle_lance_4" }
	component_set = ESC_PARTICLE_LANCE_CREATURE_4
	projectile_gfx = "esc_disruptor_4_medium"
	tags = { weapon_type_energy weapon_type_space_fauna s_slot weapon_role_artillery }
	ai_tags = { weapon_role_artillery weapon_role_anti_armor artillery }

	ai_weight = {
		weight = 1
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = rare_crystals }
		}
	}
}

# medium
weapon_component_template = {
	key = MEDIUM_ESC_PARTICLE_LANCE_CREATURE_4
	size = medium
	icon = GFX_esc_bio_particle_lance_4
	icon_frame = 1
	type = instant

	damage = { min = 315 max = 650 }
	windup = { min = 12 max = 47 }
	total_fire_time = 70
	range = @ESC_WEAPON_RANGE_L_4
	accuracy = 0.85

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

	hull_damage = @ESC_WEAPON_particle_lance_hull_damage
	armor_penetration = @ESC_WEAPON_particle_lance_armor_penetration
	armor_damage = @ESC_WEAPON_particle_lance_armor_damage
	shield_penetration = @ESC_WEAPON_particle_lance_shield_penetration
	shield_damage = @ESC_WEAPON_particle_lance_shield_damage
	tracking = 0.0

	prerequisites = { "esc_tech_particle_lance_4" }
	component_set = ESC_PARTICLE_LANCE_CREATURE_4
	projectile_gfx = "esc_disruptor_4_large"
	tags = { weapon_type_energy weapon_type_space_fauna m_slot weapon_role_artillery }
	ai_tags = { weapon_role_artillery weapon_role_anti_armor artillery }

	ai_weight = {
		weight = 1
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = rare_crystals }
		}
	}
}

# large
weapon_component_template = {
	key = LARGE_ESC_PARTICLE_LANCE_CREATURE_4
	size = large
	icon = GFX_esc_bio_particle_lance_4
	icon_frame = 1
	type = instant

	damage = { min = 625 max = 1300 }
	windup = { min = 12 max = 47 }
	total_fire_time = 70
	range = @ESC_WEAPON_RANGE_X_2
	accuracy = 0.85

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

	hull_damage = @ESC_WEAPON_particle_lance_hull_damage
	armor_penetration = @ESC_WEAPON_particle_lance_armor_penetration
	armor_damage = @ESC_WEAPON_particle_lance_armor_damage
	shield_penetration = @ESC_WEAPON_particle_lance_shield_penetration
	shield_damage = @ESC_WEAPON_particle_lance_shield_damage
	tracking = 0.0

	prerequisites = { "esc_tech_particle_lance_4" }
	component_set = ESC_PARTICLE_LANCE_CREATURE_4
	projectile_gfx = "esc_disruptor_4_large"
	tags = { weapon_type_energy weapon_type_space_fauna l_slot weapon_role_artillery }
	ai_tags = { weapon_role_artillery weapon_role_anti_armor artillery }

	target_weights = {
		titan = 3
		battleship = 2
		stinger_stage_1 = 2
		stinger_stage_2 = 2
		stinger_stage_3 = 2
	}

	ai_weight = {
		weight = 1
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = rare_crystals }
		}
	}
}

# extra large
weapon_component_template = {
	key = XL_ESC_PARTICLE_LANCE_CREATURE_4
	size = extra_large
	icon = GFX_esc_bio_particle_lance_4
	icon_frame = 1
	type = instant

	damage = { min = 1250 max = 2600 }
	windup = { min = 12 max = 47 }
	total_fire_time = 70
	range = @ESC_WEAPON_RANGE_X_2
	accuracy = 0.85

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = xl
		TIER = 8
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	hull_damage = @ESC_WEAPON_particle_lance_hull_damage
	armor_penetration = @ESC_WEAPON_particle_lance_armor_penetration
	armor_damage = @ESC_WEAPON_particle_lance_armor_damage
	shield_penetration = @ESC_WEAPON_particle_lance_shield_penetration
	shield_damage = @ESC_WEAPON_particle_lance_shield_damage
	tracking = 0.0

	firing_arc = 25.0
	#use_ship_kill_target = no

	prerequisites = { "esc_tech_particle_lance_4" }
	component_set = ESC_PARTICLE_LANCE_CREATURE_4
	projectile_gfx = "esc_disruptor_4_large"
	tags = { weapon_type_energy weapon_type_space_fauna x_slot weapon_role_artillery }
	ai_tags = { weapon_role_artillery weapon_role_anti_armor artillery }

	target_weights = {
		titan = 3
		battleship = 2
		stinger_stage_1 = 2
		stinger_stage_2 = 2
		stinger_stage_3 = 2
	}

	ai_weight = {
		weight = 1
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = rare_crystals }
		}
	}
}

############################################################
##                    Lightning Cannon                    ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_ARC_EMITTER_CREATURE_3
	size = small
	icon = GFX_esc_bio_arc_cannon_3
	icon_frame = 1
	type = instant

	damage = { min = 15 max = 250 }
	windup = { min = 12 max = 48 }
	total_fire_time = 70
	range = @ESC_WEAPON_RANGE_M_4
	accuracy = 1.0

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

	hull_damage = @ESC_WEAPON_arc_emitter_hull_damage
	armor_penetration = @ESC_WEAPON_arc_emitter_armor_penetration
	armor_damage = @ESC_WEAPON_arc_emitter_armor_damage
	shield_penetration = @ESC_WEAPON_arc_emitter_shield_penetration
	shield_damage = @ESC_WEAPON_arc_emitter_shield_damage
	tracking = 0.0

	prerequisites = { "esc_tech_arc_emitter_3" }
	component_set = ESC_ARC_EMITTER_CREATURE_3
	projectile_gfx = "arc_emitter"
	upgrades_to = SMALL_ESC_ARC_EMITTER_CREATURE_4
	tags = { weapon_type_energy weapon_type_space_fauna s_slot weapon_role_artillery }
	ai_tags = { weapon_role_artillery weapon_role_anti_hull artillery }

	ai_weight = {
		weight = 1
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = rare_crystals }
		}
	}
}

# medium
weapon_component_template = {
	key = MEDIUM_ESC_ARC_EMITTER_CREATURE_3
	size = medium
	icon = GFX_esc_bio_arc_cannon_3
	icon_frame = 1
	type = instant

	damage = { min = 25 max = 500 }
	windup = { min = 12 max = 48 }
	total_fire_time = 70
	range = @ESC_WEAPON_RANGE_L_4
	accuracy = 1.0

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

	hull_damage = @ESC_WEAPON_arc_emitter_hull_damage
	armor_penetration = @ESC_WEAPON_arc_emitter_armor_penetration
	armor_damage = @ESC_WEAPON_arc_emitter_armor_damage
	shield_penetration = @ESC_WEAPON_arc_emitter_shield_penetration
	shield_damage = @ESC_WEAPON_arc_emitter_shield_damage
	tracking = 0.0

	prerequisites = { "esc_tech_arc_emitter_3" }
	component_set = ESC_ARC_EMITTER_CREATURE_3
	projectile_gfx = "arc_emitter"
	upgrades_to = MEDIUM_ESC_ARC_EMITTER_CREATURE_4
	tags = { weapon_type_energy weapon_type_space_fauna m_slot weapon_role_artillery }
	ai_tags = { weapon_role_artillery weapon_role_anti_hull artillery }

	ai_weight = {
		weight = 1
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = rare_crystals }
		}
	}
}

# large
weapon_component_template = {
	key = LARGE_ESC_ARC_EMITTER_CREATURE_3
	size = large
	icon = GFX_esc_bio_arc_cannon_3
	icon_frame = 1
	type = instant

	damage = { min = 35 max = 1000 }
	windup = { min = 12 max = 48 }
	total_fire_time = 70
	range = @ESC_WEAPON_RANGE_X_2
	accuracy = 1.0

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

	hull_damage = @ESC_WEAPON_arc_emitter_hull_damage
	armor_penetration = @ESC_WEAPON_arc_emitter_armor_penetration
	armor_damage = @ESC_WEAPON_arc_emitter_armor_damage
	shield_penetration = @ESC_WEAPON_arc_emitter_shield_penetration
	shield_damage = @ESC_WEAPON_arc_emitter_shield_damage
	tracking = 0.0

	prerequisites = { "esc_tech_arc_emitter_3" }
	component_set = ESC_ARC_EMITTER_CREATURE_3
	projectile_gfx = "arc_emitter"
	upgrades_to = LARGE_ESC_ARC_EMITTER_CREATURE_4
	tags = { weapon_type_energy weapon_type_space_fauna l_slot weapon_role_artillery }
	ai_tags = { weapon_role_artillery weapon_role_anti_hull artillery }

	target_weights = {
		titan = 3
		battleship = 2
		stinger_stage_1 = 2
		stinger_stage_2 = 2
		stinger_stage_3 = 2
	}

	ai_weight = {
		weight = 1
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = rare_crystals }
		}
	}
}

# extra-large
weapon_component_template = {
	key = XL_ESC_ARC_EMITTER_CREATURE_3
	size = extra_large
	icon = GFX_esc_bio_arc_cannon_3
	icon_frame = 1
	type = instant

	damage = { min = 50 max = 2000 }
	windup = { min = 12 max = 48 }
	total_fire_time = 70
	range = @ESC_WEAPON_RANGE_X_2
	accuracy = 1.0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = xl
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	hull_damage = @ESC_WEAPON_arc_emitter_hull_damage
	armor_penetration = @ESC_WEAPON_arc_emitter_armor_penetration
	armor_damage = @ESC_WEAPON_arc_emitter_armor_damage
	shield_penetration = @ESC_WEAPON_arc_emitter_shield_penetration
	shield_damage = @ESC_WEAPON_arc_emitter_shield_damage
	tracking = 0.0

	firing_arc = 25.0
	#use_ship_kill_target = no

	prerequisites = { "esc_tech_arc_emitter_3" }
	component_set = ESC_ARC_EMITTER_CREATURE_3
	projectile_gfx = "arc_emitter"
	upgrades_to = XL_ESC_ARC_EMITTER_CREATURE_4
	tags = { weapon_type_energy weapon_type_space_fauna x_slot weapon_role_artillery }
	ai_tags = { weapon_role_artillery weapon_role_anti_hull artillery }

	target_weights = {
		titan = 3
		battleship = 2
		stinger_stage_1 = 2
		stinger_stage_2 = 2
		stinger_stage_3 = 2
	}

	ai_weight = {
		weight = 1
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = rare_crystals }
		}
	}
}

############################################################
##                       Arc Cannon                       ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_ARC_EMITTER_CREATURE_4
	size = small
	icon = GFX_esc_bio_arc_cannon_4
	icon_frame = 1
	type = instant

	damage = { min = 15 max = 285 }
	windup = { min = 12 max = 48 }
	total_fire_time = 70
	range = @ESC_WEAPON_RANGE_M_4
	accuracy = 1.0

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

	hull_damage = @ESC_WEAPON_arc_emitter_hull_damage
	armor_penetration = @ESC_WEAPON_arc_emitter_armor_penetration
	armor_damage = @ESC_WEAPON_arc_emitter_armor_damage
	shield_penetration = @ESC_WEAPON_arc_emitter_shield_penetration
	shield_damage = @ESC_WEAPON_arc_emitter_shield_damage
	tracking = 0.0

	prerequisites = { "esc_tech_arc_emitter_4" }
	component_set = ESC_ARC_EMITTER_CREATURE_4
	projectile_gfx = "arc_emitter"
	tags = { weapon_type_energy weapon_type_space_fauna s_slot weapon_role_artillery }
	ai_tags = { weapon_role_artillery weapon_role_anti_hull artillery }

	ai_weight = {
		weight = 1
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = rare_crystals }
		}
	}
}

# medium
weapon_component_template = {
	key = MEDIUM_ESC_ARC_EMITTER_CREATURE_4
	size = medium
	icon = GFX_esc_bio_arc_cannon_4
	icon_frame = 1
	type = instant

	damage = { min = 25 max = 575 }
	windup = { min = 12 max = 48 }
	total_fire_time = 70
	range = @ESC_WEAPON_RANGE_L_4
	accuracy = 1.0

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

	hull_damage = @ESC_WEAPON_arc_emitter_hull_damage
	armor_penetration = @ESC_WEAPON_arc_emitter_armor_penetration
	armor_damage = @ESC_WEAPON_arc_emitter_armor_damage
	shield_penetration = @ESC_WEAPON_arc_emitter_shield_penetration
	shield_damage = @ESC_WEAPON_arc_emitter_shield_damage
	tracking = 0.0

	prerequisites = { "esc_tech_arc_emitter_4" }
	component_set = ESC_ARC_EMITTER_CREATURE_4
	projectile_gfx = "arc_emitter"
	tags = { weapon_type_energy weapon_type_space_fauna m_slot weapon_role_artillery }
	ai_tags = { weapon_role_artillery weapon_role_anti_hull artillery }

	ai_weight = {
		weight = 1
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = rare_crystals }
		}
	}
}

# large
weapon_component_template = {
	key = LARGE_ESC_ARC_EMITTER_CREATURE_4
	size = large
	icon = GFX_esc_bio_arc_cannon_4
	icon_frame = 1
	type = instant

	damage = { min = 50 max = 1150 }
	windup = { min = 12 max = 48 }
	total_fire_time = 70
	range = @ESC_WEAPON_RANGE_X_2
	accuracy = 1.0

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

	hull_damage = @ESC_WEAPON_arc_emitter_hull_damage
	armor_penetration = @ESC_WEAPON_arc_emitter_armor_penetration
	armor_damage = @ESC_WEAPON_arc_emitter_armor_damage
	shield_penetration = @ESC_WEAPON_arc_emitter_shield_penetration
	shield_damage = @ESC_WEAPON_arc_emitter_shield_damage
	tracking = 0.0

	prerequisites = { "esc_tech_arc_emitter_4" }
	component_set = ESC_ARC_EMITTER_CREATURE_4
	projectile_gfx = "arc_emitter"
	tags = { weapon_type_energy weapon_type_space_fauna l_slot weapon_role_artillery }
	ai_tags = { weapon_role_artillery weapon_role_anti_hull artillery }

	target_weights = {
		titan = 3
		battleship = 2
		stinger_stage_1 = 2
		stinger_stage_2 = 2
		stinger_stage_3 = 2
	}

	ai_weight = {
		weight = 1
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = rare_crystals }
		}
	}
}

# exra-large
weapon_component_template = {
	key = XL_ESC_ARC_EMITTER_CREATURE_4
	size = extra_large
	icon = GFX_esc_bio_arc_cannon_4
	icon_frame = 1
	type = instant

	damage = { min = 100 max = 2300 }
	windup = { min = 12 max = 48 }
	total_fire_time = 70
	range = @ESC_WEAPON_RANGE_X_2
	accuracy = 1.0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = xl
		TIER = 8
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	hull_damage = @ESC_WEAPON_arc_emitter_hull_damage
	armor_penetration = @ESC_WEAPON_arc_emitter_armor_penetration
	armor_damage = @ESC_WEAPON_arc_emitter_armor_damage
	shield_penetration = @ESC_WEAPON_arc_emitter_shield_penetration
	shield_damage = @ESC_WEAPON_arc_emitter_shield_damage
	tracking = 0.0

	firing_arc = 25.0
	#use_ship_kill_target = no

	prerequisites = { "esc_tech_arc_emitter_4" }
	component_set = ESC_ARC_EMITTER_CREATURE_4
	projectile_gfx = "arc_emitter"
	tags = { weapon_type_energy weapon_type_space_fauna x_slot weapon_role_artillery }
	ai_tags = { weapon_role_artillery weapon_role_anti_hull artillery }

	target_weights = {
		titan = 3
		battleship = 2
		stinger_stage_1 = 2
		stinger_stage_2 = 2
		stinger_stage_3 = 2
	}

	ai_weight = {
		weight = 1
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = rare_crystals }
		}
	}
}

############################################################
##                     Proton Scream                      ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_WAVEMOTIONGUN_CREATURE_1
	size = small
	icon = GFX_esc_wave_motion_gun_1
	icon_frame = 1
	type = instant

	damage = { min = 155 max = 325 }
	windup = { min = 9 max = 28 }
	total_fire_time = 70
	range = @ESC_WEAPON_RANGE_L_1
	accuracy = 0.85

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

	hull_damage = @ESC_WEAPON_wmg_hull_damage
	armor_penetration = @ESC_WEAPON_wmg_armor_penetration
	armor_damage = @ESC_WEAPON_wmg_armor_damage
	shield_penetration = @ESC_WEAPON_wmg_shield_penetration
	shield_damage = @ESC_WEAPON_wmg_shield_damage
	tracking = 0.1

	prerequisites = { "esc_tech_wave_motion_gun_1" }
	component_set = ESC_WAVEMOTIONGUN_CREATURE_1
	projectile_gfx = "infrared_laser_s"
	tags = { weapon_type_energy s_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery weapon_role_anti_armor artillery }
	upgrades_to = SMALL_ESC_WAVEMOTIONGUN_CREATURE_2

	ai_weight = {
		weight = 1
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = exotic_gases }
		}
	}
}

# medium
weapon_component_template = {
	key = MEDIUM_ESC_WAVEMOTIONGUN_CREATURE_1
	size = medium
	icon = GFX_esc_wave_motion_gun_1
	icon_frame = 1
	type = instant

	damage = { min = 325 max = 625 }
	windup = { min = 9 max = 28 }
	total_fire_time = 70
	range = @ESC_WEAPON_RANGE_L_3
	accuracy = 0.85

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

	hull_damage = @ESC_WEAPON_wmg_hull_damage
	armor_penetration = @ESC_WEAPON_wmg_armor_penetration
	armor_damage = @ESC_WEAPON_wmg_armor_damage
	shield_penetration = @ESC_WEAPON_wmg_shield_penetration
	shield_damage = @ESC_WEAPON_wmg_shield_damage
	tracking = 0.1

	prerequisites = { "esc_tech_wave_motion_gun_1" }
	component_set = ESC_WAVEMOTIONGUN_CREATURE_1
	projectile_gfx = "infrared_laser_m"
	tags = { weapon_type_energy m_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery weapon_role_anti_armor artillery }
	upgrades_to = MEDIUM_ESC_WAVEMOTIONGUN_CREATURE_2

	ai_weight = {
		weight = 1
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = exotic_gases }
		}
	}
}

# large
weapon_component_template = {
	key = LARGE_ESC_WAVEMOTIONGUN_CREATURE_1
	size = large
	icon = GFX_esc_wave_motion_gun_1
	icon_frame = 1
	type = instant

	damage = { min = 625 max = 1250 }
	windup = { min = 9 max = 28 }
	total_fire_time = 70
	range = @ESC_WEAPON_RANGE_X_1
	accuracy = 0.85

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

	hull_damage = @ESC_WEAPON_wmg_hull_damage
	armor_penetration = @ESC_WEAPON_wmg_armor_penetration
	armor_damage = @ESC_WEAPON_wmg_armor_damage
	shield_penetration = @ESC_WEAPON_wmg_shield_penetration
	shield_damage = @ESC_WEAPON_wmg_shield_damage
	tracking = 0.1

	min_range = @ESC_WEAPON_MIN_RANGE_2
	#use_ship_kill_target = no

	prerequisites = { "esc_tech_wave_motion_gun_1" }
	component_set = ESC_WAVEMOTIONGUN_CREATURE_1
	projectile_gfx = "infrared_laser_l"
	tags = { weapon_type_energy l_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery weapon_role_anti_armor artillery }
	upgrades_to = LARGE_ESC_WAVEMOTIONGUN_CREATURE_2

	target_weights = {
		titan = 3
		battleship = 2
		stinger_stage_1 = 2
		stinger_stage_2 = 2
		stinger_stage_3 = 2
	}

	ai_weight = {
		weight = 1
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = exotic_gases }
		}
	}
}

# extra-large
weapon_component_template = {
	key = XL_ESC_WAVEMOTIONGUN_CREATURE_1
	size = extra_large
	icon = GFX_esc_wave_motion_gun_1
	icon_frame = 1
	type = instant

	damage = { min = 1250 max = 2500 }
	windup = { min = 9 max = 28 }
	total_fire_time = 70
	range = @ESC_WEAPON_RANGE_X_1
	accuracy = 0.85

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = xl
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = exotic_gases
	}

	hull_damage = @ESC_WEAPON_wmg_hull_damage
	armor_penetration = @ESC_WEAPON_wmg_armor_penetration
	armor_damage = @ESC_WEAPON_wmg_armor_damage
	shield_penetration = @ESC_WEAPON_wmg_shield_penetration
	shield_damage = @ESC_WEAPON_wmg_shield_damage
	tracking = 0.1

	firing_arc = 25.0
	min_range = @ESC_WEAPON_MIN_RANGE_2
	#use_ship_kill_target = no

	prerequisites = { "esc_tech_wave_motion_gun_1" }
	component_set = ESC_WAVEMOTIONGUN_CREATURE_1
	projectile_gfx = "esc_wavemotiongun_1"
	tags = { weapon_type_energy x_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery weapon_role_anti_armor artillery }
	upgrades_to = XL_ESC_WAVEMOTIONGUN_CREATURE_2

	target_weights = {
		titan = 3
		battleship = 2
		stinger_stage_1 = 2
		stinger_stage_2 = 2
		stinger_stage_3 = 2
	}

	ai_weight = {
		weight = 1
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = exotic_gases }
		}
	}
}

############################################################
##                     Atomic Breath                      ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_WAVEMOTIONGUN_CREATURE_2
	size = small
	icon = GFX_esc_wave_motion_gun_2
	icon_frame = 1
	type = instant

	damage = { min = 185 max = 485 }
	windup = { min = 9 max = 28 }
	total_fire_time = 70
	range = @ESC_WEAPON_RANGE_L_1
	accuracy = 0.85

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = s
		TIER = 8
		STRATEGIC_RESOURCE_TYPE = exotic_gases
	}

	hull_damage = @ESC_WEAPON_wmg_hull_damage
	armor_penetration = @ESC_WEAPON_wmg_armor_penetration
	armor_damage = @ESC_WEAPON_wmg_armor_damage
	shield_penetration = @ESC_WEAPON_wmg_shield_penetration
	shield_damage = @ESC_WEAPON_wmg_shield_damage
	tracking = 0.1

	prerequisites = { "esc_tech_wave_motion_gun_2" }
	component_set = ESC_WAVEMOTIONGUN_CREATURE_2
	projectile_gfx = "blue_laser_s"
	tags = { weapon_type_energy s_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery weapon_role_anti_armor artillery }

	ai_weight = {
		weight = 1
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = exotic_gases }
		}
	}
}

# medium
weapon_component_template = {
	key = MEDIUM_ESC_WAVEMOTIONGUN_CREATURE_2
	size = medium
	icon = GFX_esc_wave_motion_gun_2
	icon_frame = 1
	type = instant

	damage = { min = 375 max = 685 }
	windup = { min = 9 max = 28 }
	total_fire_time = 70
	range = @ESC_WEAPON_RANGE_L_3
	accuracy = 0.85

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = m
		TIER = 8
		STRATEGIC_RESOURCE_TYPE = exotic_gases
	}

	hull_damage = @ESC_WEAPON_wmg_hull_damage
	armor_penetration = @ESC_WEAPON_wmg_armor_penetration
	armor_damage = @ESC_WEAPON_wmg_armor_damage
	shield_penetration = @ESC_WEAPON_wmg_shield_penetration
	shield_damage = @ESC_WEAPON_wmg_shield_damage
	tracking = 0.1

	prerequisites = { "esc_tech_wave_motion_gun_2" }
	component_set = ESC_WAVEMOTIONGUN_CREATURE_2
	projectile_gfx = "blue_laser_m"
	tags = { weapon_type_energy m_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery weapon_role_anti_armor artillery }

	ai_weight = {
		weight = 1
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = exotic_gases }
		}
	}
}

# large
weapon_component_template = {
	key = LARGE_ESC_WAVEMOTIONGUN_CREATURE_2
	size = large
	icon = GFX_esc_wave_motion_gun_2
	icon_frame = 1
	type = instant

	damage = { min = 750 max = 1375 }
	windup = { min = 9 max = 28 }
	total_fire_time = 70
	range = @ESC_WEAPON_RANGE_X_1
	accuracy = 0.85

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = l
		TIER = 8
		STRATEGIC_RESOURCE_TYPE = exotic_gases
	}

	hull_damage = @ESC_WEAPON_wmg_hull_damage
	armor_penetration = @ESC_WEAPON_wmg_armor_penetration
	armor_damage = @ESC_WEAPON_wmg_armor_damage
	shield_penetration = @ESC_WEAPON_wmg_shield_penetration
	shield_damage = @ESC_WEAPON_wmg_shield_damage
	tracking = 0.1

	min_range = @ESC_WEAPON_MIN_RANGE_2
	#use_ship_kill_target = no

	prerequisites = { "esc_tech_wave_motion_gun_2" }
	component_set = ESC_WAVEMOTIONGUN_CREATURE_2
	projectile_gfx = "blue_laser_m"
	tags = { weapon_type_energy l_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery weapon_role_anti_armor artillery }

	target_weights = {
		titan = 3
		battleship = 2
		stinger_stage_1 = 2
		stinger_stage_2 = 2
		stinger_stage_3 = 2
	}

	ai_weight = {
		weight = 1
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = exotic_gases }
		}
	}
}

# extra-large
weapon_component_template = {
	key = XL_ESC_WAVEMOTIONGUN_CREATURE_2
	size = extra_large
	icon = GFX_esc_wave_motion_gun_2
	icon_frame = 1
	type = instant

	damage = { min = 1500 max = 2750 }
	windup = { min = 9 max = 28 }
	total_fire_time = 70
	range = @ESC_WEAPON_RANGE_X_1
	accuracy = 0.85

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = xl
		TIER = 8
		STRATEGIC_RESOURCE_TYPE = exotic_gases
	}

	hull_damage = @ESC_WEAPON_wmg_hull_damage
	armor_penetration = @ESC_WEAPON_wmg_armor_penetration
	armor_damage = @ESC_WEAPON_wmg_armor_damage
	shield_penetration = @ESC_WEAPON_wmg_shield_penetration
	shield_damage = @ESC_WEAPON_wmg_shield_damage
	tracking = 0.1

	firing_arc = 25.0
	min_range = @ESC_WEAPON_MIN_RANGE_2
	#use_ship_kill_target = no

	prerequisites = { "esc_tech_wave_motion_gun_2" }
	component_set = ESC_WAVEMOTIONGUN_CREATURE_2
	projectile_gfx = "esc_wavemotiongun_2"
	tags = { weapon_type_energy x_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery weapon_role_anti_armor artillery }

	target_weights = {
		titan = 3
		battleship = 2
		stinger_stage_1 = 2
		stinger_stage_2 = 2
		stinger_stage_3 = 2
	}

	ai_weight = {
		weight = 1
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = exotic_gases }
		}
	}
}
