############################################################
##          ESC : Missile Weapons : Space Fauna           ##
############################################################

# - Joker Missiles					S/M/L/X
# - Wraith Missiles					S/M/L/X
# - Desolator Torpedo				S/M/L/X
# - Eradicator Torpedo				S/M/L/X
# - Corrosive Warhead Torpedo		S/M/L/X
# - Plasma Missiles					S/M/L/X
# - Improved Plasma Missiles		S/M/L/X
# - Incinerator Missiles			S/M/L/X
# - Typhoon Missiles				S/M/L/X
# - Hurricane Missiles				S/M/L/X

############################################################
##                     Joker Missiles                     ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_MISSILE_CREATURE_6
	size = small
	icon = GFX_esc_bio_missile_6
	icon_frame = 1
	type = missile

	damage = { min = 62 max = 90 }
	windup = { min = 10 max = 40 }
	total_fire_time = 60
	range = @ESC_WEAPON_RANGE_G_2
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_2
	missile_evasion = 0.45
	missile_health = 10
	missile_armor = 10
	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 = 6
		STRATEGIC_RESOURCE_TYPE = volatile_motes
	}

	hull_damage = @ESC_WEAPON_missile_hull_damage
	armor_damage = @ESC_WEAPON_missile_armor_damage
	armor_penetration = @ESC_WEAPON_missile_armor_penetration
	shield_damage = @ESC_WEAPON_missile_shield_damage
	shield_penetration = @ESC_WEAPON_missile_shield_penetration
	tracking = 0.25

	prerequisites = { "esc_tech_missiles_6" }
	component_set = ESC_MISSILE_CREATURE_6
	projectile_gfx = "esc_missiles_6"
	upgrades_to = SMALL_ESC_MISSILE_CREATURE_7
	tags = { weapon_type_explosive weapon_type_space_fauna s_slot }
	ai_tags = { weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	ai_tag_weight = 0

	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_MISSILE_CREATURE_6
	size = medium
	icon = GFX_esc_bio_missile_6
	icon_frame = 1
	type = missile

	damage = { min = 124 max = 180 }
	windup = { min = 10 max = 40 }
	total_fire_time = 60
	range = @ESC_WEAPON_RANGE_G_2
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_2
	missile_evasion = 0.45
	missile_health = 10
	missile_armor = 10
	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 = 6
		STRATEGIC_RESOURCE_TYPE = volatile_motes
	}

	hull_damage = @ESC_WEAPON_missile_hull_damage
	armor_damage = @ESC_WEAPON_missile_armor_damage
	armor_penetration = @ESC_WEAPON_missile_armor_penetration
	shield_damage = @ESC_WEAPON_missile_shield_damage
	shield_penetration = @ESC_WEAPON_missile_shield_penetration
	tracking = 0.25

	prerequisites = { "esc_tech_missiles_6" }
	component_set = ESC_MISSILE_CREATURE_6
	projectile_gfx = "esc_missiles_6"
	upgrades_to = MEDIUM_ESC_MISSILE_CREATURE_7
	tags = { weapon_type_explosive weapon_type_space_fauna m_slot }
	ai_tags = { weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	ai_tag_weight = 0

	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_MISSILE_CREATURE_6
	size = large
	icon = GFX_esc_bio_missile_6
	icon_frame = 1
	type = missile

	damage = { min = 248 max = 360 }
	windup = { min = 10 max = 40 }
	total_fire_time = 60
	range = @ESC_WEAPON_RANGE_G_3
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_2
	missile_evasion = 0.45
	missile_health = 10
	missile_armor = 10
	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 = 6
		STRATEGIC_RESOURCE_TYPE = volatile_motes
	}

	hull_damage = @ESC_WEAPON_missile_hull_damage
	armor_damage = @ESC_WEAPON_missile_armor_damage
	armor_penetration = @ESC_WEAPON_missile_armor_penetration
	shield_damage = @ESC_WEAPON_missile_shield_damage
	shield_penetration = @ESC_WEAPON_missile_shield_penetration
	tracking = 0.25

	prerequisites = { "esc_tech_missiles_6" }
	component_set = ESC_MISSILE_CREATURE_6
	projectile_gfx = "esc_missiles_6"
	upgrades_to = LARGE_ESC_MISSILE_CREATURE_7
	tags = { weapon_type_explosive weapon_type_space_fauna l_slot }
	ai_tags = { weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	ai_tag_weight = 0

	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_MISSILE_CREATURE_6
	size = extra_large
	icon = GFX_esc_bio_missile_6
	icon_frame = 1
	type = missile

	damage = { min = 496 max = 720 }
	windup = { min = 10 max = 40 }
	total_fire_time = 60
	range = @ESC_WEAPON_RANGE_G_4
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_2
	missile_evasion = 0.45
	missile_health = 10
	missile_armor = 10
	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 = 6
		STRATEGIC_RESOURCE_TYPE = volatile_motes
	}

	hull_damage = @ESC_WEAPON_missile_hull_damage
	armor_damage = @ESC_WEAPON_missile_armor_damage
	armor_penetration = @ESC_WEAPON_missile_armor_penetration
	shield_damage = @ESC_WEAPON_missile_shield_damage
	shield_penetration = @ESC_WEAPON_missile_shield_penetration
	tracking = 0.25

	prerequisites = { "esc_tech_missiles_6" }
	component_set = ESC_MISSILE_CREATURE_6
	projectile_gfx = "esc_missiles_6"
	upgrades_to = XL_ESC_MISSILE_CREATURE_7
	tags = { weapon_type_explosive weapon_type_space_fauna x_slot }
	ai_tags = { weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	ai_tag_weight = 0

	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 }
		}
	}
}

############################################################
##                    Wraith Missiles                     ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_MISSILE_CREATURE_7
	size = small
	icon = GFX_esc_bio_missile_7
	icon_frame = 1
	type = missile

	damage = { min = 75 max = 120 }
	windup = { min = 10 max = 40 }
	total_fire_time = 60
	range = @ESC_WEAPON_RANGE_G_2
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_2
	missile_evasion = 0.5
	missile_health = 15
	missile_armor = 10
	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_missile_hull_damage
	armor_damage = @ESC_WEAPON_missile_armor_damage
	armor_penetration = @ESC_WEAPON_missile_armor_penetration
	shield_damage = @ESC_WEAPON_missile_shield_damage
	shield_penetration = @ESC_WEAPON_missile_shield_penetration
	tracking = 0.25

	prerequisites = { "esc_tech_missiles_7" }
	component_set = ESC_MISSILE_CREATURE_7
	projectile_gfx = "esc_missiles_7"
	tags = { weapon_type_explosive weapon_type_space_fauna s_slot }
	ai_tags = { weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	ai_tag_weight = 0

	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_MISSILE_CREATURE_7
	size = medium
	icon = GFX_esc_bio_missile_7
	icon_frame = 1
	type = missile

	damage = { min = 150 max = 240 }
	windup = { min = 10 max = 40 }
	total_fire_time = 60
	range = @ESC_WEAPON_RANGE_G_2
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_2
	missile_evasion = 0.5
	missile_health = 15
	missile_armor = 10
	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_missile_hull_damage
	armor_damage = @ESC_WEAPON_missile_armor_damage
	armor_penetration = @ESC_WEAPON_missile_armor_penetration
	shield_damage = @ESC_WEAPON_missile_shield_damage
	shield_penetration = @ESC_WEAPON_missile_shield_penetration
	tracking = 0.25

	prerequisites = { "esc_tech_missiles_7" }
	component_set = ESC_MISSILE_CREATURE_7
	projectile_gfx = "esc_missiles_7"
	tags = { weapon_type_explosive weapon_type_space_fauna m_slot }
	ai_tags = { weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	ai_tag_weight = 0

	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_MISSILE_CREATURE_7
	size = large
	icon = GFX_esc_bio_missile_7
	icon_frame = 1
	type = missile

	damage = { min = 300 max = 480 }
	windup = { min = 10 max = 40 }
	total_fire_time = 60
	range = @ESC_WEAPON_RANGE_G_3
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_2
	missile_evasion = 0.5
	missile_health = 15
	missile_armor = 10
	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_missile_hull_damage
	armor_damage = @ESC_WEAPON_missile_armor_damage
	armor_penetration = @ESC_WEAPON_missile_armor_penetration
	shield_damage = @ESC_WEAPON_missile_shield_damage
	shield_penetration = @ESC_WEAPON_missile_shield_penetration
	tracking = 0.25

	prerequisites = { "esc_tech_missiles_7" }
	component_set = ESC_MISSILE_CREATURE_7
	projectile_gfx = "esc_missiles_7"
	tags = { weapon_type_explosive weapon_type_space_fauna l_slot }
	ai_tags = { weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	ai_tag_weight = 0

	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_MISSILE_CREATURE_7
	size = extra_large
	icon = GFX_esc_bio_missile_7
	icon_frame = 1
	type = missile

	damage = { min = 600 max = 960 }
	windup = { min = 10 max = 40 }
	total_fire_time = 60
	range = @ESC_WEAPON_RANGE_G_4
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_2
	missile_evasion = 0.5
	missile_health = 15
	missile_armor = 10
	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_missile_hull_damage
	armor_damage = @ESC_WEAPON_missile_armor_damage
	armor_penetration = @ESC_WEAPON_missile_armor_penetration
	shield_damage = @ESC_WEAPON_missile_shield_damage
	shield_penetration = @ESC_WEAPON_missile_shield_penetration
	tracking = 0.25

	prerequisites = { "esc_tech_missiles_7" }
	component_set = ESC_MISSILE_CREATURE_7
	projectile_gfx = "esc_missiles_7"
	tags = { weapon_type_explosive weapon_type_space_fauna x_slot }
	ai_tags = { weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	ai_tag_weight = 0

	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 }
		}
	}
}

############################################################
##                   Desolator Torpedo                    ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_TORPEDO_CREATURE_4
	size = small
	icon = GFX_esc_bio_torpedo_4
	icon_frame = 1
	type = missile

	firing_arc = 25.0

	damage = { min = 105 max = 160 }
	size_damage_factor = 0.2
	windup = { min = 5 max = 10 }
	total_fire_time = 200
	range = @ESC_WEAPON_RANGE_S_1
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_1
	missile_evasion = 0.1
	missile_health = 12
	missile_armor = 13
	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 = 6
		STRATEGIC_RESOURCE_TYPE = volatile_motes
	}

	hull_damage = @ESC_WEAPON_torpedo_hull_damage
	armor_damage = @ESC_WEAPON_torpedo_armor_damage
	armor_penetration = @ESC_WEAPON_torpedo_armor_penetration
	shield_damage = @ESC_WEAPON_torpedo_shield_damage
	shield_penetration = @ESC_WEAPON_torpedo_shield_penetration
	tracking = 0.1

	prerequisites = { "esc_tech_torpedoes_4" }
	component_set = ESC_TORPEDO_CREATURE_4
	projectile_gfx = "esc_missiles_6"
	upgrades_to = SMALL_ESC_TORPEDO_CREATURE_5
	tags = { weapon_type_explosive weapon_type_space_fauna s_slot }
	ai_tags = { weapon_role_anti_shield explosive explosive_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_torpedo

	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_TORPEDO_CREATURE_4
	size = medium
	icon = GFX_esc_bio_torpedo_4
	icon_frame = 1
	type = missile

	firing_arc = 25.0

	damage = { min = 210 max = 315 }
	size_damage_factor = 0.2
	windup = { min = 5 max = 10 }
	total_fire_time = 200
	range = @ESC_WEAPON_RANGE_S_1
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_1
	missile_evasion = 0.1
	missile_health = 12
	missile_armor = 13
	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 = 6
		STRATEGIC_RESOURCE_TYPE = volatile_motes
	}

	hull_damage = @ESC_WEAPON_torpedo_hull_damage
	armor_damage = @ESC_WEAPON_torpedo_armor_damage
	armor_penetration = @ESC_WEAPON_torpedo_armor_penetration
	shield_damage = @ESC_WEAPON_torpedo_shield_damage
	shield_penetration = @ESC_WEAPON_torpedo_shield_penetration
	tracking = 0.1

	prerequisites = { "esc_tech_torpedoes_4" }
	component_set = ESC_TORPEDO_CREATURE_4
	projectile_gfx = "esc_missiles_6"
	upgrades_to = MEDIUM_ESC_TORPEDO_CREATURE_5
	tags = { weapon_type_explosive weapon_type_space_fauna m_slot }
	ai_tags = { weapon_role_anti_shield explosive explosive_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_torpedo

	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_TORPEDO_CREATURE_4
	size = large
	icon = GFX_esc_bio_torpedo_4
	icon_frame = 1
	type = missile

	firing_arc = 25.0

	damage = { min = 420 max = 630 }
	size_damage_factor = 0.2
	windup = { min = 5 max = 10 }
	total_fire_time = 200
	range = @ESC_WEAPON_RANGE_S_1
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_1
	missile_evasion = 0.1
	missile_health = 12
	missile_armor = 13
	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 = 6
		STRATEGIC_RESOURCE_TYPE = volatile_motes
	}

	hull_damage = @ESC_WEAPON_torpedo_hull_damage
	armor_damage = @ESC_WEAPON_torpedo_armor_damage
	armor_penetration = @ESC_WEAPON_torpedo_armor_penetration
	shield_damage = @ESC_WEAPON_torpedo_shield_damage
	shield_penetration = @ESC_WEAPON_torpedo_shield_penetration
	tracking = 0.1

	prerequisites = { "esc_tech_torpedoes_4" }
	component_set = ESC_TORPEDO_CREATURE_4
	projectile_gfx = "esc_missiles_6"
	upgrades_to = LARGE_ESC_TORPEDO_CREATURE_5
	tags = { weapon_type_explosive weapon_type_space_fauna l_slot }
	ai_tags = { weapon_role_anti_shield explosive explosive_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_torpedo

	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_TORPEDO_CREATURE_4
	size = extra_large
	icon = GFX_esc_bio_torpedo_4
	icon_frame = 1
	type = missile

	firing_arc = 25.0

	damage = { min = 420 max = 1260 }
	size_damage_factor = 0.2
	windup = { min = 5 max = 10 }
	total_fire_time = 200
	range = @ESC_WEAPON_RANGE_S_2
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_1
	missile_evasion = 0.1
	missile_health = 12
	missile_armor = 13
	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 = 6
		STRATEGIC_RESOURCE_TYPE = volatile_motes
	}

	hull_damage = @ESC_WEAPON_torpedo_hull_damage
	armor_damage = @ESC_WEAPON_torpedo_armor_damage
	armor_penetration = @ESC_WEAPON_torpedo_armor_penetration
	shield_damage = @ESC_WEAPON_torpedo_shield_damage
	shield_penetration = @ESC_WEAPON_torpedo_shield_penetration
	tracking = 0.1

	prerequisites = { "esc_tech_torpedoes_4" }
	component_set = ESC_TORPEDO_CREATURE_4
	projectile_gfx = "esc_missiles_6"
	upgrades_to = XL_ESC_TORPEDO_CREATURE_5
	tags = { weapon_type_explosive weapon_type_space_fauna x_slot }
	ai_tags = { weapon_role_anti_shield explosive explosive_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_torpedo

	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 }
		}
	}
}

############################################################
##                  Eradicator Torpedo                    ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_TORPEDO_CREATURE_5
	size = small
	icon = GFX_esc_bio_torpedo_5
	icon_frame = 1
	type = missile

	firing_arc = 25.0

	damage = { min = 125 max = 175 }
	size_damage_factor = 0.2
	windup = { min = 5 max = 10 }
	total_fire_time = 200
	range = @ESC_WEAPON_RANGE_S_1
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_1
	missile_evasion = 0.1
	missile_health = 15
	missile_armor = 15
	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_torpedo_hull_damage
	armor_damage = @ESC_WEAPON_torpedo_armor_damage
	armor_penetration = @ESC_WEAPON_torpedo_armor_penetration
	shield_damage = @ESC_WEAPON_torpedo_shield_damage
	shield_penetration = @ESC_WEAPON_torpedo_shield_penetration
	tracking = 0.1

	prerequisites = { "esc_tech_torpedoes_5" }
	component_set = ESC_TORPEDO_CREATURE_5
	projectile_gfx = "esc_missiles_7"
	tags = { weapon_type_explosive weapon_type_space_fauna s_slot }
	ai_tags = { weapon_role_anti_shield explosive explosive_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_torpedo

	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_TORPEDO_CREATURE_5
	size = medium
	icon = GFX_esc_bio_torpedo_5
	icon_frame = 1
	type = missile

	firing_arc = 25.0

	damage = { min = 250 max = 350 }
	size_damage_factor = 0.2
	windup = { min = 5 max = 10 }
	total_fire_time = 200
	range = @ESC_WEAPON_RANGE_S_1
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_1
	missile_evasion = 0.1
	missile_health = 15
	missile_armor = 15
	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_torpedo_hull_damage
	armor_damage = @ESC_WEAPON_torpedo_armor_damage
	armor_penetration = @ESC_WEAPON_torpedo_armor_penetration
	shield_damage = @ESC_WEAPON_torpedo_shield_damage
	shield_penetration = @ESC_WEAPON_torpedo_shield_penetration
	tracking = 0.1

	prerequisites = { "esc_tech_torpedoes_5" }
	component_set = ESC_TORPEDO_CREATURE_5
	projectile_gfx = "esc_missiles_7"
	tags = { weapon_type_explosive weapon_type_space_fauna m_slot }
	ai_tags = { weapon_role_anti_shield explosive explosive_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_torpedo

	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_TORPEDO_CREATURE_5
	size = large
	icon = GFX_esc_bio_torpedo_5
	icon_frame = 1
	type = missile

	firing_arc = 25.0

	damage = { min = 500 max = 700 }
	size_damage_factor = 0.2
	windup = { min = 5 max = 10 }
	total_fire_time = 200
	range = @ESC_WEAPON_RANGE_S_1
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_1
	missile_evasion = 0.1
	missile_health = 15
	missile_armor = 15
	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_torpedo_hull_damage
	armor_damage = @ESC_WEAPON_torpedo_armor_damage
	armor_penetration = @ESC_WEAPON_torpedo_armor_penetration
	shield_damage = @ESC_WEAPON_torpedo_shield_damage
	shield_penetration = @ESC_WEAPON_torpedo_shield_penetration
	tracking = 0.1

	prerequisites = { "esc_tech_torpedoes_5" }
	component_set = ESC_TORPEDO_CREATURE_5
	projectile_gfx = "esc_missiles_7"
	tags = { weapon_type_explosive weapon_type_space_fauna l_slot }
	ai_tags = { weapon_role_anti_shield explosive explosive_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_torpedo

	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_TORPEDO_CREATURE_5
	size = extra_large
	icon = GFX_esc_bio_torpedo_5
	icon_frame = 1
	type = missile

	firing_arc = 25.0

	damage = { min = 1000 max = 1400 }
	size_damage_factor = 0.2
	windup = { min = 5 max = 10 }
	total_fire_time = 200
	range = @ESC_WEAPON_RANGE_S_2
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_1
	missile_evasion = 0.1
	missile_health = 15
	missile_armor = 15
	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_torpedo_hull_damage
	armor_damage = @ESC_WEAPON_torpedo_armor_damage
	armor_penetration = @ESC_WEAPON_torpedo_armor_penetration
	shield_damage = @ESC_WEAPON_torpedo_shield_damage
	shield_penetration = @ESC_WEAPON_torpedo_shield_penetration
	tracking = 0.1

	prerequisites = { "esc_tech_torpedoes_5" }
	component_set = ESC_TORPEDO_CREATURE_5
	projectile_gfx = "esc_missiles_7"
	tags = { weapon_type_explosive weapon_type_space_fauna x_slot }
	ai_tags = { weapon_role_anti_shield explosive explosive_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_torpedo

	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 }
		}
	}
}

############################################################
##               Corrosive Warhead Torpedo                ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_CORROSIVE_WARHEAD_CREATURE
	size = small
	icon = GFX_esc_bio_corrosive_warhead_torpedo
	icon_frame = 1
	type = missile

	firing_arc = 25.0

	inline_script = { # damage and collateral damage
		script = weapon_effects/esc_inlines_collateral_damage
		MIN_DAMAGE = 140
		MAX_DAMAGE = 225
		COLLATERAL_RANGE = @ESC_COLLATERAL_RANGE_EXPLOSIVE_s
		COLLATERAL_SCALE_MULTIPLIER = @ESC_COLLATERAL_MULTIPLIER_BIG
	}

	size_damage_factor = 0.2
	windup = { min = 5 max = 10 }
	total_fire_time = 150
	range = @ESC_WEAPON_RANGE_G_3
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_2
	missile_evasion = 0.1
	missile_health = 20
	missile_armor = 15
	missile_shield = 10
	missile_retarget_range = @ESC_WEAPON_RANGE_G_2

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

	hull_damage = @ESC_WEAPON_corrosive_warhead_hull_damage
	armor_damage = @ESC_WEAPON_corrosive_warhead_armor_damage
	armor_penetration = @ESC_WEAPON_corrosive_warhead_armor_penetration
	shield_damage = @ESC_WEAPON_corrosive_warhead_shield_damage
	shield_penetration = @ESC_WEAPON_corrosive_warhead_shield_penetration
	tracking = 0.2

	prerequisites = { "esc_tech_corrosive_warhead_torpedo" }
	component_set = ESC_CORROSIVE_WARHEAD_CREATURE
	projectile_gfx = "esc_corrosive_warhead_torpedoes"
	tags = { weapon_type_explosive weapon_type_energy weapon_type_space_fauna s_slot }
	ai_tags = { weapon_role_anti_shield explosive explosive_stealth weapon_role_artillery }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_torpedo

	# 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_CORROSIVE_WARHEAD_CREATURE
	size = medium
	icon = GFX_esc_bio_corrosive_warhead_torpedo
	icon_frame = 1
	type = missile

	firing_arc = 25.0

	inline_script = { # damage and collateral damage
		script = weapon_effects/esc_inlines_collateral_damage
		MIN_DAMAGE = 275
		MAX_DAMAGE = 450
		COLLATERAL_RANGE = @ESC_COLLATERAL_RANGE_EXPLOSIVE_m
		COLLATERAL_SCALE_MULTIPLIER = @ESC_COLLATERAL_MULTIPLIER_BIG
	}

	size_damage_factor = 0.2
	windup = { min = 5 max = 10 }
	total_fire_time = 150
	range = @ESC_WEAPON_RANGE_G_3
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_2
	missile_evasion = 0.1
	missile_health = 20
	missile_armor = 15
	missile_shield = 10
	missile_retarget_range = @ESC_WEAPON_RANGE_G_2

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

	hull_damage = @ESC_WEAPON_corrosive_warhead_hull_damage
	armor_damage = @ESC_WEAPON_corrosive_warhead_armor_damage
	armor_penetration = @ESC_WEAPON_corrosive_warhead_armor_penetration
	shield_damage = @ESC_WEAPON_corrosive_warhead_shield_damage
	shield_penetration = @ESC_WEAPON_corrosive_warhead_shield_penetration
	tracking = 0.2

	prerequisites = { "esc_tech_corrosive_warhead_torpedo" }
	component_set = ESC_CORROSIVE_WARHEAD_CREATURE
	projectile_gfx = "esc_corrosive_warhead_torpedoes"
	tags = { weapon_type_explosive weapon_type_energy weapon_type_space_fauna m_slot }
	ai_tags = { weapon_role_anti_shield explosive explosive_stealth weapon_role_artillery }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_torpedo

	# 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_CORROSIVE_WARHEAD_CREATURE
	size = large
	icon = GFX_esc_bio_corrosive_warhead_torpedo
	icon_frame = 1
	type = missile

	firing_arc = 25.0

	inline_script = { # damage and collateral damage
		script = weapon_effects/esc_inlines_collateral_damage
		MIN_DAMAGE = 550
		MAX_DAMAGE = 900
		COLLATERAL_RANGE = @ESC_COLLATERAL_RANGE_EXPLOSIVE_l
		COLLATERAL_SCALE_MULTIPLIER = @ESC_COLLATERAL_MULTIPLIER_BIG
	}

	size_damage_factor = 0.2
	windup = { min = 5 max = 10 }
	total_fire_time = 150
	range = @ESC_WEAPON_RANGE_G_3
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_2
	missile_evasion = 0.1
	missile_health = 20
	missile_armor = 15
	missile_shield = 10
	missile_retarget_range = @ESC_WEAPON_RANGE_G_2

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

	hull_damage = @ESC_WEAPON_corrosive_warhead_hull_damage
	armor_damage = @ESC_WEAPON_corrosive_warhead_armor_damage
	armor_penetration = @ESC_WEAPON_corrosive_warhead_armor_penetration
	shield_damage = @ESC_WEAPON_corrosive_warhead_shield_damage
	shield_penetration = @ESC_WEAPON_corrosive_warhead_shield_penetration
	tracking = 0.2

	prerequisites = { "esc_tech_corrosive_warhead_torpedo" }
	component_set = ESC_CORROSIVE_WARHEAD_CREATURE
	projectile_gfx = "esc_corrosive_warhead_torpedoes"
	tags = { weapon_type_explosive weapon_type_energy weapon_type_space_fauna l_slot }
	ai_tags = { weapon_role_anti_shield explosive explosive_stealth weapon_role_artillery }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_torpedo

	# 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_CORROSIVE_WARHEAD_CREATURE
	size = extra_large
	icon = GFX_esc_bio_corrosive_warhead_torpedo
	icon_frame = 1
	type = missile

	firing_arc = 25.0

	inline_script = { # damage and collateral damage
		script = weapon_effects/esc_inlines_collateral_damage
		MIN_DAMAGE = 1100
		MAX_DAMAGE = 1800
		COLLATERAL_RANGE = @ESC_COLLATERAL_RANGE_EXPLOSIVE_xl
		COLLATERAL_SCALE_MULTIPLIER = @ESC_COLLATERAL_MULTIPLIER_BIG
	}

	size_damage_factor = 0.2
	windup = { min = 5 max = 10 }
	total_fire_time = 150
	range = @ESC_WEAPON_RANGE_G_4
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_2
	missile_evasion = 0.1
	missile_health = 20
	missile_armor = 15
	missile_shield = 10
	missile_retarget_range = @ESC_WEAPON_RANGE_G_2

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

	hull_damage = @ESC_WEAPON_corrosive_warhead_hull_damage
	armor_damage = @ESC_WEAPON_corrosive_warhead_armor_damage
	armor_penetration = @ESC_WEAPON_corrosive_warhead_armor_penetration
	shield_damage = @ESC_WEAPON_corrosive_warhead_shield_damage
	shield_penetration = @ESC_WEAPON_corrosive_warhead_shield_penetration
	tracking = 0.2

	prerequisites = { "esc_tech_corrosive_warhead_torpedo" }
	component_set = ESC_CORROSIVE_WARHEAD_CREATURE
	projectile_gfx = "esc_corrosive_warhead_torpedoes"
	tags = { weapon_type_explosive weapon_type_energy weapon_type_space_fauna x_slot }
	ai_tags = { weapon_role_anti_shield explosive explosive_stealth weapon_role_artillery }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_torpedo

	# 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 }
		}
	}
}

############################################################
##                    Plasma Missiles                     ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_PLASMA_MISSILE_CREATURE_1
	size = small
	icon = GFX_esc_plasma_missile_1
	icon_frame = 1
	type = missile

	damage = { min = 24 max = 66 }
	windup = { min = 6 max = 24 }
	total_fire_time = 35
	range = @ESC_WEAPON_RANGE_S_4
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_2
	missile_evasion = 0.1
	missile_health = 24
	missile_armor = 0
	missile_shield = 15
	missile_retarget_range = @ESC_WEAPON_RANGE_G_2

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

	hull_damage = @ESC_WEAPON_plasma_missile_hull_damage
	armor_damage = @ESC_WEAPON_plasma_missile_armor_damage
	armor_penetration = @ESC_WEAPON_plasma_missile_armor_penetration
	shield_damage = @ESC_WEAPON_plasma_missile_shield_damage
	shield_penetration = @ESC_WEAPON_plasma_missile_shield_penetration
	tracking = 0.1

	prerequisites = { "esc_tech_plasma_missiles_1" }
	component_set = ESC_PLASMA_MISSILE_CREATURE_1
	projectile_gfx = "small_esc_plasma_missile_1"
	upgrades_to = SMALL_ESC_PLASMA_MISSILE_CREATURE_2
	tags = { weapon_type_explosive weapon_type_space_fauna weapon_type_energy s_slot }
	ai_tags = { weapon_role_anti_armor weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_missiles_special

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

# medium
weapon_component_template = {
	key = MEDIUM_ESC_PLASMA_MISSILE_CREATURE_1
	size = medium
	icon = GFX_esc_plasma_missile_1
	icon_frame = 1
	type = missile

	damage = { min = 60 max = 132 }
	windup = { min = 7 max = 27 }
	total_fire_time = 40
	range = @ESC_WEAPON_RANGE_M_5
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_2
	missile_evasion = 0.1
	missile_health = 27
	missile_armor = 0
	missile_shield = 20
	missile_retarget_range = @ESC_WEAPON_RANGE_G_2

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

	hull_damage = @ESC_WEAPON_plasma_missile_hull_damage
	armor_damage = @ESC_WEAPON_plasma_missile_armor_damage
	armor_penetration = @ESC_WEAPON_plasma_missile_armor_penetration
	shield_damage = @ESC_WEAPON_plasma_missile_shield_damage
	shield_penetration = @ESC_WEAPON_plasma_missile_shield_penetration
	tracking = 0.1

	prerequisites = { "esc_tech_plasma_missiles_1" }
	component_set = ESC_PLASMA_MISSILE_CREATURE_1
	projectile_gfx = "medium_esc_plasma_missile_1"
	upgrades_to = MEDIUM_ESC_PLASMA_MISSILE_CREATURE_2
	tags = { weapon_type_explosive weapon_type_space_fauna weapon_type_energy m_slot }
	ai_tags = { weapon_role_anti_armor weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_missiles_special

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

# large
weapon_component_template = {
	key = LARGE_ESC_PLASMA_MISSILE_CREATURE_1
	size = large
	icon = GFX_esc_plasma_missile_1
	icon_frame = 1
	type = missile

	damage = { min = 148 max = 334 }
	windup = { min = 8 max = 30 }
	total_fire_time = 45
	range = @ESC_WEAPON_RANGE_L_4
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_2
	missile_evasion = 0.1
	missile_health = 30
	missile_armor = 0
	missile_shield = 25
	missile_retarget_range = @ESC_WEAPON_RANGE_G_2

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

	hull_damage = @ESC_WEAPON_plasma_missile_hull_damage
	armor_damage = @ESC_WEAPON_plasma_missile_armor_damage
	armor_penetration = @ESC_WEAPON_plasma_missile_armor_penetration
	shield_damage = @ESC_WEAPON_plasma_missile_shield_damage
	shield_penetration = @ESC_WEAPON_plasma_missile_shield_penetration
	tracking = 0.1

	prerequisites = { "esc_tech_plasma_missiles_1" }
	component_set = ESC_PLASMA_MISSILE_CREATURE_1
	projectile_gfx = "large_esc_plasma_missile_1"
	upgrades_to = LARGE_ESC_PLASMA_MISSILE_CREATURE_2
	tags = { weapon_type_explosive weapon_type_space_fauna weapon_type_energy l_slot }
	ai_tags = { weapon_role_anti_armor weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_missiles_special

	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_PLASMA_MISSILE_CREATURE_1
	size = extra_large
	icon = GFX_esc_plasma_missile_1
	icon_frame = 1
	type = missile

	damage = { min = 288 max = 668 }
	windup = { min = 8 max = 30 }
	total_fire_time = 45
	range = @ESC_WEAPON_RANGE_L_5
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_2
	missile_evasion = 0.1
	missile_health = 30
	missile_armor = 0
	missile_shield = 25
	missile_retarget_range = @ESC_WEAPON_RANGE_G_2

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

	hull_damage = @ESC_WEAPON_plasma_missile_hull_damage
	armor_damage = @ESC_WEAPON_plasma_missile_armor_damage
	armor_penetration = @ESC_WEAPON_plasma_missile_armor_penetration
	shield_damage = @ESC_WEAPON_plasma_missile_shield_damage
	shield_penetration = @ESC_WEAPON_plasma_missile_shield_penetration
	tracking = 0.1

	prerequisites = { "esc_tech_plasma_missiles_1" }
	component_set = ESC_PLASMA_MISSILE_CREATURE_1
	projectile_gfx = "large_esc_plasma_missile_1"
	upgrades_to = XL_ESC_PLASMA_MISSILE_CREATURE_2
	tags = { weapon_type_explosive weapon_type_space_fauna weapon_type_energy x_slot }
	ai_tags = { weapon_role_anti_armor weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_missiles_special

	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 }
		}
	}
}

############################################################
##               Improved Plasma Missiles                 ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_PLASMA_MISSILE_CREATURE_2
	size = small
	icon = GFX_esc_plasma_missile_2
	icon_frame = 1
	type = missile

	damage = { min = 30 max = 84 }
	windup = { min = 6 max = 24 }
	total_fire_time = 35
	range = @ESC_WEAPON_RANGE_S_4
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_2
	missile_evasion = 0.1
	missile_health = 27
	missile_armor = 0
	missile_shield = 15
	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 = exotic_gases
	}

	hull_damage = @ESC_WEAPON_plasma_missile_hull_damage
	armor_damage = @ESC_WEAPON_plasma_missile_armor_damage
	armor_penetration = @ESC_WEAPON_plasma_missile_armor_penetration
	shield_damage = @ESC_WEAPON_plasma_missile_shield_damage
	shield_penetration = @ESC_WEAPON_plasma_missile_shield_penetration
	tracking = 0.1

	prerequisites = { "esc_tech_plasma_missiles_2" }
	component_set = ESC_PLASMA_MISSILE_CREATURE_2
	projectile_gfx = "small_esc_plasma_missile_2"
	upgrades_to = SMALL_ESC_PLASMA_MISSILE_CREATURE_3
	tags = { weapon_type_explosive weapon_type_space_fauna weapon_type_energy s_slot }
	ai_tags = { weapon_role_anti_armor weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_missiles_special

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

# medium
weapon_component_template = {
	key = MEDIUM_ESC_PLASMA_MISSILE_CREATURE_2
	size = medium
	icon = GFX_esc_plasma_missile_2
	icon_frame = 1
	type = missile

	damage = { min = 90 max = 214 }
	windup = { min = 7 max = 27 }
	total_fire_time = 40
	range = @ESC_WEAPON_RANGE_M_5
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_2
	missile_evasion = 0.1
	missile_health = 30
	missile_armor = 0
	missile_shield = 20
	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 = exotic_gases
	}

	hull_damage = @ESC_WEAPON_plasma_missile_hull_damage
	armor_damage = @ESC_WEAPON_plasma_missile_armor_damage
	armor_penetration = @ESC_WEAPON_plasma_missile_armor_penetration
	shield_damage = @ESC_WEAPON_plasma_missile_shield_damage
	shield_penetration = @ESC_WEAPON_plasma_missile_shield_penetration
	tracking = 0.1

	prerequisites = { "esc_tech_plasma_missiles_2" }
	component_set = ESC_PLASMA_MISSILE_CREATURE_2
	projectile_gfx = "medium_esc_plasma_missile_2"
	upgrades_to = MEDIUM_ESC_PLASMA_MISSILE_CREATURE_3
	tags = { weapon_type_explosive weapon_type_space_fauna weapon_type_energy m_slot }
	ai_tags = { weapon_role_anti_armor weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_missiles_special

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

# large
weapon_component_template = {
	key = LARGE_ESC_PLASMA_MISSILE_CREATURE_2
	size = large
	icon = GFX_esc_plasma_missile_2
	icon_frame = 1
	type = missile

	damage = { min = 212 max = 438 }
	windup = { min = 8 max = 30 }
	total_fire_time = 45
	range = @ESC_WEAPON_RANGE_L_4
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_2
	missile_evasion = 0.1
	missile_health = 33
	missile_armor = 0
	missile_shield = 25
	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 = exotic_gases
	}

	hull_damage = @ESC_WEAPON_plasma_missile_hull_damage
	armor_damage = @ESC_WEAPON_plasma_missile_armor_damage
	armor_penetration = @ESC_WEAPON_plasma_missile_armor_penetration
	shield_damage = @ESC_WEAPON_plasma_missile_shield_damage
	shield_penetration = @ESC_WEAPON_plasma_missile_shield_penetration
	tracking = 0.1

	prerequisites = { "esc_tech_plasma_missiles_2" }
	component_set = ESC_PLASMA_MISSILE_CREATURE_2
	projectile_gfx = "large_esc_plasma_missile_2"
	upgrades_to = LARGE_ESC_PLASMA_MISSILE_CREATURE_3
	tags = { weapon_type_explosive weapon_type_space_fauna weapon_type_energy l_slot }
	ai_tags = { weapon_role_anti_armor weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_missiles_special

	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_PLASMA_MISSILE_CREATURE_2
	size = extra_large
	icon = GFX_esc_plasma_missile_2
	icon_frame = 1
	type = missile

	damage = { min = 404 max = 852 }
	windup = { min = 8 max = 30 }
	total_fire_time = 45
	range = @ESC_WEAPON_RANGE_L_5
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_2
	missile_evasion = 0.1
	missile_health = 33
	missile_armor = 0
	missile_shield = 25
	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 = exotic_gases
	}

	hull_damage = @ESC_WEAPON_plasma_missile_hull_damage
	armor_damage = @ESC_WEAPON_plasma_missile_armor_damage
	armor_penetration = @ESC_WEAPON_plasma_missile_armor_penetration
	shield_damage = @ESC_WEAPON_plasma_missile_shield_damage
	shield_penetration = @ESC_WEAPON_plasma_missile_shield_penetration
	tracking = 0.1

	prerequisites = { "esc_tech_plasma_missiles_2" }
	component_set = ESC_PLASMA_MISSILE_CREATURE_2
	projectile_gfx = "large_esc_plasma_missile_2"
	upgrades_to = XL_ESC_PLASMA_MISSILE_CREATURE_3
	tags = { weapon_type_explosive weapon_type_space_fauna weapon_type_energy x_slot }
	ai_tags = { weapon_role_anti_armor weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_missiles_special

	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 }
		}
	}
}

############################################################
##                 Incinerator Missiles                   ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_PLASMA_MISSILE_CREATURE_3
	size = small
	icon = GFX_esc_plasma_missile_3
	icon_frame = 1
	type = missile

	damage = { min = 42 max = 104 }
	windup = { min = 6 max = 24 }
	total_fire_time = 35
	range = @ESC_WEAPON_RANGE_S_4
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_2
	missile_evasion = 0.1
	missile_health = 30
	missile_armor = 0
	missile_shield = 15
	missile_retarget_range = @ESC_WEAPON_RANGE_G_2

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

	hull_damage = @ESC_WEAPON_plasma_missile_hull_damage
	armor_damage = @ESC_WEAPON_plasma_missile_armor_damage
	armor_penetration = @ESC_WEAPON_plasma_missile_armor_penetration
	shield_damage = @ESC_WEAPON_plasma_missile_shield_damage
	shield_penetration = @ESC_WEAPON_plasma_missile_shield_penetration
	tracking = 0.1

	prerequisites = { "esc_tech_plasma_missiles_3" }
	component_set = ESC_PLASMA_MISSILE_CREATURE_3
	projectile_gfx = "small_esc_plasma_missile_3"
	tags = { weapon_type_explosive weapon_type_space_fauna weapon_type_energy s_slot }
	ai_tags = { weapon_role_anti_armor weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_missiles_special

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

# medium
weapon_component_template = {
	key = MEDIUM_ESC_PLASMA_MISSILE_CREATURE_3
	size = medium
	icon = GFX_esc_plasma_missile_3
	icon_frame = 1
	type = missile

	damage = { min = 118 max = 246 }
	windup = { min = 7 max = 27 }
	total_fire_time = 40
	range = @ESC_WEAPON_RANGE_M_5
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_2
	missile_evasion = 0.1
	missile_health = 33
	missile_armor = 0
	missile_shield = 20
	missile_retarget_range = @ESC_WEAPON_RANGE_G_2

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

	hull_damage = @ESC_WEAPON_plasma_missile_hull_damage
	armor_damage = @ESC_WEAPON_plasma_missile_armor_damage
	armor_penetration = @ESC_WEAPON_plasma_missile_armor_penetration
	shield_damage = @ESC_WEAPON_plasma_missile_shield_damage
	shield_penetration = @ESC_WEAPON_plasma_missile_shield_penetration
	tracking = 0.1

	prerequisites = { "esc_tech_plasma_missiles_3" }
	component_set = ESC_PLASMA_MISSILE_CREATURE_3
	projectile_gfx = "medium_esc_plasma_missile_3"
	tags = { weapon_type_explosive weapon_type_space_fauna weapon_type_energy m_slot }
	ai_tags = { weapon_role_anti_armor weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_missiles_special

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

# large
weapon_component_template = {
	key = LARGE_ESC_PLASMA_MISSILE_CREATURE_3
	size = large
	icon = GFX_esc_plasma_missile_3
	icon_frame = 1
	type = missile

	damage = { min = 256 max = 508 }
	windup = { min = 8 max = 30 }
	total_fire_time = 45
	range = @ESC_WEAPON_RANGE_L_4
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_2
	missile_evasion = 0.1
	missile_health = 36
	missile_armor = 0
	missile_shield = 25
	missile_retarget_range = @ESC_WEAPON_RANGE_G_2

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

	hull_damage = @ESC_WEAPON_plasma_missile_hull_damage
	armor_damage = @ESC_WEAPON_plasma_missile_armor_damage
	armor_penetration = @ESC_WEAPON_plasma_missile_armor_penetration
	shield_damage = @ESC_WEAPON_plasma_missile_shield_damage
	shield_penetration = @ESC_WEAPON_plasma_missile_shield_penetration
	tracking = 0.1

	prerequisites = { "esc_tech_plasma_missiles_3" }
	component_set = ESC_PLASMA_MISSILE_CREATURE_3
	projectile_gfx = "large_esc_plasma_missile_3"
	tags = { weapon_type_explosive weapon_type_space_fauna weapon_type_energy l_slot }
	ai_tags = { weapon_role_anti_armor weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_missiles_special

	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_PLASMA_MISSILE_CREATURE_3
	size = extra_large
	icon = GFX_esc_plasma_missile_3
	icon_frame = 1
	type = missile

	damage = { min = 502 max = 998 }
	windup = { min = 8 max = 30 }
	total_fire_time = 45
	range = @ESC_WEAPON_RANGE_L_5
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_2
	missile_evasion = 0.1
	missile_health = 36
	missile_armor = 0
	missile_shield = 25
	missile_retarget_range = @ESC_WEAPON_RANGE_G_2

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

	hull_damage = @ESC_WEAPON_plasma_missile_hull_damage
	armor_damage = @ESC_WEAPON_plasma_missile_armor_damage
	armor_penetration = @ESC_WEAPON_plasma_missile_armor_penetration
	shield_damage = @ESC_WEAPON_plasma_missile_shield_damage
	shield_penetration = @ESC_WEAPON_plasma_missile_shield_penetration
	tracking = 0.1

	prerequisites = { "esc_tech_plasma_missiles_3" }
	component_set = ESC_PLASMA_MISSILE_CREATURE_3
	projectile_gfx = "large_esc_plasma_missile_3"
	tags = { weapon_type_explosive weapon_type_space_fauna weapon_type_energy x_slot }
	ai_tags = { weapon_role_anti_armor weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_missiles_special

	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 }
		}
	}
}

############################################################
##                   Typhoon Missiles                     ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_SWARMER_MISSILES_CREATURE_3
	size = small
	icon = GFX_esc_swarmer_missiles_creature_3
	icon_frame = 1
	type = missile

	damage = { min = 45 max = 60 }
	windup = { min = 5 max = 20 }
	total_fire_time = 30
	range = @ESC_WEAPON_RANGE_G_3
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_3
	missile_evasion = 0.15
	missile_health = 25
	missile_armor = 15
	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 = 6
		STRATEGIC_RESOURCE_TYPE = volatile_motes
	}

	hull_damage = @ESC_WEAPON_swarmer_hull_damage
	armor_damage = @ESC_WEAPON_swarmer_armor_damage
	armor_penetration = @ESC_WEAPON_swarmer_armor_penetration
	shield_damage = @ESC_WEAPON_swarmer_shield_damage
	shield_penetration = @ESC_WEAPON_swarmer_shield_penetration
	tracking = 0.3

	prerequisites = { "esc_tech_swarmer_missiles_3" }
	component_set = ESC_SWARMER_MISSILES_CREATURE_3
	projectile_gfx = "esc_swarmer_missiles_3"
	tags = { weapon_type_explosive weapon_type_space_fauna s_slot }
	ai_tags = { weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	upgrades_to = SMALL_ESC_SWARMER_MISSILES_CREATURE_4
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_swarmer_missiles

	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_SWARMER_MISSILES_CREATURE_3
	size = medium
	icon = GFX_esc_swarmer_missiles_creature_3
	icon_frame = 1
	type = missile

	damage = { min = 85 max = 120 }
	windup = { min = 5 max = 20 }
	total_fire_time = 30
	range = @ESC_WEAPON_RANGE_G_3
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_3
	missile_evasion = 0.15
	missile_health = 25
	missile_armor = 15
	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 = 6
		STRATEGIC_RESOURCE_TYPE = volatile_motes
	}

	hull_damage = @ESC_WEAPON_swarmer_hull_damage
	armor_damage = @ESC_WEAPON_swarmer_armor_damage
	armor_penetration = @ESC_WEAPON_swarmer_armor_penetration
	shield_damage = @ESC_WEAPON_swarmer_shield_damage
	shield_penetration = @ESC_WEAPON_swarmer_shield_penetration
	tracking = 0.3

	prerequisites = { "esc_tech_swarmer_missiles_3" }
	component_set = ESC_SWARMER_MISSILES_CREATURE_3
	projectile_gfx = "esc_swarmer_missiles_3"
	tags = { weapon_type_explosive weapon_type_space_fauna m_slot }
	ai_tags = { weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	upgrades_to = MEDIUM_ESC_SWARMER_MISSILES_CREATURE_4
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_swarmer_missiles

	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_SWARMER_MISSILES_CREATURE_3
	size = large
	icon = GFX_esc_swarmer_missiles_creature_3
	icon_frame = 1
	type = missile

	damage = { min = 160 max = 230 }
	windup = { min = 5 max = 20 }
	total_fire_time = 30
	range = @ESC_WEAPON_RANGE_G_3
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_3
	missile_evasion = 0.15
	missile_health = 25
	missile_armor = 15
	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 = 6
		STRATEGIC_RESOURCE_TYPE = volatile_motes
	}

	hull_damage = @ESC_WEAPON_swarmer_hull_damage
	armor_damage = @ESC_WEAPON_swarmer_armor_damage
	armor_penetration = @ESC_WEAPON_swarmer_armor_penetration
	shield_damage = @ESC_WEAPON_swarmer_shield_damage
	shield_penetration = @ESC_WEAPON_swarmer_shield_penetration
	tracking = 0.3

	prerequisites = { "esc_tech_swarmer_missiles_3" }
	component_set = ESC_SWARMER_MISSILES_CREATURE_3
	projectile_gfx = "esc_swarmer_missiles_3"
	tags = { weapon_type_explosive weapon_type_space_fauna l_slot }
	ai_tags = { weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	upgrades_to = LARGE_ESC_SWARMER_MISSILES_CREATURE_4
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_swarmer_missiles

	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_SWARMER_MISSILES_CREATURE_3
	size = extra_large
	icon = GFX_esc_swarmer_missiles_creature_3
	icon_frame = 1
	type = missile

	damage = { min = 320 max = 460 }
	windup = { min = 5 max = 20 }
	total_fire_time = 30
	range = @ESC_WEAPON_RANGE_G_3
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_3
	missile_evasion = 0.15
	missile_health = 25
	missile_armor = 15
	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 = 6
		STRATEGIC_RESOURCE_TYPE = volatile_motes
	}

	hull_damage = @ESC_WEAPON_swarmer_hull_damage
	armor_damage = @ESC_WEAPON_swarmer_armor_damage
	armor_penetration = @ESC_WEAPON_swarmer_armor_penetration
	shield_damage = @ESC_WEAPON_swarmer_shield_damage
	shield_penetration = @ESC_WEAPON_swarmer_shield_penetration
	tracking = 0.3

	prerequisites = { "esc_tech_swarmer_missiles_3" }
	component_set = ESC_SWARMER_MISSILES_CREATURE_3
	projectile_gfx = "esc_swarmer_missiles_3"
	tags = { weapon_type_explosive weapon_type_space_fauna x_slot }
	ai_tags = { weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	upgrades_to = XL_ESC_SWARMER_MISSILES_CREATURE_4
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_swarmer_missiles

	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 }
		}
	}
}

############################################################
##                  Hurricane Missiles                    ##
############################################################

# small
weapon_component_template = {
	key = SMALL_ESC_SWARMER_MISSILES_CREATURE_4
	size = small
	icon = GFX_esc_swarmer_missiles_creature_4
	icon_frame = 1
	type = missile

	damage = { min = 60 max = 75 }
	windup = { min = 5 max = 20 }
	total_fire_time = 30
	range = @ESC_WEAPON_RANGE_G_3
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_3
	missile_evasion = 0.15
	missile_health = 30
	missile_armor = 20
	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_swarmer_hull_damage
	armor_damage = @ESC_WEAPON_swarmer_armor_damage
	armor_penetration = @ESC_WEAPON_swarmer_armor_penetration
	shield_damage = @ESC_WEAPON_swarmer_shield_damage
	shield_penetration = @ESC_WEAPON_swarmer_shield_penetration
	tracking = 0.3

	prerequisites = { "esc_tech_swarmer_missiles_4" }
	component_set = ESC_SWARMER_MISSILES_CREATURE_4
	projectile_gfx = "esc_swarmer_missiles_4"
	tags = { weapon_type_explosive weapon_type_space_fauna m_slot }
	ai_tags = { weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_swarmer_missiles

	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_SWARMER_MISSILES_CREATURE_4
	size = medium
	icon = GFX_esc_swarmer_missiles_creature_4
	icon_frame = 1
	type = missile

	damage = { min = 120 max = 150 }
	windup = { min = 5 max = 20 }
	total_fire_time = 30
	range = @ESC_WEAPON_RANGE_G_3
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_3
	missile_evasion = 0.15
	missile_health = 30
	missile_armor = 20
	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_swarmer_hull_damage
	armor_damage = @ESC_WEAPON_swarmer_armor_damage
	armor_penetration = @ESC_WEAPON_swarmer_armor_penetration
	shield_damage = @ESC_WEAPON_swarmer_shield_damage
	shield_penetration = @ESC_WEAPON_swarmer_shield_penetration
	tracking = 0.3

	prerequisites = { "esc_tech_swarmer_missiles_4" }
	component_set = ESC_SWARMER_MISSILES_CREATURE_4
	projectile_gfx = "esc_swarmer_missiles_4"
	tags = { weapon_type_explosive weapon_type_space_fauna m_slot }
	ai_tags = { weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_swarmer_missiles

	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_SWARMER_MISSILES_CREATURE_4
	size = large
	icon = GFX_esc_swarmer_missiles_creature_4
	icon_frame = 1
	type = missile

	damage = { min = 230 max = 290 }
	windup = { min = 5 max = 20 }
	total_fire_time = 30
	range = @ESC_WEAPON_RANGE_G_3
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_3
	missile_evasion = 0.15
	missile_health = 30
	missile_armor = 20
	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_swarmer_hull_damage
	armor_damage = @ESC_WEAPON_swarmer_armor_damage
	armor_penetration = @ESC_WEAPON_swarmer_armor_penetration
	shield_damage = @ESC_WEAPON_swarmer_shield_damage
	shield_penetration = @ESC_WEAPON_swarmer_shield_penetration
	tracking = 0.3

	prerequisites = { "esc_tech_swarmer_missiles_4" }
	component_set = ESC_SWARMER_MISSILES_CREATURE_4
	projectile_gfx = "esc_swarmer_missiles_4"
	tags = { weapon_type_explosive weapon_type_space_fauna l_slot }
	ai_tags = { weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_swarmer_missiles

	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_SWARMER_MISSILES_CREATURE_4
	size = extra_large
	icon = GFX_esc_swarmer_missiles_creature_4
	icon_frame = 1
	type = missile

	damage = { min = 460 max = 580 }
	windup = { min = 5 max = 20 }
	total_fire_time = 30
	range = @ESC_WEAPON_RANGE_G_3
	accuracy = 1.0
	missile_speed = @ESC_MISSILE_SPEED_3
	missile_evasion = 0.15
	missile_health = 30
	missile_armor = 20
	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_swarmer_hull_damage
	armor_damage = @ESC_WEAPON_swarmer_armor_damage
	armor_penetration = @ESC_WEAPON_swarmer_armor_penetration
	shield_damage = @ESC_WEAPON_swarmer_shield_damage
	shield_penetration = @ESC_WEAPON_swarmer_shield_penetration
	tracking = 0.3

	prerequisites = { "esc_tech_swarmer_missiles_4" }
	component_set = ESC_SWARMER_MISSILES_CREATURE_4
	projectile_gfx = "esc_swarmer_missiles_4"
	tags = { weapon_type_explosive weapon_type_space_fauna x_slot }
	ai_tags = { weapon_role_artillery artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_swarmer_missiles

	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 }
		}
	}
}
