############################################################
##           ESC : Kinetic Weapons : Space Fauna          ##
############################################################

# - Advanced Gauss Cannon				S/M/L/X
# - Strike Cannon						S/M/L/X
# - Improved Stromfire Autocannon		S/M/L/X
# - Shredder Autocannon					S/M/L/X
# - Improved Kinetic Artillery			S/M/L/X
# - Skypiercer Artillery				S/M/L/X
# - Improved Giga-cannon				S/M/L/X
# - The Grand Cannon					S/M/L/X
# - Ferromagnetic Liquid Cannon			S/M/L/X
# - Imp. Ferromagnetic Liquid Cannon	S/M/L/X

############################################################
##                Advanced Gauss Cannon                   ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_MASS_DRIVER_CREATURE_6
	size = small
	icon = GFX_esc_bio_mass_driver_6
	icon_frame = 1
	type = instant

	damage = { min = 18 max = 57 }
	windup = { min = 4 max = 14 }
	total_fire_time = 20
	range = @ESC_WEAPON_RANGE_S_3
	accuracy = 0.75

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

	hull_damage = @ESC_WEAPON_mass_driver_hull_damage
	armor_penetration = @ESC_WEAPON_mass_driver_armor_penetration
	armor_damage = @ESC_WEAPON_mass_driver_armor_damage
	shield_penetration = @ESC_WEAPON_mass_driver_shield_penetration
	shield_damage = @ESC_WEAPON_mass_driver_shield_damage
	tracking = 0.5

	prerequisites = { "esc_tech_mass_driver_6" }
	component_set = ESC_MASS_DRIVER_CREATURE_6
	projectile_gfx = "gauss_cannon_s"
	tags = { weapon_type_kinetic s_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_shield brawler brawler_stealth gunship }
	upgrades_to = SMALL_ESC_MASS_DRIVER_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 = volatile_motes }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
	}
}

# medium
weapon_component_template = {
	key = MEDIUM_ESC_MASS_DRIVER_CREATURE_6
	size = medium
	icon = GFX_esc_bio_mass_driver_6
	icon_frame = 1
	type = instant

	damage = { min = 44 max = 148 }
	windup = { min = 5 max = 17 }
	total_fire_time = 25
	range = @ESC_WEAPON_RANGE_M_4
	accuracy = 0.75

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

	hull_damage = @ESC_WEAPON_mass_driver_hull_damage
	armor_penetration = @ESC_WEAPON_mass_driver_armor_penetration
	armor_damage = @ESC_WEAPON_mass_driver_armor_damage
	shield_penetration = @ESC_WEAPON_mass_driver_shield_penetration
	shield_damage = @ESC_WEAPON_mass_driver_shield_damage
	tracking = 0.3

	prerequisites = { "esc_tech_mass_driver_6" }
	component_set = ESC_MASS_DRIVER_CREATURE_6
	projectile_gfx = "gauss_cannon_m"
	tags = { weapon_type_kinetic m_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_shield gunship }
	upgrades_to = MEDIUM_ESC_MASS_DRIVER_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 = volatile_motes }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
	}
}

# large
weapon_component_template = {
	key = LARGE_ESC_MASS_DRIVER_CREATURE_6
	size = large
	icon = GFX_esc_bio_mass_driver_6
	icon_frame = 1
	type = instant

	damage = { min = 104 max = 318 }
	windup = { min = 5 max = 20 }
	total_fire_time = 30
	range = @ESC_WEAPON_RANGE_L_4
	min_range = @ESC_WEAPON_MIN_RANGE_4
	accuracy = 0.75

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

	hull_damage = @ESC_WEAPON_mass_driver_hull_damage
	armor_penetration = @ESC_WEAPON_mass_driver_armor_penetration
	armor_damage = @ESC_WEAPON_mass_driver_armor_damage
	shield_penetration = @ESC_WEAPON_mass_driver_shield_penetration
	shield_damage = @ESC_WEAPON_mass_driver_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_mass_driver_6" }
	component_set = ESC_MASS_DRIVER_CREATURE_6
	projectile_gfx = "gauss_cannon_l"
	tags = { weapon_type_kinetic l_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_shield brawler gunship }
	upgrades_to = LARGE_ESC_MASS_DRIVER_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 = volatile_motes }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
		modifier = {
			factor = @cosmic_storm_gravity_ai_weight_factor
			has_country_flag = affected_by_gravity_storm
		}
	}
}

# extra-large
weapon_component_template = {
	key = XL_ESC_MASS_DRIVER_CREATURE_6
	size = extra_large
	icon = GFX_esc_bio_mass_driver_6
	icon_frame = 1
	type = instant

	damage = { min = 208 max = 636 }
	windup = { min = 5 max = 20 }
	total_fire_time = 30
	range = @ESC_WEAPON_RANGE_L_5
	min_range = @ESC_WEAPON_MIN_RANGE_4
	accuracy = 0.75

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

	hull_damage = @ESC_WEAPON_mass_driver_hull_damage
	armor_penetration = @ESC_WEAPON_mass_driver_armor_penetration
	armor_damage = @ESC_WEAPON_mass_driver_armor_damage
	shield_penetration = @ESC_WEAPON_mass_driver_shield_penetration
	shield_damage = @ESC_WEAPON_mass_driver_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_mass_driver_6" }
	component_set = ESC_MASS_DRIVER_CREATURE_6
	projectile_gfx = "gauss_cannon_l"
	tags = { weapon_type_kinetic x_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_shield brawler gunship }
	upgrades_to = XL_ESC_MASS_DRIVER_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 = volatile_motes }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
		modifier = {
			factor = @cosmic_storm_gravity_ai_weight_factor
			has_country_flag = affected_by_gravity_storm
		}
	}
}

############################################################
##                     Strike Cannon                      ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_MASS_DRIVER_CREATURE_7
	size = small
	icon = GFX_esc_bio_mass_driver_7
	icon_frame = 1
	type = instant

	damage = { min = 24 max = 74 }
	windup = { min = 4 max = 14 }
	total_fire_time = 20
	range = @ESC_WEAPON_RANGE_S_3
	accuracy = 0.75

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

	hull_damage = @ESC_WEAPON_mass_driver_hull_damage
	armor_penetration = @ESC_WEAPON_mass_driver_armor_penetration
	armor_damage = @ESC_WEAPON_mass_driver_armor_damage
	shield_penetration = @ESC_WEAPON_mass_driver_shield_penetration
	shield_damage = @ESC_WEAPON_mass_driver_shield_damage
	tracking = 0.5

	prerequisites = { "esc_tech_mass_driver_7" }
	component_set = ESC_MASS_DRIVER_CREATURE_7
	projectile_gfx = "gauss_cannon_s"
	tags = { weapon_type_kinetic s_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_shield brawler brawler_stealth 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 = volatile_motes }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
	}
}

# medium
weapon_component_template = {
	key = MEDIUM_ESC_MASS_DRIVER_CREATURE_7
	size = medium
	icon = GFX_esc_bio_mass_driver_7
	icon_frame = 1
	type = instant

	damage = { min = 67 max = 192 }
	windup = { min = 5 max = 17 }
	total_fire_time = 25
	range = @ESC_WEAPON_RANGE_M_4
	accuracy = 0.75

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

	hull_damage = @ESC_WEAPON_mass_driver_hull_damage
	armor_penetration = @ESC_WEAPON_mass_driver_armor_penetration
	armor_damage = @ESC_WEAPON_mass_driver_armor_damage
	shield_penetration = @ESC_WEAPON_mass_driver_shield_penetration
	shield_damage = @ESC_WEAPON_mass_driver_shield_damage
	tracking = 0.3

	prerequisites = { "esc_tech_mass_driver_7" }
	component_set = ESC_MASS_DRIVER_CREATURE_7
	projectile_gfx = "gauss_cannon_m"
	tags = { weapon_type_kinetic m_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_shield 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 = volatile_motes }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
	}
}

# large
weapon_component_template = {
	key = LARGE_ESC_MASS_DRIVER_CREATURE_7
	size = large
	icon = GFX_esc_bio_mass_driver_7
	icon_frame = 1
	type = instant

	damage = { min = 158 max = 378 }
	windup = { min = 5 max = 20 }
	total_fire_time = 30
	range = @ESC_WEAPON_RANGE_L_4
	min_range = @ESC_WEAPON_MIN_RANGE_4
	accuracy = 0.75

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

	hull_damage = @ESC_WEAPON_mass_driver_hull_damage
	armor_penetration = @ESC_WEAPON_mass_driver_armor_penetration
	armor_damage = @ESC_WEAPON_mass_driver_armor_damage
	shield_penetration = @ESC_WEAPON_mass_driver_shield_penetration
	shield_damage = @ESC_WEAPON_mass_driver_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_mass_driver_7" }
	component_set = ESC_MASS_DRIVER_CREATURE_7
	projectile_gfx = "gauss_cannon_l"
	tags = { weapon_type_kinetic l_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_shield 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 = volatile_motes }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
		modifier = {
			factor = @cosmic_storm_gravity_ai_weight_factor
			has_country_flag = affected_by_gravity_storm
		}
	}
}

# extra-large
weapon_component_template = {
	key = XL_ESC_MASS_DRIVER_CREATURE_7
	size = extra_large
	icon = GFX_esc_bio_mass_driver_7
	icon_frame = 1
	type = instant

	damage = { min = 316 max = 756 }
	windup = { min = 5 max = 20 }
	total_fire_time = 30
	range = @ESC_WEAPON_RANGE_L_5
	min_range = @ESC_WEAPON_MIN_RANGE_4
	accuracy = 0.75

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

	hull_damage = @ESC_WEAPON_mass_driver_hull_damage
	armor_penetration = @ESC_WEAPON_mass_driver_armor_penetration
	armor_damage = @ESC_WEAPON_mass_driver_armor_damage
	shield_penetration = @ESC_WEAPON_mass_driver_shield_penetration
	shield_damage = @ESC_WEAPON_mass_driver_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_mass_driver_7" }
	component_set = ESC_MASS_DRIVER_CREATURE_7
	projectile_gfx = "gauss_cannon_l"
	tags = { weapon_type_kinetic x_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_shield 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 = volatile_motes }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
		modifier = {
			factor = @cosmic_storm_gravity_ai_weight_factor
			has_country_flag = affected_by_gravity_storm
		}
	}
}

############################################################
##            Improved Stormfire Autocannon               ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_AUTOCANNON_CREATURE_4
	size = small
	icon = GFX_esc_creature_autocannon_4
	icon_frame = 1
	type = instant

	damage = { min = 17 max = 35 }
	windup = { min = 1 max = 4 }
	total_fire_time = 6
	range = @ESC_WEAPON_RANGE_S_1
	accuracy = 0.85

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

	hull_damage = @ESC_WEAPON_autocannon_hull_damage
	armor_penetration = @ESC_WEAPON_autocannon_armor_penetration
	armor_damage = @ESC_WEAPON_autocannon_armor_damage
	shield_penetration = @ESC_WEAPON_autocannon_shield_penetration
	shield_damage = @ESC_WEAPON_autocannon_shield_damage
	tracking = 0.75

	prerequisites = { "esc_tech_autocannon_4" }
	component_set = ESC_AUTOCANNON_CREATURE_4
	projectile_gfx = "esc_autocannon_4_small"
	tags = { weapon_type_kinetic s_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_shield brawler brawler_stealth }
	upgrades_to = SMALL_ESC_AUTOCANNON_CREATURE_5
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_autocannon

	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 = volatile_motes }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
	}
}

# medium
weapon_component_template = {
	key = MEDIUM_ESC_AUTOCANNON_CREATURE_4
	size = medium
	icon = GFX_esc_creature_autocannon_4
	icon_frame = 1
	type = instant

	damage = { min = 43 max = 88 }
	windup = { min = 2 max = 6 }
	total_fire_time = 9
	range = @ESC_WEAPON_RANGE_M_1
	accuracy = 0.85

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

	hull_damage = @ESC_WEAPON_autocannon_hull_damage
	armor_penetration = @ESC_WEAPON_autocannon_armor_penetration
	armor_damage = @ESC_WEAPON_autocannon_armor_damage
	shield_penetration = @ESC_WEAPON_autocannon_shield_penetration
	shield_damage = @ESC_WEAPON_autocannon_shield_damage
	tracking = 0.5

	prerequisites = { "esc_tech_autocannon_4" }
	component_set = ESC_AUTOCANNON_CREATURE_4
	projectile_gfx = "esc_autocannon_4_medium"
	tags = { weapon_type_kinetic m_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_shield brawler brawler_stealth }
	upgrades_to = MEDIUM_ESC_AUTOCANNON_CREATURE_5
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_autocannon

	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 = volatile_motes }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
	}
}

# large
weapon_component_template = {
	key = LARGE_ESC_AUTOCANNON_CREATURE_4
	size = large
	icon = GFX_esc_creature_autocannon_4
	icon_frame = 1
	type = instant

	damage = { min = 102 max = 210 }
	windup = { min = 2 max = 8 }
	total_fire_time = 12
	range = @ESC_WEAPON_RANGE_L_1
	accuracy = 0.85

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

	hull_damage = @ESC_WEAPON_autocannon_hull_damage
	armor_penetration = @ESC_WEAPON_autocannon_armor_penetration
	armor_damage = @ESC_WEAPON_autocannon_armor_damage
	shield_penetration = @ESC_WEAPON_autocannon_shield_penetration
	shield_damage = @ESC_WEAPON_autocannon_shield_damage
	tracking = 0.25

	prerequisites = { "esc_tech_autocannon_4" }
	component_set = ESC_AUTOCANNON_CREATURE_4
	projectile_gfx = "esc_autocannon_4_large"
	tags = { weapon_type_kinetic l_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_shield brawler brawler_stealth }
	upgrades_to = LARGE_ESC_AUTOCANNON_CREATURE_5
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_autocannon

	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 = volatile_motes }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
	}
}

# extra-large
weapon_component_template = {
	key = XL_ESC_AUTOCANNON_CREATURE_4
	size = extra_large
	icon = GFX_esc_creature_autocannon_4
	icon_frame = 1
	type = instant

	damage = { min = 204 max = 420 }
	windup = { min = 2 max = 8 }
	total_fire_time = 12
	range = @ESC_WEAPON_RANGE_L_4
	accuracy = 0.85

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

	hull_damage = @ESC_WEAPON_autocannon_hull_damage
	armor_penetration = @ESC_WEAPON_autocannon_armor_penetration
	armor_damage = @ESC_WEAPON_autocannon_armor_damage
	shield_penetration = @ESC_WEAPON_autocannon_shield_penetration
	shield_damage = @ESC_WEAPON_autocannon_shield_damage
	tracking = 0.25

	prerequisites = { "esc_tech_autocannon_4" }
	component_set = ESC_AUTOCANNON_CREATURE_4
	projectile_gfx = "esc_autocannon_4_large"
	tags = { weapon_type_kinetic x_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_shield brawler brawler_stealth }
	upgrades_to = XL_ESC_AUTOCANNON_CREATURE_5
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_autocannon

	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 = volatile_motes }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
	}
}

############################################################
##                  Shredder Autocannon                   ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_AUTOCANNON_CREATURE_5
	size = small
	icon = GFX_esc_creature_autocannon_5
	icon_frame = 1
	type = instant

	damage = { min = 22 max = 44 }
	windup = { min = 1 max = 4 }
	total_fire_time = 6
	range = @ESC_WEAPON_RANGE_S_1
	accuracy = 0.85

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

	hull_damage = @ESC_WEAPON_autocannon_hull_damage
	armor_penetration = @ESC_WEAPON_autocannon_armor_penetration
	armor_damage = @ESC_WEAPON_autocannon_armor_damage
	shield_penetration = @ESC_WEAPON_autocannon_shield_penetration
	shield_damage = @ESC_WEAPON_autocannon_shield_damage
	tracking = 0.75

	prerequisites = { "esc_tech_autocannon_5" }
	component_set = ESC_AUTOCANNON_CREATURE_5
	projectile_gfx = "esc_autocannon_5_small"
	tags = { weapon_type_kinetic s_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_shield brawler brawler_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_autocannon

	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 = volatile_motes }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
	}
}

# medium
weapon_component_template = {
	key = MEDIUM_ESC_AUTOCANNON_CREATURE_5
	size = medium
	icon = GFX_esc_creature_autocannon_5
	icon_frame = 1
	type = instant

	damage = { min = 54 max = 110 }
	windup = { min = 2 max = 6 }
	total_fire_time = 9
	range = @ESC_WEAPON_RANGE_M_1
	accuracy = 0.85

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

	hull_damage = @ESC_WEAPON_autocannon_hull_damage
	armor_penetration = @ESC_WEAPON_autocannon_armor_penetration
	armor_damage = @ESC_WEAPON_autocannon_armor_damage
	shield_penetration = @ESC_WEAPON_autocannon_shield_penetration
	shield_damage = @ESC_WEAPON_autocannon_shield_damage
	tracking = 0.5

	prerequisites = { "esc_tech_autocannon_5" }
	component_set = ESC_AUTOCANNON_CREATURE_5
	projectile_gfx = "esc_autocannon_5_medium"
	tags = { weapon_type_kinetic m_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_shield brawler brawler_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_autocannon

	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 = volatile_motes }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
	}
}

# large
weapon_component_template = {
	key = LARGE_ESC_AUTOCANNON_CREATURE_5
	size = large
	icon = GFX_esc_creature_autocannon_5
	icon_frame = 1
	type = instant

	damage = { min = 132 max = 246 }
	windup = { min = 2 max = 8 }
	total_fire_time = 12
	range = @ESC_WEAPON_RANGE_L_1
	accuracy = 0.85

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

	hull_damage = @ESC_WEAPON_autocannon_hull_damage
	armor_penetration = @ESC_WEAPON_autocannon_armor_penetration
	armor_damage = @ESC_WEAPON_autocannon_armor_damage
	shield_penetration = @ESC_WEAPON_autocannon_shield_penetration
	shield_damage = @ESC_WEAPON_autocannon_shield_damage
	tracking = 0.25

	prerequisites = { "esc_tech_autocannon_5" }
	component_set = ESC_AUTOCANNON_CREATURE_5
	projectile_gfx = "esc_autocannon_5_large"
	tags = { weapon_type_kinetic l_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_shield brawler brawler_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_autocannon

	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 = volatile_motes }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
	}
}

# extra-large
weapon_component_template = {
	key = XL_ESC_AUTOCANNON_CREATURE_5
	size = extra_large
	icon = GFX_esc_creature_autocannon_5
	icon_frame = 1
	type = instant

	damage = { min = 264 max = 492 }
	windup = { min = 2 max = 8 }
	total_fire_time = 12
	range = @ESC_WEAPON_RANGE_L_4
	accuracy = 0.85

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

	hull_damage = @ESC_WEAPON_autocannon_hull_damage
	armor_penetration = @ESC_WEAPON_autocannon_armor_penetration
	armor_damage = @ESC_WEAPON_autocannon_armor_damage
	shield_penetration = @ESC_WEAPON_autocannon_shield_penetration
	shield_damage = @ESC_WEAPON_autocannon_shield_damage
	tracking = 0.25

	prerequisites = { "esc_tech_autocannon_5" }
	component_set = ESC_AUTOCANNON_CREATURE_5
	projectile_gfx = "esc_autocannon_5_large"
	tags = { weapon_type_kinetic x_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_shield brawler brawler_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_autocannon

	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 = volatile_motes }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
	}
}

############################################################
##                Improved Kinetic Artillery              ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_ARTILLERY_CREATURE_3
	size = small
	icon = GFX_esc_bio_kinetic_artillery_3
	icon_frame = 1
	type = instant

	damage = { min = 65 max = 180 }
	windup = { min = 9 max = 34 }
	total_fire_time = 50
	range = @ESC_WEAPON_RANGE_L_2
	accuracy = 0.75

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

	hull_damage = @ESC_WEAPON_artillery_hull_damage
	armor_penetration = @ESC_WEAPON_artillery_armor_penetration
	armor_damage = @ESC_WEAPON_artillery_armor_damage
	shield_penetration = @ESC_WEAPON_artillery_shield_penetration
	shield_damage = @ESC_WEAPON_artillery_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_kinetic_artillery_3" }
	component_set = ESC_ARTILLERY_CREATURE_3
	projectile_gfx = "adv_kinetic_artillery"
	tags = { weapon_type_kinetic s_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery weapon_role_anti_shield artillery artillery_stealth }
	upgrades_to = SMALL_ESC_ARTILLERY_CREATURE_4

	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 = volatile_motes }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
		modifier = {
			factor = @cosmic_storm_gravity_ai_weight_factor
			has_country_flag = affected_by_gravity_storm
		}
	}
}

# medium
weapon_component_template = {
	key = MEDIUM_ESC_ARTILLERY_CREATURE_3
	size = medium
	icon = GFX_esc_bio_kinetic_artillery_3
	icon_frame = 1
	type = instant

	damage = { min = 125 max = 360 }
	windup = { min = 9 max = 34 }
	total_fire_time = 50
	range = @ESC_WEAPON_RANGE_L_4
	accuracy = 0.75

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

	hull_damage = @ESC_WEAPON_artillery_hull_damage
	armor_penetration = @ESC_WEAPON_artillery_armor_penetration
	armor_damage = @ESC_WEAPON_artillery_armor_damage
	shield_penetration = @ESC_WEAPON_artillery_shield_penetration
	shield_damage = @ESC_WEAPON_artillery_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_kinetic_artillery_3" }
	component_set = ESC_ARTILLERY_CREATURE_3
	projectile_gfx = "adv_kinetic_artillery"
	tags = { weapon_type_kinetic m_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery weapon_role_anti_shield artillery artillery_stealth }
	upgrades_to = MEDIUM_ESC_ARTILLERY_CREATURE_4

	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 = volatile_motes }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
		modifier = {
			factor = @cosmic_storm_gravity_ai_weight_factor
			has_country_flag = affected_by_gravity_storm
		}
	}
}

# large
weapon_component_template = {
	key = LARGE_ESC_ARTILLERY_CREATURE_3
	size = large
	icon = GFX_esc_bio_kinetic_artillery_3
	icon_frame = 1
	type = instant

	damage = { min = 245 max = 720 }
	windup = { min = 9 max = 34 }
	total_fire_time = 50
	range = @ESC_WEAPON_RANGE_L_5
	min_range = @ESC_WEAPON_MIN_RANGE_5
	accuracy = 0.75

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

	hull_damage = @ESC_WEAPON_artillery_hull_damage
	armor_penetration = @ESC_WEAPON_artillery_armor_penetration
	armor_damage = @ESC_WEAPON_artillery_armor_damage
	shield_penetration = @ESC_WEAPON_artillery_shield_penetration
	shield_damage = @ESC_WEAPON_artillery_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_kinetic_artillery_3" }
	component_set = ESC_ARTILLERY_CREATURE_3
	projectile_gfx = "adv_kinetic_artillery"
	tags = { weapon_type_kinetic l_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery weapon_role_anti_shield artillery artillery_stealth }
	upgrades_to = LARGE_ESC_ARTILLERY_CREATURE_4

	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 = volatile_motes }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
		modifier = {
			factor = @cosmic_storm_gravity_ai_weight_factor
			has_country_flag = affected_by_gravity_storm
		}
	}
}

# extra-large
weapon_component_template = {
	key = XL_ESC_ARTILLERY_CREATURE_3
	size = extra_large
	icon = GFX_esc_bio_kinetic_artillery_3
	icon_frame = 1
	type = instant

	damage = { min = 490 max = 1440 }
	windup = { min = 9 max = 34 }
	total_fire_time = 50
	range = @ESC_WEAPON_RANGE_L_5
	min_range = @ESC_WEAPON_MIN_RANGE_5
	accuracy = 0.75

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

	hull_damage = @ESC_WEAPON_artillery_hull_damage
	armor_penetration = @ESC_WEAPON_artillery_armor_penetration
	armor_damage = @ESC_WEAPON_artillery_armor_damage
	shield_penetration = @ESC_WEAPON_artillery_shield_penetration
	shield_damage = @ESC_WEAPON_artillery_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_kinetic_artillery_3" }
	component_set = ESC_ARTILLERY_CREATURE_3
	projectile_gfx = "adv_kinetic_artillery"
	tags = { weapon_type_kinetic x_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery weapon_role_anti_shield artillery artillery_stealth }
	upgrades_to = XL_ESC_ARTILLERY_CREATURE_4

	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 = volatile_motes }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
		modifier = {
			factor = @cosmic_storm_gravity_ai_weight_factor
			has_country_flag = affected_by_gravity_storm
		}
	}
}

############################################################
##                  Skypiercer Artillery                  ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_ARTILLERY_CREATURE_4
	size = small
	icon = GFX_esc_bio_kinetic_artillery_4
	icon_frame = 1
	type = instant

	damage = { min = 75 max = 220 }
	windup = { min = 9 max = 34 }
	total_fire_time = 50
	range = @ESC_WEAPON_RANGE_L_2
	accuracy = 0.75

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

	hull_damage = @ESC_WEAPON_artillery_hull_damage
	armor_penetration = @ESC_WEAPON_artillery_armor_penetration
	armor_damage = @ESC_WEAPON_artillery_armor_damage
	shield_penetration = @ESC_WEAPON_artillery_shield_penetration
	shield_damage = @ESC_WEAPON_artillery_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_kinetic_artillery_4" }
	component_set = ESC_ARTILLERY_CREATURE_4
	projectile_gfx = "adv_kinetic_artillery"
	tags = { weapon_type_kinetic s_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery weapon_role_anti_shield artillery artillery_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 = volatile_motes }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
		modifier = {
			factor = @cosmic_storm_gravity_ai_weight_factor
			has_country_flag = affected_by_gravity_storm
		}
	}
}

# medium
weapon_component_template = {
	key = MEDIUM_ESC_ARTILLERY_CREATURE_4
	size = medium
	icon = GFX_esc_bio_kinetic_artillery_4
	icon_frame = 1
	type = instant

	damage = { min = 150 max = 435 }
	windup = { min = 9 max = 34 }
	total_fire_time = 50
	range = @ESC_WEAPON_RANGE_L_4
	accuracy = 0.75

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

	hull_damage = @ESC_WEAPON_artillery_hull_damage
	armor_penetration = @ESC_WEAPON_artillery_armor_penetration
	armor_damage = @ESC_WEAPON_artillery_armor_damage
	shield_penetration = @ESC_WEAPON_artillery_shield_penetration
	shield_damage = @ESC_WEAPON_artillery_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_kinetic_artillery_4" }
	component_set = ESC_ARTILLERY_CREATURE_4
	projectile_gfx = "adv_kinetic_artillery"
	tags = { weapon_type_kinetic m_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery weapon_role_anti_shield artillery artillery_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 = volatile_motes }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
		modifier = {
			factor = @cosmic_storm_gravity_ai_weight_factor
			has_country_flag = affected_by_gravity_storm
		}
	}
}

# large
weapon_component_template = {
	key = LARGE_ESC_ARTILLERY_CREATURE_4
	size = large
	icon = GFX_esc_bio_kinetic_artillery_4
	icon_frame = 1
	type = instant

	damage = { min = 300 max = 870 }
	windup = { min = 9 max = 34 }
	total_fire_time = 50
	range = @ESC_WEAPON_RANGE_L_5
	min_range = @ESC_WEAPON_MIN_RANGE_5
	accuracy = 0.75

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

	hull_damage = @ESC_WEAPON_artillery_hull_damage
	armor_penetration = @ESC_WEAPON_artillery_armor_penetration
	armor_damage = @ESC_WEAPON_artillery_armor_damage
	shield_penetration = @ESC_WEAPON_artillery_shield_penetration
	shield_damage = @ESC_WEAPON_artillery_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_kinetic_artillery_4" }
	component_set = ESC_ARTILLERY_CREATURE_4
	projectile_gfx = "adv_kinetic_artillery"
	tags = { weapon_type_kinetic l_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery weapon_role_anti_shield artillery artillery_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 = volatile_motes }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
		modifier = {
			factor = @cosmic_storm_gravity_ai_weight_factor
			has_country_flag = affected_by_gravity_storm
		}
	}
}

# extra-large
weapon_component_template = {
	key = XL_ESC_ARTILLERY_CREATURE_4
	size = extra_large
	icon = GFX_esc_bio_kinetic_artillery_4
	icon_frame = 1
	type = instant

	damage = { min = 600 max = 1740 }
	windup = { min = 9 max = 34 }
	total_fire_time = 50
	range = @ESC_WEAPON_RANGE_L_5
	min_range = @ESC_WEAPON_MIN_RANGE_5
	accuracy = 0.75

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

	hull_damage = @ESC_WEAPON_artillery_hull_damage
	armor_penetration = @ESC_WEAPON_artillery_armor_penetration
	armor_damage = @ESC_WEAPON_artillery_armor_damage
	shield_penetration = @ESC_WEAPON_artillery_shield_penetration
	shield_damage = @ESC_WEAPON_artillery_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_kinetic_artillery_4" }
	component_set = ESC_ARTILLERY_CREATURE_4
	projectile_gfx = "adv_kinetic_artillery"
	tags = { weapon_type_kinetic x_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery weapon_role_anti_shield artillery artillery_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 = volatile_motes }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
		modifier = {
			factor = @cosmic_storm_gravity_ai_weight_factor
			has_country_flag = affected_by_gravity_storm
		}
	}
}

############################################################
##                  Improved Giga-Cannon                  ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_MASS_ACCELERATOR_CREATURE_3
	size = small
	icon = GFX_esc_bio_mass_accelerator_3
	icon_frame = 1
	type = instant

    damage = { min = 150 max = 400 }
	windup = { min = 14 max = 54 }
	total_fire_time = 80
	range = @ESC_WEAPON_RANGE_L_2
	accuracy = 0.75

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

	hull_damage = @ESC_WEAPON_megacannon_hull_damage
	armor_penetration = @ESC_WEAPON_megacannon_armor_penetration
	armor_damage = @ESC_WEAPON_megacannon_armor_damage
	shield_penetration = @ESC_WEAPON_megacannon_shield_penetration
	shield_damage = @ESC_WEAPON_megacannon_shield_damage
	tracking = 0.0

	prerequisites = { "esc_tech_giga_cannon_3" }
	component_set = ESC_MASS_ACCELERATOR_CREATURE_3
	projectile_gfx = "adv_kinetic_artillery"
	tags = { weapon_type_kinetic s_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery artillery }
	upgrades_to = SMALL_ESC_MASS_ACCELERATOR_CREATURE_4

	ai_weight = {
		weight = 1
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = volatile_motes }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
		modifier = {
			factor = @cosmic_storm_gravity_ai_weight_factor
			has_country_flag = affected_by_gravity_storm
		}
	}
}

# medium
weapon_component_template = {
	key = MEDIUM_ESC_MASS_ACCELERATOR_CREATURE_3
	size = medium
	icon = GFX_esc_bio_mass_accelerator_3
	icon_frame = 1
	type = instant

    damage = { min = 300 max = 800 }
	windup = { min = 14 max = 54 }
	total_fire_time = 80
	range = @ESC_WEAPON_RANGE_L_4
	accuracy = 0.75

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

	hull_damage = @ESC_WEAPON_megacannon_hull_damage
	armor_penetration = @ESC_WEAPON_megacannon_armor_penetration
	armor_damage = @ESC_WEAPON_megacannon_armor_damage
	shield_penetration = @ESC_WEAPON_megacannon_shield_penetration
	shield_damage = @ESC_WEAPON_megacannon_shield_damage
	tracking = 0.0

	prerequisites = { "esc_tech_giga_cannon_3" }
	component_set = ESC_MASS_ACCELERATOR_CREATURE_3
	projectile_gfx = "adv_kinetic_artillery"
	tags = { weapon_type_kinetic m_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery artillery }
	upgrades_to = MEDIUM_ESC_MASS_ACCELERATOR_CREATURE_4

	ai_weight = {
		weight = 1
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = volatile_motes }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
		modifier = {
			factor = @cosmic_storm_gravity_ai_weight_factor
			has_country_flag = affected_by_gravity_storm
		}
	}
}

# large
weapon_component_template = {
	key = LARGE_ESC_MASS_ACCELERATOR_CREATURE_3
	size = large
	icon = GFX_esc_bio_mass_accelerator_3
	icon_frame = 1
	type = instant

    damage = { min = 600 max = 1600 }
	windup = { min = 14 max = 54 }
	total_fire_time = 80
	range = @ESC_WEAPON_RANGE_L_5
	accuracy = 0.75

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

	hull_damage = @ESC_WEAPON_megacannon_hull_damage
	armor_penetration = @ESC_WEAPON_megacannon_armor_penetration
	armor_damage = @ESC_WEAPON_megacannon_armor_damage
	shield_penetration = @ESC_WEAPON_megacannon_shield_penetration
	shield_damage = @ESC_WEAPON_megacannon_shield_damage
	tracking = 0.0

	min_range = @ESC_WEAPON_MIN_RANGE_5
	#use_ship_kill_target = no

	prerequisites = { "esc_tech_giga_cannon_3" }
	component_set = ESC_MASS_ACCELERATOR_CREATURE_3
	projectile_gfx = "adv_kinetic_artillery"
	tags = { weapon_type_kinetic l_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery artillery }
	upgrades_to = LARGE_ESC_MASS_ACCELERATOR_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 = volatile_motes }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
		modifier = {
			factor = @cosmic_storm_gravity_ai_weight_factor
			has_country_flag = affected_by_gravity_storm
		}
	}
}

# extra-large
weapon_component_template = {
	key = XL_ESC_MASS_ACCELERATOR_CREATURE_3
	size = extra_large
	icon = GFX_esc_bio_mass_accelerator_3
	icon_frame = 1
	type = instant

    damage = { min = 1200 max = 3200 }
	windup = { min = 14 max = 54 }
	total_fire_time = 80
	range = @ESC_WEAPON_RANGE_X_3
	accuracy = 0.75

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

	hull_damage = @ESC_WEAPON_megacannon_hull_damage
	armor_penetration = @ESC_WEAPON_megacannon_armor_penetration
	armor_damage = @ESC_WEAPON_megacannon_armor_damage
	shield_penetration = @ESC_WEAPON_megacannon_shield_penetration
	shield_damage = @ESC_WEAPON_megacannon_shield_damage
	tracking = 0.0

	firing_arc = 25.0
	min_range = @ESC_WEAPON_MIN_RANGE_5
	#use_ship_kill_target = no

	prerequisites = { "esc_tech_giga_cannon_3" }
	component_set = ESC_MASS_ACCELERATOR_CREATURE_3
	projectile_gfx = "adv_kinetic_artillery"
	tags = { weapon_type_kinetic x_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery artillery }
	upgrades_to = XL_ESC_MASS_ACCELERATOR_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 = volatile_motes }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
		modifier = {
			factor = @cosmic_storm_gravity_ai_weight_factor
			has_country_flag = affected_by_gravity_storm
		}
	}
}

############################################################
##                    The Grand Cannon                    ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_MASS_ACCELERATOR_CREATURE_4
	size = small
	icon = GFX_esc_bio_mass_accelerator_4
	icon_frame = 1
	type = instant

	damage = { min = 185 max = 465 }
	windup = { min = 14 max = 54 }
	total_fire_time = 80
	range = @ESC_WEAPON_RANGE_L_2
	accuracy = 0.75

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

	hull_damage = @ESC_WEAPON_megacannon_hull_damage
	armor_penetration = @ESC_WEAPON_megacannon_armor_penetration
	armor_damage = @ESC_WEAPON_megacannon_armor_damage
	shield_penetration = @ESC_WEAPON_megacannon_shield_penetration
	shield_damage = @ESC_WEAPON_megacannon_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_giga_cannon_4" }
	component_set = ESC_MASS_ACCELERATOR_CREATURE_4
	projectile_gfx = "adv_kinetic_artillery"
	tags = { weapon_type_kinetic s_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery artillery }

	ai_weight = {
		weight = 1
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = volatile_motes }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
		modifier = {
			factor = @cosmic_storm_gravity_ai_weight_factor
			has_country_flag = affected_by_gravity_storm
		}
	}
}

# medium
weapon_component_template = {
	key = MEDIUM_ESC_MASS_ACCELERATOR_CREATURE_4
	size = medium
	icon = GFX_esc_bio_mass_accelerator_4
	icon_frame = 1
	type = instant

	damage = { min = 375 max = 925 }
	windup = { min = 14 max = 54 }
	total_fire_time = 80
	range = @ESC_WEAPON_RANGE_L_4
	accuracy = 0.75

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

	hull_damage = @ESC_WEAPON_megacannon_hull_damage
	armor_penetration = @ESC_WEAPON_megacannon_armor_penetration
	armor_damage = @ESC_WEAPON_megacannon_armor_damage
	shield_penetration = @ESC_WEAPON_megacannon_shield_penetration
	shield_damage = @ESC_WEAPON_megacannon_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_giga_cannon_4" }
	component_set = ESC_MASS_ACCELERATOR_CREATURE_4
	projectile_gfx = "adv_kinetic_artillery"
	tags = { weapon_type_kinetic m_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery artillery }

	ai_weight = {
		weight = 1
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = volatile_motes }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
		modifier = {
			factor = @cosmic_storm_gravity_ai_weight_factor
			has_country_flag = affected_by_gravity_storm
		}
	}
}

# large
weapon_component_template = {
	key = LARGE_ESC_MASS_ACCELERATOR_CREATURE_4
	size = large
	icon = GFX_esc_bio_mass_accelerator_4
	icon_frame = 1
	type = instant

	damage = { min = 750 max = 1850 }
	windup = { min = 14 max = 54 }
	total_fire_time = 80
	range = @ESC_WEAPON_RANGE_L_5
	accuracy = 0.75

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

	hull_damage = @ESC_WEAPON_megacannon_hull_damage
	armor_penetration = @ESC_WEAPON_megacannon_armor_penetration
	armor_damage = @ESC_WEAPON_megacannon_armor_damage
	shield_penetration = @ESC_WEAPON_megacannon_shield_penetration
	shield_damage = @ESC_WEAPON_megacannon_shield_damage
	tracking = 0.05

	min_range = @ESC_WEAPON_MIN_RANGE_5
	#use_ship_kill_target = no

	prerequisites = { "esc_tech_giga_cannon_4" }
	component_set = ESC_MASS_ACCELERATOR_CREATURE_4
	projectile_gfx = "adv_kinetic_artillery"
	tags = { weapon_type_kinetic l_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery 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 = volatile_motes }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
		modifier = {
			factor = @cosmic_storm_gravity_ai_weight_factor
			has_country_flag = affected_by_gravity_storm
		}
	}
}

# extra-large
weapon_component_template = {
	key = XL_ESC_MASS_ACCELERATOR_CREATURE_4
	size = extra_large
	icon = GFX_esc_bio_mass_accelerator_4
	icon_frame = 1
	type = instant

	damage = { min = 1500 max = 3700 }
	windup = { min = 14 max = 54 }
	total_fire_time = 80
	range = @ESC_WEAPON_RANGE_X_3
	accuracy = 0.75

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

	hull_damage = @ESC_WEAPON_megacannon_hull_damage
	armor_penetration = @ESC_WEAPON_megacannon_armor_penetration
	armor_damage = @ESC_WEAPON_megacannon_armor_damage
	shield_penetration = @ESC_WEAPON_megacannon_shield_penetration
	shield_damage = @ESC_WEAPON_megacannon_shield_damage
	tracking = 0.05

	firing_arc = 25.0
	min_range = @ESC_WEAPON_MIN_RANGE_5
	#use_ship_kill_target = no

	prerequisites = { "esc_tech_giga_cannon_4" }
	component_set = ESC_MASS_ACCELERATOR_CREATURE_4
	projectile_gfx = "adv_kinetic_artillery"
	tags = { weapon_type_kinetic x_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery 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 = volatile_motes }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
		modifier = {
			factor = @cosmic_storm_gravity_ai_weight_factor
			has_country_flag = affected_by_gravity_storm
		}
	}
}

############################################################
##                Ferromagnetic Liquid Cannon             ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_MHD_CANNON_CREATURE_1
	size = small
	icon = GFX_esc_bio_mhd_cannon_1
	icon_frame = 1
	type = instant

    damage = { min = 160 max = 315 }
	windup = { min = 14 max = 54 }
	total_fire_time = 80
	range = @ESC_WEAPON_RANGE_L_2
	accuracy = 0.85

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

	hull_damage = @ESC_WEAPON_mhd_cannon_hull_damage
	armor_penetration = @ESC_WEAPON_mhd_cannon_armor_penetration
	armor_damage = @ESC_WEAPON_mhd_cannon_armor_damage
	shield_penetration = @ESC_WEAPON_mhd_cannon_shield_penetration
	shield_damage = @ESC_WEAPON_mhd_cannon_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_mhd_cannon_1" }
	component_set = ESC_MHD_CANNON_CREATURE_1
	projectile_gfx = "xray_laser_s"
	tags = { weapon_type_kinetic s_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery artillery }
	upgrades_to = SMALL_ESC_MHD_CANNON_CREATURE_2

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

# medium
weapon_component_template = {
	key = MEDIUM_ESC_MHD_CANNON_CREATURE_1
	size = medium
	icon = GFX_esc_bio_mhd_cannon_1
	icon_frame = 1
	type = instant

    damage = { min = 315 max = 625 }
	windup = { min = 14 max = 54 }
	total_fire_time = 80
	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 = volatile_motes
	}

	hull_damage = @ESC_WEAPON_mhd_cannon_hull_damage
	armor_penetration = @ESC_WEAPON_mhd_cannon_armor_penetration
	armor_damage = @ESC_WEAPON_mhd_cannon_armor_damage
	shield_penetration = @ESC_WEAPON_mhd_cannon_shield_penetration
	shield_damage = @ESC_WEAPON_mhd_cannon_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_mhd_cannon_1" }
	component_set = ESC_MHD_CANNON_CREATURE_1
	projectile_gfx = "xray_laser_m"
	tags = { weapon_type_kinetic m_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery artillery }
	upgrades_to = MEDIUM_ESC_MHD_CANNON_CREATURE_2

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

# large
weapon_component_template = {
	key = LARGE_ESC_MHD_CANNON_CREATURE_1
	size = large
	icon = GFX_esc_bio_mhd_cannon_1
	icon_frame = 1
	type = instant

    damage = { min = 625 max = 1250 }
	windup = { min = 14 max = 54 }
	total_fire_time = 80
	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 = volatile_motes
	}

	hull_damage = @ESC_WEAPON_mhd_cannon_hull_damage
	armor_penetration = @ESC_WEAPON_mhd_cannon_armor_penetration
	armor_damage = @ESC_WEAPON_mhd_cannon_armor_damage
	shield_penetration = @ESC_WEAPON_mhd_cannon_shield_penetration
	shield_damage = @ESC_WEAPON_mhd_cannon_shield_damage
	tracking = 0.05

	min_range = @ESC_WEAPON_MIN_RANGE_3
	#use_ship_kill_target = no

	prerequisites = { "esc_tech_mhd_cannon_1" }
	component_set = ESC_MHD_CANNON_CREATURE_1
	projectile_gfx = "xray_laser_l"
	tags = { weapon_type_kinetic l_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery artillery }
	upgrades_to = LARGE_ESC_MHD_CANNON_CREATURE_2

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

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

# extra-large
weapon_component_template = {
	key = XL_ESC_MHD_CANNON_CREATURE_1
	size = extra_large
	icon = GFX_esc_bio_mhd_cannon_1
	icon_frame = 1
	type = instant

    damage = { min = 1250 max = 2500 }
	windup = { min = 14 max = 54 }
	total_fire_time = 80
	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 = volatile_motes
	}

	hull_damage = @ESC_WEAPON_mhd_cannon_hull_damage
	armor_penetration = @ESC_WEAPON_mhd_cannon_armor_penetration
	armor_damage = @ESC_WEAPON_mhd_cannon_armor_damage
	shield_penetration = @ESC_WEAPON_mhd_cannon_shield_penetration
	shield_damage = @ESC_WEAPON_mhd_cannon_shield_damage
	tracking = 0.05

	firing_arc = 25.0
	min_range = @ESC_WEAPON_MIN_RANGE_3
	#use_ship_kill_target = no

	prerequisites = { "esc_tech_mhd_cannon_1" }
	component_set = ESC_MHD_CANNON_CREATURE_1
	projectile_gfx = "esc_tiyanki_lance"
	tags = { weapon_type_kinetic x_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery artillery }
	upgrades_to = XL_ESC_MHD_CANNON_CREATURE_2

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

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

############################################################
##           Improved Ferromagnetic Liquid Cannon         ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_MHD_CANNON_CREATURE_2
	size = small
	icon = GFX_esc_bio_mhd_cannon_2
	icon_frame = 1
	type = instant

	damage = { min = 185 max = 340 }
	windup = { min = 14 max = 54 }
	total_fire_time = 80
	range = @ESC_WEAPON_RANGE_L_2
	accuracy = 0.85

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

	hull_damage = @ESC_WEAPON_mhd_cannon_hull_damage
	armor_penetration = @ESC_WEAPON_mhd_cannon_armor_penetration
	armor_damage = @ESC_WEAPON_mhd_cannon_armor_damage
	shield_penetration = @ESC_WEAPON_mhd_cannon_shield_penetration
	shield_damage = @ESC_WEAPON_mhd_cannon_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_mhd_cannon_2" }
	component_set = ESC_MHD_CANNON_CREATURE_2
	projectile_gfx = "xray_laser_s"
	tags = { weapon_type_kinetic s_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery artillery }

	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 = volatile_motes }
		}
	}
}

# medium
weapon_component_template = {
	key = MEDIUM_ESC_MHD_CANNON_CREATURE_2
	size = medium
	icon = GFX_esc_bio_mhd_cannon_2
	icon_frame = 1
	type = instant

	damage = { min = 375 max = 680 }
	windup = { min = 14 max = 54 }
	total_fire_time = 80
	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 = volatile_motes
	}

	hull_damage = @ESC_WEAPON_mhd_cannon_hull_damage
	armor_penetration = @ESC_WEAPON_mhd_cannon_armor_penetration
	armor_damage = @ESC_WEAPON_mhd_cannon_armor_damage
	shield_penetration = @ESC_WEAPON_mhd_cannon_shield_penetration
	shield_damage = @ESC_WEAPON_mhd_cannon_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_mhd_cannon_2" }
	component_set = ESC_MHD_CANNON_CREATURE_2
	projectile_gfx = "xray_laser_m"
	tags = { weapon_type_kinetic m_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery artillery }

	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 = volatile_motes }
		}
	}
}

# large
weapon_component_template = {
	key = LARGE_ESC_MHD_CANNON_CREATURE_2
	size = large
	icon = GFX_esc_bio_mhd_cannon_2
	icon_frame = 1
	type = instant

	damage = { min = 750 max = 1375 }
	windup = { min = 14 max = 54 }
	total_fire_time = 80
	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 = volatile_motes
	}

	hull_damage = @ESC_WEAPON_mhd_cannon_hull_damage
	armor_penetration = @ESC_WEAPON_mhd_cannon_armor_penetration
	armor_damage = @ESC_WEAPON_mhd_cannon_armor_damage
	shield_penetration = @ESC_WEAPON_mhd_cannon_shield_penetration
	shield_damage = @ESC_WEAPON_mhd_cannon_shield_damage
	tracking = 0.05

	min_range = @ESC_WEAPON_MIN_RANGE_3
	#use_ship_kill_target = no

	prerequisites = { "esc_tech_mhd_cannon_2" }
	component_set = ESC_MHD_CANNON_CREATURE_2
	projectile_gfx = "xray_laser_l"
	tags = { weapon_type_kinetic l_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery artillery }

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

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

# extra-large
weapon_component_template = {
	key = XL_ESC_MHD_CANNON_CREATURE_2
	size = extra_large
	icon = GFX_esc_bio_mhd_cannon_2
	icon_frame = 1
	type = instant

	damage = { min = 1500 max = 2750 }
	windup = { min = 14 max = 54 }
	total_fire_time = 80
	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 = volatile_motes
	}

	hull_damage = @ESC_WEAPON_mhd_cannon_hull_damage
	armor_penetration = @ESC_WEAPON_mhd_cannon_armor_penetration
	armor_damage = @ESC_WEAPON_mhd_cannon_armor_damage
	shield_penetration = @ESC_WEAPON_mhd_cannon_shield_penetration
	shield_damage = @ESC_WEAPON_mhd_cannon_shield_damage
	tracking = 0.05

	firing_arc = 25.0
	min_range = @ESC_WEAPON_MIN_RANGE_3
	#use_ship_kill_target = no

	prerequisites = { "esc_tech_mhd_cannon_2" }
	component_set = ESC_MHD_CANNON_CREATURE_2
	projectile_gfx = "esc_tiyanki_lance"
	tags = { weapon_type_kinetic x_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery artillery }

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

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