############################################################
##         ESC : Leviathan Weapons : Space Fauna          ##
############################################################

# - Enigmatic Energy Discharger					S/M/L/X
# - Enigmatic Energy Lash						S/M/L/X
# - Enigmatic Energy Autocannon					S/M/L/X
# - Enigmatic Energy Lance						S/M/L/X
# - Dimensional Horror Point Defense			S/M/L/X
# - Advanced Energy Syphon						S/M/L/X
# - Paradox Energy Syphon						S/M/L/X
# - Tiyanki Beam Cannon							S/M/L/X
# - Voidspawn Missile Launcher					S/M/L/X

############################################################
##              Enigmatic Energy Autocannon               ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_ENIGMATIC_AUTOCANNON_CREATURE
	size = small
	icon = GFX_esc_enigmatic_autocannon
	icon_frame = 1
	type = instant

	damage = { min = 25.0 max = 35.0 }
	windup = { min = 2.0 max = 14.0 }
	total_fire_time = 15
	range = @ESC_WEAPON_RANGE_S_3
	accuracy = 0.9

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

	hull_damage = @ESC_WEAPON_enigmatic_hull_damage
	armor_penetration = @ESC_WEAPON_enigmatic_armor_penetration
	armor_damage = @ESC_WEAPON_enigmatic_armor_damage
	shield_penetration = @ESC_WEAPON_enigmatic_shield_penetration
	shield_damage = @ESC_WEAPON_enigmatic_shield_damage
	tracking = 0.65

	prerequisites = { "esc_tech_enigmatic_autocannon" }
	component_set = ESC_ENIGMATIC_AUTOCANNON_CREATURE
	projectile_gfx = "esc_enigmatic_cannon_small"
	tags = { weapon_type_energy s_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_shield gunship brawler brawler_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_enigmatic

	# 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_ENIGMATIC_AUTOCANNON_CREATURE
	size = medium
	icon = GFX_esc_enigmatic_autocannon
	icon_frame = 1
	type = instant

	damage = { min = 45.0 max = 70.0 }
	windup = { min = 2.0 max = 14.0 }
	total_fire_time = 15
	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 = 8
		STRATEGIC_RESOURCE_TYPE = sr_dark_matter
	}

	hull_damage = @ESC_WEAPON_enigmatic_hull_damage
	armor_penetration = @ESC_WEAPON_enigmatic_armor_penetration
	armor_damage = @ESC_WEAPON_enigmatic_armor_damage
	shield_penetration = @ESC_WEAPON_enigmatic_shield_penetration
	shield_damage = @ESC_WEAPON_enigmatic_shield_damage
	tracking = 0.65

	prerequisites = { "esc_tech_enigmatic_autocannon" }
	component_set = ESC_ENIGMATIC_AUTOCANNON_CREATURE
	projectile_gfx = "esc_enigmatic_cannon_small"
	tags = { weapon_type_energy m_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_shield gunship brawler brawler_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_enigmatic

	# 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_ENIGMATIC_AUTOCANNON_CREATURE
	size = large
	icon = GFX_esc_enigmatic_autocannon
	icon_frame = 1
	type = instant

	damage = { min = 80.0 max = 145.0 }
	windup = { min = 2.0 max = 14.0 }
	total_fire_time = 15
	range = @ESC_WEAPON_RANGE_L_1
	accuracy = 0.9

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

	hull_damage = @ESC_WEAPON_enigmatic_hull_damage
	armor_penetration = @ESC_WEAPON_enigmatic_armor_penetration
	armor_damage = @ESC_WEAPON_enigmatic_armor_damage
	shield_penetration = @ESC_WEAPON_enigmatic_shield_penetration
	shield_damage = @ESC_WEAPON_enigmatic_shield_damage
	tracking = 0.65

	prerequisites = { "esc_tech_enigmatic_autocannon" }
	component_set = ESC_ENIGMATIC_AUTOCANNON_CREATURE
	projectile_gfx = "esc_enigmatic_cannon_small"
	tags = { weapon_type_energy l_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_shield gunship brawler brawler_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_enigmatic

	# 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_ENIGMATIC_AUTOCANNON_CREATURE
	size = extra_large
	icon = GFX_esc_enigmatic_autocannon
	icon_frame = 1
	type = instant

	damage = { min = 160.0 max = 290.0 }
	windup = { min = 2.0 max = 14.0 }
	total_fire_time = 15
	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 = 8
		STRATEGIC_RESOURCE_TYPE = sr_dark_matter
	}

	hull_damage = @ESC_WEAPON_enigmatic_hull_damage
	armor_penetration = @ESC_WEAPON_enigmatic_armor_penetration
	armor_damage = @ESC_WEAPON_enigmatic_armor_damage
	shield_penetration = @ESC_WEAPON_enigmatic_shield_penetration
	shield_damage = @ESC_WEAPON_enigmatic_shield_damage
	tracking = 0.65

	prerequisites = { "esc_tech_enigmatic_autocannon" }
	component_set = ESC_ENIGMATIC_AUTOCANNON_CREATURE
	projectile_gfx = "esc_enigmatic_cannon_small"
	tags = { weapon_type_energy x_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_shield gunship brawler brawler_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_enigmatic

	# 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 }
		}
	}
}

############################################################
##                 Enigmatic Energy Lash                  ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_ENIGMATIC_LASH_CREATURE
	size = small
	icon = GFX_esc_bio_enigmatic_lash
	icon_frame = 1
	type = point_defence

	damage = { min = 5.0 max = 10.0 }
	windup = { min = 1.0 max = 1.0 }
	total_fire_time = 5
	range = @ESC_WEAPON_RANGE_P_2
	accuracy = 0.75

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

	hull_damage = @ESC_WEAPON_enigmatic_hull_damage
	armor_penetration = @ESC_WEAPON_enigmatic_armor_penetration
	armor_damage = @ESC_WEAPON_enigmatic_armor_damage
	shield_penetration = @ESC_WEAPON_enigmatic_shield_penetration
	shield_damage = @ESC_WEAPON_enigmatic_shield_damage
	tracking = 0.5

	prerequisites = { "esc_tech_enigmatic_lash" }
	component_set = ESC_ENIGMATIC_LASH_CREATURE
	projectile_gfx = "esc_enigmatic_cannon_medium"
	tags = { weapon_type_point_defense weapon_type_energy s_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_point_defense weapon_role_anti_shield screen gunship }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_enigmatic

	inline_script = {
		script = weapon_effects/esc_fire_rate_debuff
		EFFECT_LEVEL = 1
	}

	# 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 }
		}
	}

	point_defence_targets = { "missile" "strike_craft" }
}

# medium
weapon_component_template = {
	key = MEDIUM_ESC_ENIGMATIC_LASH_CREATURE
	size = medium
	icon = GFX_esc_bio_enigmatic_lash
	icon_frame = 1
	type = point_defence

	damage = { min = 10.0 max = 15.0 }
	windup = { min = 1.0 max = 1.0 }
	total_fire_time = 5
	range = @ESC_WEAPON_RANGE_P_3
	accuracy = 0.75

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

	hull_damage = @ESC_WEAPON_enigmatic_hull_damage
	armor_penetration = @ESC_WEAPON_enigmatic_armor_penetration
	armor_damage = @ESC_WEAPON_enigmatic_armor_damage
	shield_penetration = @ESC_WEAPON_enigmatic_shield_penetration
	shield_damage = @ESC_WEAPON_enigmatic_shield_damage
	tracking = 0.5

	prerequisites = { "esc_tech_enigmatic_lash" }
	component_set = ESC_ENIGMATIC_LASH_CREATURE
	projectile_gfx = "esc_enigmatic_cannon_medium"
	tags = { weapon_type_point_defense weapon_type_energy m_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_point_defense weapon_role_anti_shield screen gunship }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_enigmatic

	inline_script = {
		script = weapon_effects/esc_fire_rate_debuff
		EFFECT_LEVEL = 1
	}

	# 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 }
		}
	}

	point_defence_targets = { "missile" "strike_craft" }
}

# large
weapon_component_template = {
	key = LARGE_ESC_ENIGMATIC_LASH_CREATURE
	size = large
	icon = GFX_esc_bio_enigmatic_lash
	icon_frame = 1
	type = point_defence

	damage = { min = 20.0 max = 30.0 }
	windup = { min = 1.0 max = 1.0 }
	total_fire_time = 5
	range = @ESC_WEAPON_RANGE_M_2
	accuracy = 0.75

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

	hull_damage = @ESC_WEAPON_enigmatic_hull_damage
	armor_penetration = @ESC_WEAPON_enigmatic_armor_penetration
	armor_damage = @ESC_WEAPON_enigmatic_armor_damage
	shield_penetration = @ESC_WEAPON_enigmatic_shield_penetration
	shield_damage = @ESC_WEAPON_enigmatic_shield_damage
	tracking = 0.5

	prerequisites = { "esc_tech_enigmatic_lash" }
	component_set = ESC_ENIGMATIC_LASH_CREATURE
	projectile_gfx = "esc_enigmatic_cannon_medium"
	tags = { weapon_type_point_defense weapon_type_energy l_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_point_defense weapon_role_anti_shield screen gunship }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_enigmatic

	inline_script = {
		script = weapon_effects/esc_fire_rate_debuff
		EFFECT_LEVEL = 1
	}

	# 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 }
		}
	}

	point_defence_targets = { "missile" "strike_craft" }
}

# extra-large
weapon_component_template = {
	key = XL_ESC_ENIGMATIC_LASH_CREATURE
	size = extra_large
	icon = GFX_esc_bio_enigmatic_lash
	icon_frame = 1
	type = point_defence

	damage = { min = 30.0 max = 50.0 }
	windup = { min = 1.0 max = 1.0 }
	total_fire_time = 5
	range = @ESC_WEAPON_RANGE_M_4
	accuracy = 0.75

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

	hull_damage = @ESC_WEAPON_enigmatic_hull_damage
	armor_penetration = @ESC_WEAPON_enigmatic_armor_penetration
	armor_damage = @ESC_WEAPON_enigmatic_armor_damage
	shield_penetration = @ESC_WEAPON_enigmatic_shield_penetration
	shield_damage = @ESC_WEAPON_enigmatic_shield_damage
	tracking = 0.5

	prerequisites = { "esc_tech_enigmatic_lash" }
	component_set = ESC_ENIGMATIC_LASH_CREATURE
	projectile_gfx = "esc_enigmatic_cannon_medium"
	tags = { weapon_type_point_defense weapon_type_energy x_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_point_defense weapon_role_anti_shield screen gunship }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_enigmatic

	inline_script = {
		script = weapon_effects/esc_fire_rate_debuff
		EFFECT_LEVEL = 1
	}

	# 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 }
		}
	}

	point_defence_targets = { "missile" "strike_craft" }
}

############################################################
##              Enigmatic Energy Discharger               ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_ENIGMATIC_CANNON_CREATURE
	size = small
	icon = GFX_esc_enigmatic_discharger
	icon_frame = 1
	type = instant

	damage = { min = 75.0 max = 210.0 }
	windup = { min = 2.0 max = 20.0 }
	total_fire_time = 55
	range = @ESC_WEAPON_RANGE_L_1
	accuracy = 0.9

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

	hull_damage = @ESC_WEAPON_enigmatic_hull_damage
	armor_penetration = @ESC_WEAPON_enigmatic_armor_penetration
	armor_damage = @ESC_WEAPON_enigmatic_armor_damage
	shield_penetration = @ESC_WEAPON_enigmatic_shield_penetration
	shield_damage = @ESC_WEAPON_enigmatic_shield_damage
	tracking = 0.25

	prerequisites = { "esc_tech_enigmatic_cannon" }
	component_set = ESC_ENIGMATIC_CANNON_CREATURE
	projectile_gfx = "esc_enigmatic_cannon_large"
	tags = { weapon_type_energy s_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery weapon_role_anti_shield artillery }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_enigmatic

	# 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_ENIGMATIC_CANNON_CREATURE
	size = medium
	icon = GFX_esc_enigmatic_discharger
	icon_frame = 1
	type = instant

	damage = { min = 155.0 max = 415.0 }
	windup = { min = 2.0 max = 20.0 }
	total_fire_time = 55
	range = @ESC_WEAPON_RANGE_L_4
	accuracy = 0.9

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

	hull_damage = @ESC_WEAPON_enigmatic_hull_damage
	armor_penetration = @ESC_WEAPON_enigmatic_armor_penetration
	armor_damage = @ESC_WEAPON_enigmatic_armor_damage
	shield_penetration = @ESC_WEAPON_enigmatic_shield_penetration
	shield_damage = @ESC_WEAPON_enigmatic_shield_damage
	tracking = 0.25

	prerequisites = { "esc_tech_enigmatic_cannon" }
	component_set = ESC_ENIGMATIC_CANNON_CREATURE
	projectile_gfx = "esc_enigmatic_cannon_large"
	tags = { weapon_type_energy m_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery weapon_role_anti_shield artillery }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_enigmatic

	# 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_ENIGMATIC_CANNON_CREATURE
	size = large
	icon = GFX_esc_enigmatic_discharger
	icon_frame = 1
	type = instant

	damage = { min = 305.0 max = 825.0 }
	windup = { min = 2.0 max = 20.0 }
	total_fire_time = 55
	range = @ESC_WEAPON_RANGE_L_6
	min_range = @ESC_WEAPON_MIN_RANGE_5
	accuracy = 0.9

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

	hull_damage = @ESC_WEAPON_enigmatic_hull_damage
	armor_penetration = @ESC_WEAPON_enigmatic_armor_penetration
	armor_damage = @ESC_WEAPON_enigmatic_armor_damage
	shield_penetration = @ESC_WEAPON_enigmatic_shield_penetration
	shield_damage = @ESC_WEAPON_enigmatic_shield_damage
	tracking = 0.25

	prerequisites = { "esc_tech_enigmatic_cannon" }
	component_set = ESC_ENIGMATIC_CANNON_CREATURE
	projectile_gfx = "esc_enigmatic_cannon_large"
	tags = { weapon_type_energy l_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery weapon_role_anti_shield artillery }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_enigmatic

	# 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_ENIGMATIC_CANNON_CREATURE
	size = extra_large
	icon = GFX_esc_enigmatic_discharger
	icon_frame = 1
	type = instant

	damage = { min = 305.0 max = 825.0 }
	windup = { min = 2.0 max = 20.0 }
	total_fire_time = 55
	range = @ESC_WEAPON_RANGE_X_2
	min_range = @ESC_WEAPON_MIN_RANGE_5
	accuracy = 0.9

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

	hull_damage = @ESC_WEAPON_enigmatic_hull_damage
	armor_penetration = @ESC_WEAPON_enigmatic_armor_penetration
	armor_damage = @ESC_WEAPON_enigmatic_armor_damage
	shield_penetration = @ESC_WEAPON_enigmatic_shield_penetration
	shield_damage = @ESC_WEAPON_enigmatic_shield_damage
	tracking = 0.25

	prerequisites = { "esc_tech_enigmatic_cannon" }
	component_set = ESC_ENIGMATIC_CANNON_CREATURE
	projectile_gfx = "esc_enigmatic_cannon_large"
	tags = { weapon_type_energy x_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery weapon_role_anti_shield artillery }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_enigmatic

	# 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 }
		}
	}
}

############################################################
##                Enigmatic Energy Lance                  ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_ENIGMATIC_LANCE_CREATURE
	size = small
	icon = GFX_esc_bio_enigmatic_lance
	icon_frame = 1
	type = instant

	damage = { min = 220 max = 315 }
	windup = { min = 12.0 max = 47.0 }
	total_fire_time = 70
	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 = sr_dark_matter
	}

	hull_damage = @ESC_WEAPON_enigmatic_hull_damage
	armor_penetration = @ESC_WEAPON_enigmatic_armor_penetration
	armor_damage = @ESC_WEAPON_enigmatic_armor_damage
	shield_penetration = @ESC_WEAPON_enigmatic_shield_penetration
	shield_damage = @ESC_WEAPON_enigmatic_shield_damage
	tracking = 0.15

	prerequisites = { "esc_tech_enigmatic_lance" }
	component_set = ESC_ENIGMATIC_LANCE_CREATURE
	projectile_gfx = "xray_laser_s"
	tags = { weapon_type_energy s_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery weapon_role_anti_shield artillery }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_enigmatic

	# 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_ENIGMATIC_LANCE_CREATURE
	size = medium
	icon = GFX_esc_bio_enigmatic_lance
	icon_frame = 1
	type = instant

	damage = { min = 440 max = 625 }
	windup = { min = 12.0 max = 47.0 }
	total_fire_time = 70
	range = @ESC_WEAPON_RANGE_L_5
	accuracy = 0.85

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

	hull_damage = @ESC_WEAPON_enigmatic_hull_damage
	armor_penetration = @ESC_WEAPON_enigmatic_armor_penetration
	armor_damage = @ESC_WEAPON_enigmatic_armor_damage
	shield_penetration = @ESC_WEAPON_enigmatic_shield_penetration
	shield_damage = @ESC_WEAPON_enigmatic_shield_damage
	tracking = 0.15

	prerequisites = { "esc_tech_enigmatic_lance" }
	component_set = ESC_ENIGMATIC_LANCE_CREATURE
	projectile_gfx = "xray_laser_m"
	tags = { weapon_type_energy m_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery weapon_role_anti_shield artillery }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_enigmatic

	# 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_ENIGMATIC_LANCE_CREATURE
	size = large
	icon = GFX_esc_bio_enigmatic_lance
	icon_frame = 1
	type = instant

	damage = { min = 875 max = 1250 }
	windup = { min = 12.0 max = 47.0 }
	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 = sr_dark_matter
	}

	hull_damage = @ESC_WEAPON_enigmatic_hull_damage
	armor_penetration = @ESC_WEAPON_enigmatic_armor_penetration
	armor_damage = @ESC_WEAPON_enigmatic_armor_damage
	shield_penetration = @ESC_WEAPON_enigmatic_shield_penetration
	shield_damage = @ESC_WEAPON_enigmatic_shield_damage
	tracking = 0.15

	min_range = @ESC_WEAPON_MIN_RANGE_2
	#use_ship_kill_target = no

	prerequisites = { "esc_tech_enigmatic_lance" }
	component_set = ESC_ENIGMATIC_LANCE_CREATURE
	projectile_gfx = "xray_laser_l"
	tags = { weapon_type_energy l_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery weapon_role_anti_shield artillery }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_enigmatic

	# 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_ENIGMATIC_LANCE_CREATURE
	size = extra_large
	icon = GFX_esc_bio_enigmatic_lance
	icon_frame = 1
	type = instant

	damage = { min = 1750 max = 2500 }
	windup = { min = 12.0 max = 47.0 }
	total_fire_time = 70
	range = @ESC_WEAPON_RANGE_X_4
	accuracy = 0.85

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

	hull_damage = @ESC_WEAPON_enigmatic_hull_damage
	armor_penetration = @ESC_WEAPON_enigmatic_armor_penetration
	armor_damage = @ESC_WEAPON_enigmatic_armor_damage
	shield_penetration = @ESC_WEAPON_enigmatic_shield_penetration
	shield_damage = @ESC_WEAPON_enigmatic_shield_damage
	tracking = 0.15

	firing_arc = 25.0
	min_range = @ESC_WEAPON_MIN_RANGE_2
	#use_ship_kill_target = no

	prerequisites = { "esc_tech_enigmatic_lance" }
	component_set = ESC_ENIGMATIC_LANCE_CREATURE
	projectile_gfx = "esc_enigmatic_lance"
	tags = { weapon_type_energy x_slot weapon_role_artillery weapon_type_space_fauna }
	ai_tags = { weapon_role_artillery weapon_role_anti_shield artillery }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_enigmatic

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

	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 = sr_dark_matter }
		}
	}
}

############################################################
##            Dimensional Horror Point Defense            ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_EXTRADIMENSIONAL_PD_CREATURE
	size = small
	icon = GFX_esc_horror_pd
	icon_frame = 1
	type = point_defence

	damage = { min = 10.0 max = 14.0 }
	windup = { min = 1.0 max = 3.0 }
	total_fire_time = 8
	range = @ESC_WEAPON_RANGE_S_3
	accuracy = 0.8

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

	hull_damage = @ESC_WEAPON_dimensional_horror_hull_damage
	armor_penetration = @ESC_WEAPON_dimensional_horror_armor_penetration
	armor_damage = @ESC_WEAPON_dimensional_horror_armor_damage
	shield_penetration = @ESC_WEAPON_dimensional_horror_shield_penetration
	shield_damage = @ESC_WEAPON_dimensional_horror_shield_damage
	tracking = 0.25

	prerequisites = { "esc_tech_extradimensional_pd" }
	component_set = ESC_EXTRADIMENSIONAL_PD_CREATURE
	projectile_gfx = "dimensional_horror_spike_weapon"
	tags = { weapon_type_point_defense weapon_type_energy s_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_point_defense screen }

	# 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 }
		}
	}

	point_defence_targets = { "missile" "strike_craft" }
}

# medium
weapon_component_template = {
	key = MEDIUM_ESC_EXTRADIMENSIONAL_PD_CREATURE
	size = medium
	icon = GFX_esc_horror_pd
	icon_frame = 1
	type = point_defence

	damage = { min = 20.0 max = 28.0 }
	windup = { min = 1.0 max = 3.0 }
	total_fire_time = 8
	range = @ESC_WEAPON_RANGE_P_4
	accuracy = 0.8

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

	hull_damage = @ESC_WEAPON_dimensional_horror_hull_damage
	armor_penetration = @ESC_WEAPON_dimensional_horror_armor_penetration
	armor_damage = @ESC_WEAPON_dimensional_horror_armor_damage
	shield_penetration = @ESC_WEAPON_dimensional_horror_shield_penetration
	shield_damage = @ESC_WEAPON_dimensional_horror_shield_damage
	tracking = 0.25

	prerequisites = { "esc_tech_extradimensional_pd" }
	component_set = ESC_EXTRADIMENSIONAL_PD_CREATURE
	projectile_gfx = "dimensional_horror_spike_weapon"
	tags = { weapon_type_point_defense weapon_type_energy m_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_point_defense screen }

	# 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 }
		}
	}

	point_defence_targets = { "missile" "strike_craft" }
}

# large
weapon_component_template = {
	key = LARGE_ESC_EXTRADIMENSIONAL_PD_CREATURE
	size = large
	icon = GFX_esc_horror_pd
	icon_frame = 1
	type = point_defence

	damage = { min = 35.0 max = 55.0 }
	windup = { min = 1.0 max = 3.0 }
	total_fire_time = 8
	range = @ESC_WEAPON_RANGE_M_2
	accuracy = 0.8

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

	hull_damage = @ESC_WEAPON_dimensional_horror_hull_damage
	armor_penetration = @ESC_WEAPON_dimensional_horror_armor_penetration
	armor_damage = @ESC_WEAPON_dimensional_horror_armor_damage
	shield_penetration = @ESC_WEAPON_dimensional_horror_shield_penetration
	shield_damage = @ESC_WEAPON_dimensional_horror_shield_damage
	tracking = 0.25

	prerequisites = { "esc_tech_extradimensional_pd" }
	component_set = ESC_EXTRADIMENSIONAL_PD_CREATURE
	projectile_gfx = "dimensional_horror_spike_weapon"
	tags = { weapon_type_point_defense weapon_type_energy l_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_point_defense screen }

	# 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 }
		}
	}

	point_defence_targets = { "missile" "strike_craft" }
}

# extra-large
weapon_component_template = {
	key = XL_ESC_EXTRADIMENSIONAL_PD_CREATURE
	size = extra_large
	icon = GFX_esc_horror_pd
	icon_frame = 1
	type = point_defence

	damage = { min = 60.0 max = 100.0 }
	windup = { min = 1.0 max = 3.0 }
	total_fire_time = 8
	range = @ESC_WEAPON_RANGE_L_1
	accuracy = 0.8

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

	hull_damage = @ESC_WEAPON_dimensional_horror_hull_damage
	armor_penetration = @ESC_WEAPON_dimensional_horror_armor_penetration
	armor_damage = @ESC_WEAPON_dimensional_horror_armor_damage
	shield_penetration = @ESC_WEAPON_dimensional_horror_shield_penetration
	shield_damage = @ESC_WEAPON_dimensional_horror_shield_damage
	tracking = 0.25

	prerequisites = { "esc_tech_extradimensional_pd" }
	component_set = ESC_EXTRADIMENSIONAL_PD_CREATURE
	projectile_gfx = "dimensional_horror_spike_weapon"
	tags = { weapon_type_point_defense weapon_type_energy x_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_point_defense screen }

	# 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 }
		}
	}

	point_defence_targets = { "missile" "strike_craft" }
}

############################################################
##                 Advanced Energy Syphon                 ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_SPACE_WHALE_WEAPON_CREATURE_2
	size = small
	icon = GFX_esc_energy_syphon_2
	icon_frame = 1
	type = instant

	damage = { min = 16.0 max = 42.0 }
	windup = { min = 5.0 max = 20.0 }
	total_fire_time = 30
	range = @ESC_WEAPON_RANGE_S_4
	accuracy = 0.75

	inline_script = {
		script = component_costs/shorthands/esc_inlines_no_sr_cost
		COMPONENT_TYPE = WEAPON
		SIZE = s
		TIER = 5
	}

	inline_script = {
		script = ship_components_general/esc_inlines_energy_syphon
		SIZE = s
		TIER = 2
	}

	hull_damage = @ESC_WEAPON_syphon_hull_damage
	armor_penetration = @ESC_WEAPON_syphon_armor_penetration
	armor_damage = @ESC_WEAPON_syphon_armor_damage
	shield_penetration = @ESC_WEAPON_syphon_shield_penetration
	shield_damage = @ESC_WEAPON_syphon_shield_damage
	tracking = 0.3

	prerequisites = { "esc_tech_space_whale_weapon_2" }
	component_set = ESC_SPACE_WHALE_WEAPON_CREATURE_2
	projectile_gfx = "space_whale_weapon"
	tags = { weapon_type_energy s_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_shield weapon_type_space_fauna }
	upgrades_to = SMALL_ESC_SPACE_WHALE_WEAPON_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_SPACE_WHALE_WEAPON_CREATURE_2
	size = medium
	icon = GFX_esc_energy_syphon_2
	icon_frame = 1
	type = instant

	damage = { min = 32.0 max = 84.0 }
	windup = { min = 5.0 max = 20.0 }
	total_fire_time = 30
	range = @ESC_WEAPON_RANGE_M_5
	accuracy = 0.75

	inline_script = {
		script = component_costs/shorthands/esc_inlines_no_sr_cost
		COMPONENT_TYPE = WEAPON
		SIZE = m
		TIER = 5
	}

	inline_script = {
		script = ship_components_general/esc_inlines_energy_syphon
		SIZE = m
		TIER = 2
	}

	hull_damage = @ESC_WEAPON_syphon_hull_damage
	armor_penetration = @ESC_WEAPON_syphon_armor_penetration
	armor_damage = @ESC_WEAPON_syphon_armor_damage
	shield_penetration = @ESC_WEAPON_syphon_shield_penetration
	shield_damage = @ESC_WEAPON_syphon_shield_damage
	tracking = 0.15

	prerequisites = { "esc_tech_space_whale_weapon_2" }
	component_set = ESC_SPACE_WHALE_WEAPON_CREATURE_2
	projectile_gfx = "space_whale_weapon"
	tags = { weapon_type_energy m_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_shield weapon_type_space_fauna }
	upgrades_to = MEDIUM_ESC_SPACE_WHALE_WEAPON_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_SPACE_WHALE_WEAPON_CREATURE_2
	size = large
	icon = GFX_esc_energy_syphon_2
	icon_frame = 1
	type = instant

	damage = { min = 64.0 max = 168.0 }
	windup = { min = 5.0 max = 20.0 }
	total_fire_time = 30
	range = @ESC_WEAPON_RANGE_L_4
	accuracy = 0.75

	inline_script = {
		script = component_costs/shorthands/esc_inlines_no_sr_cost
		COMPONENT_TYPE = WEAPON
		SIZE = l
		TIER = 5
	}

	inline_script = {
		script = ship_components_general/esc_inlines_energy_syphon
		SIZE = l
		TIER = 2
	}

	hull_damage = @ESC_WEAPON_syphon_hull_damage
	armor_penetration = @ESC_WEAPON_syphon_armor_penetration
	armor_damage = @ESC_WEAPON_syphon_armor_damage
	shield_penetration = @ESC_WEAPON_syphon_shield_penetration
	shield_damage = @ESC_WEAPON_syphon_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_space_whale_weapon_2" }
	component_set = ESC_SPACE_WHALE_WEAPON_CREATURE_2
	projectile_gfx = "space_whale_weapon"
	tags = { weapon_type_energy l_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_shield weapon_type_space_fauna }
	upgrades_to = LARGE_ESC_SPACE_WHALE_WEAPON_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_SPACE_WHALE_WEAPON_CREATURE_2
	size = extra_large
	icon = GFX_esc_energy_syphon_2
	icon_frame = 1
	type = instant

	damage = { min = 128.0 max = 336.0 }
	windup = { min = 5.0 max = 20.0 }
	total_fire_time = 30
	range = @ESC_WEAPON_RANGE_L_5
	accuracy = 0.75

	inline_script = {
		script = component_costs/shorthands/esc_inlines_no_sr_cost
		COMPONENT_TYPE = WEAPON
		SIZE = xl
		TIER = 5
	}

	inline_script = {
		script = ship_components_general/esc_inlines_energy_syphon
		SIZE = xl
		TIER = 2
	}

	hull_damage = @ESC_WEAPON_syphon_hull_damage
	armor_penetration = @ESC_WEAPON_syphon_armor_penetration
	armor_damage = @ESC_WEAPON_syphon_armor_damage
	shield_penetration = @ESC_WEAPON_syphon_shield_penetration
	shield_damage = @ESC_WEAPON_syphon_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_space_whale_weapon_2" }
	component_set = ESC_SPACE_WHALE_WEAPON_CREATURE_2
	projectile_gfx = "space_whale_weapon"
	tags = { weapon_type_energy x_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_shield weapon_type_space_fauna }
	upgrades_to = XL_ESC_SPACE_WHALE_WEAPON_CREATURE_3

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

	ai_weight = {
		weight = 1
	}
}

############################################################
##                 Paradox Energy Syphon                  ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_SPACE_WHALE_WEAPON_CREATURE_3
	size = small
	icon = GFX_esc_energy_syphon_3
	icon_frame = 1
	type = instant

	damage = { min = 22.0 max = 56.0 }
	windup = { min = 5.0 max = 20.0 }
	total_fire_time = 30
	range = @ESC_WEAPON_RANGE_S_4
	accuracy = 0.75

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

	inline_script = {
		script = ship_components_general/esc_inlines_energy_syphon
		SIZE = s
		TIER = 3
	}

	hull_damage = @ESC_WEAPON_syphon_hull_damage
	armor_penetration = @ESC_WEAPON_syphon_armor_penetration
	armor_damage = @ESC_WEAPON_syphon_armor_damage
	shield_penetration = @ESC_WEAPON_syphon_shield_penetration
	shield_damage = @ESC_WEAPON_syphon_shield_damage
	tracking = 0.3

	prerequisites = { "esc_tech_space_whale_weapon_3" }
	component_set = ESC_SPACE_WHALE_WEAPON_CREATURE_3
	projectile_gfx = "space_whale_weapon"
	tags = { weapon_type_energy s_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_shield weapon_type_space_fauna }

	# 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_SPACE_WHALE_WEAPON_CREATURE_3
	size = medium
	icon = GFX_esc_energy_syphon_3
	icon_frame = 1
	type = instant

	damage = { min = 44.0 max = 112.0 }
	windup = { min = 5.0 max = 20.0 }
	total_fire_time = 30
	range = @ESC_WEAPON_RANGE_M_5
	accuracy = 0.75

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

	inline_script = {
		script = ship_components_general/esc_inlines_energy_syphon
		SIZE = m
		TIER = 3
	}

	hull_damage = @ESC_WEAPON_syphon_hull_damage
	armor_penetration = @ESC_WEAPON_syphon_armor_penetration
	armor_damage = @ESC_WEAPON_syphon_armor_damage
	shield_penetration = @ESC_WEAPON_syphon_shield_penetration
	shield_damage = @ESC_WEAPON_syphon_shield_damage
	tracking = 0.15

	prerequisites = { "esc_tech_space_whale_weapon_3" }
	component_set = ESC_SPACE_WHALE_WEAPON_CREATURE_3
	projectile_gfx = "space_whale_weapon"
	tags = { weapon_type_energy m_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_shield weapon_type_space_fauna }

	# 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_SPACE_WHALE_WEAPON_CREATURE_3
	size = large
	icon = GFX_esc_energy_syphon_3
	icon_frame = 1
	type = instant

	damage = { min = 88.0 max = 224.0 }
	windup = { min = 5.0 max = 20.0 }
	total_fire_time = 30
	range = @ESC_WEAPON_RANGE_L_4
	accuracy = 0.75

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

	inline_script = {
		script = ship_components_general/esc_inlines_energy_syphon
		SIZE = l
		TIER = 3
	}

	hull_damage = @ESC_WEAPON_syphon_hull_damage
	armor_penetration = @ESC_WEAPON_syphon_armor_penetration
	armor_damage = @ESC_WEAPON_syphon_armor_damage
	shield_penetration = @ESC_WEAPON_syphon_shield_penetration
	shield_damage = @ESC_WEAPON_syphon_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_space_whale_weapon_3" }
	component_set = ESC_SPACE_WHALE_WEAPON_CREATURE_3
	projectile_gfx = "space_whale_weapon"
	tags = { weapon_type_energy l_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_shield weapon_type_space_fauna }

	# 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_SPACE_WHALE_WEAPON_CREATURE_3
	size = extra_large
	icon = GFX_esc_energy_syphon_3
	icon_frame = 1
	type = instant

	damage = { min = 176.0 max = 448.0 }
	windup = { min = 5.0 max = 20.0 }
	total_fire_time = 30
	range = @ESC_WEAPON_RANGE_L_5
	accuracy = 0.75

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

	inline_script = {
		script = ship_components_general/esc_inlines_energy_syphon
		SIZE = xl
		TIER = 3
	}

	hull_damage = @ESC_WEAPON_syphon_hull_damage
	armor_penetration = @ESC_WEAPON_syphon_armor_penetration
	armor_damage = @ESC_WEAPON_syphon_armor_damage
	shield_penetration = @ESC_WEAPON_syphon_shield_penetration
	shield_damage = @ESC_WEAPON_syphon_shield_damage
	tracking = 0.05

	prerequisites = { "esc_tech_space_whale_weapon_3" }
	component_set = ESC_SPACE_WHALE_WEAPON_CREATURE_3
	projectile_gfx = "space_whale_weapon"
	tags = { weapon_type_energy x_slot weapon_type_space_fauna }
	ai_tags = { weapon_role_anti_shield weapon_type_space_fauna }

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

	ai_weight = {
		weight = 1
	}
}

############################################################
##                  Tiyanki Beam Cannon                   ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_TIYANKI_CANNON_CREATURE
	size = small
	icon = GFX_esc_bio_tiyanki_lance
	icon_frame = 1
	type = instant

	damage = { min = 125 max = 315 }
	windup = { min = 2.0 max = 20.0 }
	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 = exotic_gases
	}

	hull_damage = @ESC_WEAPON_tiyanki_hull_damage
	armor_penetration = @ESC_WEAPON_tiyanki_armor_penetration
	armor_damage = @ESC_WEAPON_tiyanki_armor_damage
	shield_penetration = @ESC_WEAPON_tiyanki_shield_penetration
	shield_damage = @ESC_WEAPON_tiyanki_shield_damage
	tracking = 0.3

	prerequisites = { "esc_tech_tiyanki_beam" }
	component_set = ESC_TIYANKI_CANNON_CREATURE
	projectile_gfx = "esc_tiyanki_lance"
	tags = { weapon_type_energy weapon_type_space_fauna s_slot weapon_role_artillery }
	ai_tags = { weapon_role_artillery 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 = exotic_gases }
		}
	}
}

# medium
weapon_component_template = {
	key = MEDIUM_ESC_TIYANKI_CANNON_CREATURE
	size = medium
	icon = GFX_esc_bio_tiyanki_lance
	icon_frame = 1
	type = instant

	damage = { min = 250 max = 625 }
	windup = { min = 2.0 max = 20.0 }
	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_tiyanki_hull_damage
	armor_penetration = @ESC_WEAPON_tiyanki_armor_penetration
	armor_damage = @ESC_WEAPON_tiyanki_armor_damage
	shield_penetration = @ESC_WEAPON_tiyanki_shield_penetration
	shield_damage = @ESC_WEAPON_tiyanki_shield_damage
	tracking = 0.3

	prerequisites = { "esc_tech_tiyanki_beam" }
	component_set = ESC_TIYANKI_CANNON_CREATURE
	projectile_gfx = "esc_tiyanki_lance"
	tags = { weapon_type_energy weapon_type_space_fauna m_slot weapon_role_artillery }
	ai_tags = { weapon_role_artillery 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 = exotic_gases }
		}
	}
}

# large
weapon_component_template = {
	key = LARGE_ESC_TIYANKI_CANNON_CREATURE
	size = large
	icon = GFX_esc_bio_tiyanki_lance
	icon_frame = 1
	type = instant

	damage = { min = 500 max = 1250 }
	windup = { min = 2.0 max = 20.0 }
	total_fire_time = 70
	range = @ESC_WEAPON_RANGE_L_5
	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_tiyanki_hull_damage
	armor_penetration = @ESC_WEAPON_tiyanki_armor_penetration
	armor_damage = @ESC_WEAPON_tiyanki_armor_damage
	shield_penetration = @ESC_WEAPON_tiyanki_shield_penetration
	shield_damage = @ESC_WEAPON_tiyanki_shield_damage
	tracking = 0.3

	min_range = @ESC_WEAPON_MIN_RANGE_2
	#use_ship_kill_target = no

	prerequisites = { "esc_tech_tiyanki_beam" }
	component_set = ESC_TIYANKI_CANNON_CREATURE
	projectile_gfx = "esc_tiyanki_lance"
	tags = { weapon_type_energy weapon_type_space_fauna l_slot weapon_role_artillery }
	ai_tags = { weapon_role_artillery 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 = exotic_gases }
		}
	}
}

# extra-large
weapon_component_template = {
	key = XL_ESC_TIYANKI_CANNON_CREATURE
	size = extra_large
	icon = GFX_esc_bio_tiyanki_lance
	icon_frame = 1
	type = instant

	damage = { min = 1000 max = 2500 }
	windup = { min = 2.0 max = 20.0 }
	total_fire_time = 70
	range = @ESC_WEAPON_RANGE_X_4
	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_tiyanki_hull_damage
	armor_penetration = @ESC_WEAPON_tiyanki_armor_penetration
	armor_damage = @ESC_WEAPON_tiyanki_armor_damage
	shield_penetration = @ESC_WEAPON_tiyanki_shield_penetration
	shield_damage = @ESC_WEAPON_tiyanki_shield_damage
	tracking = 0.3

	firing_arc = 25.0
	min_range = @ESC_WEAPON_MIN_RANGE_2
	#use_ship_kill_target = no

	prerequisites = { "esc_tech_tiyanki_beam" }
	component_set = ESC_TIYANKI_CANNON_CREATURE
	projectile_gfx = "esc_tiyanki_lance"
	tags = { weapon_type_energy weapon_type_space_fauna x_slot weapon_role_artillery }
	ai_tags = { weapon_role_artillery weapon_role_anti_armor weapon_role_anti_shield artillery }

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

	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 = exotic_gases }
		}
	}
}

############################################################
##               Voidspawn Missile Launcher               ##
############################################################

#small
weapon_component_template = {
	key = SMALL_ESC_VOIDSPAWN_MISSILE_CREATURE
	size = small
	icon = GFX_esc_voidspawn_missile_1
	icon_frame = 1
	type = missile

	damage = { min = 75 max = 100 }
	size_damage_factor = 0.1
	windup = { min = 2 max = 20 }
	total_fire_time = 80
	range = @ESC_WEAPON_RANGE_S_4
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_2
	missile_evasion = 0.1
	missile_health = 50
	missile_armor = 0
	missile_shield = 0
	missile_retarget_range = @ESC_WEAPON_RANGE_G_2

	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_voidspawn_hull_damage
	armor_damage = @ESC_WEAPON_voidspawn_armor_damage
	armor_penetration = @ESC_WEAPON_voidspawn_armor_penetration
	shield_damage = @ESC_WEAPON_voidspawn_shield_damage
	shield_penetration = @ESC_WEAPON_voidspawn_shield_penetration
	tracking = 0.15

	prerequisites = { "esc_tech_voidspawn_missile" }
	component_set = ESC_VOIDSPAWN_MISSILE_CREATURE
	projectile_gfx = "voidspawn_missile"
	tags = { weapon_type_explosive weapon_type_space_fauna s_slot }
	ai_tags = { weapon_role_artillery weapon_role_anti_hull explosive explosive_stealth artillery artillery_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_missiles_special

	inline_script = {
		script = weapon_effects/esc_armor_weakening_debuff
		EFFECT_LEVEL = 1
	}

	# 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 = volatile_motes }
		}
	}
}

# medium
weapon_component_template = {
	key = MEDIUM_ESC_VOIDSPAWN_MISSILE_CREATURE
	size = medium
	icon = GFX_esc_voidspawn_missile_1
	icon_frame = 1
	type = missile

	damage = { min = 120 max = 160 }
	size_damage_factor = 0.1
	windup = { min = 2 max = 20 }
	total_fire_time = 80
	range = @ESC_WEAPON_RANGE_S_4
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_2
	missile_evasion = 0.1
	missile_health = 50
	missile_armor = 0
	missile_shield = 0
	missile_retarget_range = @ESC_WEAPON_RANGE_G_2

	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_voidspawn_hull_damage
	armor_damage = @ESC_WEAPON_voidspawn_armor_damage
	armor_penetration = @ESC_WEAPON_voidspawn_armor_penetration
	shield_damage = @ESC_WEAPON_voidspawn_shield_damage
	shield_penetration = @ESC_WEAPON_voidspawn_shield_penetration
	tracking = 0.15

	prerequisites = { "esc_tech_voidspawn_missile" }
	component_set = ESC_VOIDSPAWN_MISSILE_CREATURE
	projectile_gfx = "voidspawn_missile"
	tags = { weapon_type_explosive weapon_type_space_fauna m_slot }
	ai_tags = { weapon_role_artillery weapon_role_anti_hull explosive explosive_stealth artillery artillery_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_missiles_special

	inline_script = {
		script = weapon_effects/esc_armor_weakening_debuff
		EFFECT_LEVEL = 1
	}

	# 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 = volatile_motes }
		}
	}
}

# large
weapon_component_template = {
	key = LARGE_ESC_VOIDSPAWN_MISSILE_CREATURE
	size = large
	icon = GFX_esc_voidspawn_missile_1
	icon_frame = 1
	type = missile

	damage = { min = 200 max = 300 }
	size_damage_factor = 0.1
	windup = { min = 2 max = 20 }
	total_fire_time = 80
	range = @ESC_WEAPON_RANGE_S_4
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_2
	missile_evasion = 0.1
	missile_health = 50
	missile_armor = 0
	missile_shield = 0
	missile_retarget_range = @ESC_WEAPON_RANGE_G_2

	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_voidspawn_hull_damage
	armor_damage = @ESC_WEAPON_voidspawn_armor_damage
	armor_penetration = @ESC_WEAPON_voidspawn_armor_penetration
	shield_damage = @ESC_WEAPON_voidspawn_shield_damage
	shield_penetration = @ESC_WEAPON_voidspawn_shield_penetration
	tracking = 0.15

	prerequisites = { "esc_tech_voidspawn_missile" }
	component_set = ESC_VOIDSPAWN_MISSILE_CREATURE
	projectile_gfx = "voidspawn_missile"
	tags = { weapon_type_explosive weapon_type_space_fauna l_slot }
	ai_tags = { weapon_role_artillery weapon_role_anti_hull explosive explosive_stealth artillery artillery_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_missiles_special

	inline_script = {
		script = weapon_effects/esc_armor_weakening_debuff
		EFFECT_LEVEL = 1
	}

	# 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 = volatile_motes }
		}
	}
}

# extra-large
weapon_component_template = {
	key = XL_ESC_VOIDSPAWN_MISSILE_CREATURE
	size = extra_large
	icon = GFX_esc_voidspawn_missile_1
	icon_frame = 1
	type = missile

	damage = { min = 320 max = 540 }
	size_damage_factor = 0.1
	windup = { min = 2 max = 20 }
	total_fire_time = 80
	range = @ESC_WEAPON_RANGE_S_4
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_2
	missile_evasion = 0.1
	missile_health = 50
	missile_armor = 0
	missile_shield = 0
	missile_retarget_range = @ESC_WEAPON_RANGE_G_2

	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_voidspawn_hull_damage
	armor_damage = @ESC_WEAPON_voidspawn_armor_damage
	armor_penetration = @ESC_WEAPON_voidspawn_armor_penetration
	shield_damage = @ESC_WEAPON_voidspawn_shield_damage
	shield_penetration = @ESC_WEAPON_voidspawn_shield_penetration
	tracking = 0.15

	prerequisites = { "esc_tech_voidspawn_missile" }
	component_set = ESC_VOIDSPAWN_MISSILE_CREATURE
	projectile_gfx = "voidspawn_missile"
	tags = { weapon_type_explosive weapon_type_space_fauna x_slot }
	ai_tags = { weapon_role_artillery weapon_role_anti_hull explosive explosive_stealth artillery artillery_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_missiles_special

	inline_script = {
		script = weapon_effects/esc_armor_weakening_debuff
		EFFECT_LEVEL = 1
	}

	# 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 = volatile_motes }
		}
	}
}
