############################################################
###                       Sensors                        ###
############################################################

@NSC_TITAN_AURA = "nsc_titan_aura"

### Advanced Tachyon Sensors :: standard ships
utility_component_template = {
	key = ESC_SENSOR_5
	size = medium
	icon = GFX_esc_sensors_5
	icon_frame = 1
	power = @ESC_SENSOR_t5_power

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

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

	sensor_range = @ESC_SENSOR_t5_sensor_range
	hyperlane_range = @ESC_SENSOR_t5_hyperlane_sight

	ship_modifier = {
		ship_tracking_add = @ESC_SENSOR_t5_hit_chance
	}

	prerequisites = { "esc_tech_sensors_5" }
	component_set = "sensor_components"

	upgrades_to = ESC_SENSOR_6
	ai_weight = { weight = 1000 }
}

### Advanced Tachyon Sensors :: bio ships
utility_component_template = {
	key = ESC_BIO_SENSOR_5
	size = medium
	icon = GFX_esc_bio_sensors_5
	icon_frame = 1
	power = @ESC_SENSOR_t5_power

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

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

	sensor_range = @ESC_SENSOR_t5_sensor_range
	hyperlane_range = @ESC_SENSOR_t5_hyperlane_sight

	ship_modifier = {
		ship_tracking_add = @ESC_SENSOR_t5_hit_chance
	}

	prerequisites = { "esc_tech_sensors_5" }
	component_set = "sensor_components"

	upgrades_to = ESC_BIO_SENSOR_6
	ai_weight = { weight = 1000 }
}

### Advanced Tachyon Sensors :: domesticated space fauna
utility_component_template = {
	key = ESC_BIOSHIP_SENSOR_5
	size = medium
	icon = GFX_esc_bioship_sensors_5
	icon_frame = 1
	power = 0

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

	sensor_range = @ESC_SENSOR_t5_sensor_range
	hyperlane_range = @ESC_SENSOR_t5_hyperlane_sight

	ship_modifier = {
		ship_tracking_add = @ESC_SENSOR_t5_hit_chance
	}

	prerequisites = { "esc_tech_sensors_5" "tech_sensors_bio_integration" }
	component_set = "sensor_components_bio"

	upgrades_to = ESC_BIOSHIP_SENSOR_6
	ai_weight = { weight = 1000 }
}

# String Sensors :: standard ships
utility_component_template = {
	key = ESC_SENSOR_6
	size = medium
	icon = GFX_esc_sensors_6
	icon_frame = 1
	power = @ESC_SENSOR_t6_power

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

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

	sensor_range = @ESC_SENSOR_t6_sensor_range
	hyperlane_range = @ESC_SENSOR_t6_hyperlane_sight

	ship_modifier = {
		ship_tracking_add = @ESC_SENSOR_t6_hit_chance
	}

	prerequisites = { "esc_tech_sensors_6" }
	component_set = "sensor_components"

	upgrades_to = ESC_SENSOR_7
	ai_weight = { weight = 1500 }
}

# String Sensors :: bio ships
utility_component_template = {
	key = ESC_BIO_SENSOR_6
	size = medium
	icon = GFX_esc_bio_sensors_6
	icon_frame = 1
	power = @ESC_SENSOR_t6_power

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

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

	sensor_range = @ESC_SENSOR_t6_sensor_range
	hyperlane_range = @ESC_SENSOR_t6_hyperlane_sight

	ship_modifier = {
		ship_tracking_add = @ESC_SENSOR_t6_hit_chance
	}

	prerequisites = { "esc_tech_sensors_6" }
	component_set = "sensor_components"

	upgrades_to = ESC_BIO_SENSOR_7
	ai_weight = { weight = 1500 }
}

### String Sensors :: domesticated space fauna
utility_component_template = {
	key = ESC_BIOSHIP_SENSOR_6
	size = medium
	icon = GFX_esc_bioship_sensors_6
	icon_frame = 1
	power = 0

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

	sensor_range = @ESC_SENSOR_t6_sensor_range
	hyperlane_range = @ESC_SENSOR_t6_hyperlane_sight

	ship_modifier = {
		ship_tracking_add = @ESC_SENSOR_t6_hit_chance
	}

	prerequisites = { "esc_tech_sensors_6" "tech_sensors_bio_integration" }
	component_set = "sensor_components_bio"

	upgrades_to = ESC_BIOSHIP_SENSOR_7
	ai_weight = { weight = 1000 }
}

# Advanced String Sensors :: standard ships
utility_component_template = {
	key = ESC_SENSOR_7
	size = medium
	icon = GFX_esc_sensors_7
	icon_frame = 1
	power = @ESC_SENSOR_t7_power

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

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

	sensor_range = @ESC_SENSOR_t7_sensor_range
	hyperlane_range = @ESC_SENSOR_t7_hyperlane_sight

	ship_modifier = {
		ship_tracking_add = @ESC_SENSOR_t7_hit_chance
	}
	modifier = {
		ship_cloaking_detection_add = 1
	}

	prerequisites = { "esc_tech_sensors_7" }
	component_set = "sensor_components"
	upgrades_to = ESC_SENSOR_PRECURSOR

	ai_weight = { weight = 2000 }
}

# Advanced String Sensors :: bio ships
utility_component_template = {
	key = ESC_BIO_SENSOR_7
	size = medium
	icon = GFX_esc_bio_sensors_7
	icon_frame = 1
	power = @ESC_SENSOR_t7_power

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

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

	sensor_range = @ESC_SENSOR_t7_sensor_range
	hyperlane_range = @ESC_SENSOR_t7_hyperlane_sight

	ship_modifier = {
		ship_tracking_add = @ESC_SENSOR_t7_hit_chance
	}
	modifier = {
		ship_cloaking_detection_add = 1
	}

	prerequisites = { "esc_tech_sensors_7" }
	component_set = "sensor_components"
	upgrades_to = ESC_BIO_SENSOR_PRECURSOR

	ai_weight = { weight = 2000 }
}

# Advanced String Sensors :: domesticated space fauna
utility_component_template = {
	key = ESC_BIOSHIP_SENSOR_7
	size = medium
	icon = GFX_esc_bioship_sensors_7
	icon_frame = 1
	power = 0

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

	sensor_range = @ESC_SENSOR_t7_sensor_range
	hyperlane_range = @ESC_SENSOR_t7_hyperlane_sight

	ship_modifier = {
		ship_tracking_add = @ESC_SENSOR_t7_hit_chance
	}
	modifier = {
		ship_cloaking_detection_add = 1
	}

	prerequisites = { "esc_tech_sensors_7" "tech_sensors_bio_integration" }
	component_set = "sensor_components_bio"
	upgrades_to = ESC_BIOSHIP_SENSOR_PRECURSOR

	ai_weight = { weight = 2000 }
}

# Precursor Sensor Arrays :: standard ships
utility_component_template = {
	key = ESC_SENSOR_PRECURSOR
	size = medium
	icon = GFX_esc_sensors_precursor
	icon_frame = 1
	power = @ESC_SENSOR_t6_power

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = SENSOR
		SIZE = s
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = sr_dark_matter
	}

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

	sensor_range = @ESC_SENSOR_t7_sensor_range
	hyperlane_range = @ESC_SENSOR_t7_hyperlane_sight

	ship_modifier = {
		ship_tracking_add = @ESC_SENSOR_psionic_hit_chance
		ship_accuracy_add = 10
	}
	modifier = {
		ship_cloaking_detection_add = 2
	}

	prerequisites = { "esc_tech_sensors_precursor" }
	component_set = "sensor_components"

	ai_weight = {
		weight = 2500
		# AI shouldn't use it if there is no dark matter income
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = sr_dark_matter }
		}
	}
}

# Precursor Sensor Arrays :: bio ships
utility_component_template = {
	key = ESC_BIO_SENSOR_PRECURSOR
	size = medium
	icon = GFX_esc_bio_sensors_precursor
	icon_frame = 1
	power = @ESC_SENSOR_t6_power

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = SENSOR
		SIZE = s
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = sr_dark_matter
	}

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

	sensor_range = @ESC_SENSOR_t7_sensor_range
	hyperlane_range = @ESC_SENSOR_t7_hyperlane_sight

	ship_modifier = {
		ship_tracking_add = @ESC_SENSOR_psionic_hit_chance
		ship_accuracy_add = 10
	}
	modifier = {
		ship_cloaking_detection_add = 2
	}

	prerequisites = { "esc_tech_sensors_precursor" }
	component_set = "sensor_components"

	ai_weight = {
		weight = 2500
		# AI shouldn't use it if there is no dark matter income
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = sr_dark_matter }
		}
	}
}

# Precursor Sensor Arrays :: domesticated space fauna
utility_component_template = {
	key = ESC_BIOSHIP_SENSOR_PRECURSOR
	size = medium
	icon = GFX_esc_bioship_sensors_precursor
	icon_frame = 1
	power = 0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = SENSOR
		SIZE = s
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = sr_dark_matter
	}

	sensor_range = @ESC_SENSOR_t7_sensor_range
	hyperlane_range = @ESC_SENSOR_t7_hyperlane_sight

	ship_modifier = {
		ship_tracking_add = @ESC_SENSOR_psionic_hit_chance
		ship_accuracy_add = 10
	}
	modifier = {
		ship_cloaking_detection_add = 2
	}

	prerequisites = { "esc_tech_sensors_precursor" "tech_sensors_bio_integration" }
	component_set = "sensor_components_bio"

	ai_weight = { weight = 2000 }
}

# psionic sensors :: standard ships
utility_component_template = {
	key = ESC_SENSOR_PSIONIC
	size = medium
	icon = GFX_esc_psionic_sensors
	icon_frame = 1
	power = @ESC_SENSOR_t7_power

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = SENSOR
		SIZE = s
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = sr_zro
	}

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

	sensor_range = @ESC_SENSOR_t7_sensor_range
	hyperlane_range = @ESC_SENSOR_t7_hyperlane_sight

	ship_modifier = {
		ship_tracking_add = @ESC_SENSOR_psionic_hit_chance
	}
	modifier = {
		ship_cloaking_detection_add = 1
	}

	prerequisites = { "esc_tech_sensors_psionic" }
	component_set = "sensor_components"

	# only regular empires and spiritualist FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_spiritualist_fe = yes
	}

	ai_weight = { weight = 2250 }
}

# psionic sensors :: bio ships
utility_component_template = {
	key = ESC_BIO_SENSOR_PSIONIC
	size = medium
	icon = GFX_esc_psionic_bio_sensors
	icon_frame = 1
	power = @ESC_SENSOR_t7_power

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = SENSOR
		SIZE = s
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = sr_zro
	}

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

	sensor_range = @ESC_SENSOR_t7_sensor_range
	hyperlane_range = @ESC_SENSOR_t7_hyperlane_sight

	ship_modifier = {
		ship_tracking_add = @ESC_SENSOR_psionic_hit_chance
	}
	modifier = {
		ship_cloaking_detection_add = 1
	}

	prerequisites = { "esc_tech_sensors_psionic" }
	component_set = "sensor_components"

	# only regular empires and spiritualist FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_spiritualist_fe = yes
	}

	ai_weight = { weight = 2250 }
}

# psionic sensors :: domesticated space fauna
utility_component_template = {
	key = ESC_BIOSHIP_SENSOR_PSIONIC
	size = medium
	icon = GFX_esc_psionic_bioship_sensors
	icon_frame = 1
	power = 0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = SENSOR
		SIZE = s
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = sr_zro
	}

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

	sensor_range = @ESC_SENSOR_t7_sensor_range
	hyperlane_range = @ESC_SENSOR_t7_hyperlane_sight

	ship_modifier = {
		ship_tracking_add = @ESC_SENSOR_psionic_hit_chance
	}
	modifier = {
		ship_cloaking_detection_add = 1
	}

	prerequisites = { "esc_tech_sensors_psionic" "tech_sensors_bio_integration" }
	component_set = "sensor_components_bio"

	# only regular empires and spiritualist FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_spiritualist_fe = yes
	}

	ai_weight = { weight = 2250 }
}

# Eye of Clairvoyancy :: bio ships
utility_component_template = {
	key = ESC_SENSOR_CLAIRVOYANT_EYE_1
	size = medium
	icon = GFX_esc_bio_sensors_clairvoyancy_1
	icon_frame = 1
	power = @ESC_SENSOR_t7_power

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

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

	sensor_range = @ESC_SENSOR_t6_sensor_range
	hyperlane_range = @ESC_SENSOR_t5_hyperlane_sight

	ship_modifier = {
		ship_tracking_add = @ESC_SENSOR_psionic_hit_chance
		ship_accuracy_add = 15
		ship_evasion_add = 10
	}
	modifier = {
		ship_cloaking_detection_add = 1
	}

	prerequisites = { "esc_tech_clairvoyancy_eyes_1" }
	component_set = "sensor_components"
	upgrades_to = ESC_SENSOR_CLAIRVOYANT_EYE_2

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

	ai_weight = { weight = 2250 }
}

# Superior Eye of Clairvoyancy :: bio ships
utility_component_template = {
	key = ESC_SENSOR_CLAIRVOYANT_EYE_2
	size = medium
	icon = GFX_esc_bio_sensors_clairvoyancy_2
	icon_frame = 1
	power = @ESC_SENSOR_t7_power

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

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

	sensor_range = @ESC_SENSOR_t6_sensor_range
	hyperlane_range = @ESC_SENSOR_t6_hyperlane_sight

	ship_modifier = {
		ship_tracking_add = @ESC_SENSOR_psionic_hit_chance
		ship_accuracy_add = @ESC_SENSOR_t5_hit_chance
		ship_evasion_add = 12.5
	}
	modifier = {
		ship_cloaking_detection_add = 1
	}

	prerequisites = { "esc_tech_clairvoyancy_eyes_2" }
	component_set = "sensor_components"
	upgrades_to = ESC_SENSOR_CLAIRVOYANT_EYE_3

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

	ai_weight = { weight = 2250 }
}

# God-eye :: bio ships
utility_component_template = {
	key = ESC_SENSOR_CLAIRVOYANT_EYE_3
	size = medium
	icon = GFX_esc_bio_sensors_clairvoyancy_3
	icon_frame = 1
	power = @ESC_SENSOR_t7_power

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = SENSOR
		SIZE = s
		TIER = 10
		STRATEGIC_RESOURCE_TYPE = sr_dark_matter
	}

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

	sensor_range = @ESC_SENSOR_t7_sensor_range
	hyperlane_range = @ESC_SENSOR_t7_hyperlane_sight

	ship_modifier = {
		ship_tracking_add = @ESC_SENSOR_psionic_hit_chance
		ship_accuracy_add = @ESC_SENSOR_t6_hit_chance
		ship_evasion_add = 15
	}
	modifier = {
		ship_cloaking_detection_add = 2
	}

	prerequisites = { "esc_tech_clairvoyancy_eyes_3" }
	component_set = "sensor_components"

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

	ai_weight = { weight = 2250 }
}

# Shroud Eye
utility_component_template = {
	key = ESC_SENSOR_AVATAR
	size = medium
	icon = GFX_esc_shroud_avatar_sensor
	icon_frame = 1
	power = 0
	hidden = yes

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

	sensor_range = @ESC_SENSOR_t7_sensor_range
	hyperlane_range = @ESC_SENSOR_t7_hyperlane_sight

	ship_modifier = {
		ship_tracking_add = @ESC_SENSOR_psionic_hit_chance
	}

	component_set = "sensor_components"

	ai_weight = { weight = 2000 }
}

############################################################
###                      FTL Drives                      ###
############################################################

# Improved Jump Drive :: standard ships
utility_component_template = {
	key = ESC_JUMP_DRIVE_2
	size = small
	icon = GFX_esc_jump_drive_2
	icon_frame = 1
	ftl = yes
	jumpdrive = yes
	power = @ESC_JUMP_DRIVE_t2_power

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = FTL
		SIZE = s
		TIER = 2
		STRATEGIC_RESOURCE_TYPE = sr_dark_matter
	}

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

	ship_modifier = {
		ship_windup_mult = -0.825
		ship_jumpdrive_cooldown_mult = -0.125
		ship_ftl_jumpdrive_range_mult = 0.25
		ship_disengage_opportunities_add = 1
	}

	prerequisites = { esc_tech_jump_drive_2 }
	component_set = "ftl_components"
	upgrades_to = ESC_JUMP_DRIVE_3

	ai_weight = {
		weight = 6
		### AI shouldn't use this component if it can't afford at least some upgrades right away
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = sr_dark_matter }
		}
	}
}

# Improved Jump Drive :: bio ships
utility_component_template = {
	key = ESC_BIO_JUMP_DRIVE_2
	size = small
	icon = GFX_esc_bio_jump_drive_2
	icon_frame = 1
	ftl = yes
	jumpdrive = yes
	power = @ESC_JUMP_DRIVE_t2_power

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = FTL
		SIZE = s
		TIER = 2
		STRATEGIC_RESOURCE_TYPE = sr_dark_matter
	}

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

	ship_modifier = {
		ship_windup_mult = -0.825
		ship_jumpdrive_cooldown_mult = -0.125
		ship_ftl_jumpdrive_range_mult = 0.25
		ship_disengage_opportunities_add = 1
	}

	prerequisites = { esc_tech_jump_drive_2 }
	component_set = "ftl_components"
	upgrades_to = ESC_BIO_JUMP_DRIVE_3

	ai_weight = {
		weight = 6
		### AI shouldn't use this component if it can't afford at least some upgrades right away
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = sr_dark_matter }
		}
	}
}

# Improved Jump Drive :: domesticated space fauna
utility_component_template = {
	key = ESC_BIOSHIP_JUMP_DRIVE_2
	size = small
	icon = GFX_esc_bioship_jump_drive_2
	icon_frame = 1
	ftl = yes
	jumpdrive = yes
	power = 0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = FTL
		SIZE = s
		TIER = 2
		STRATEGIC_RESOURCE_TYPE = sr_dark_matter
	}

	ship_modifier = {
		ship_windup_mult = -0.825
		ship_jumpdrive_cooldown_mult = -0.125
		ship_ftl_jumpdrive_range_mult = 0.25
		ship_disengage_opportunities_add = 1
	}

	prerequisites = { "esc_tech_jump_drive_2" "tech_hyper_drive_bio_integration" }
	component_set = "ftl_components_bio"
	upgrades_to = ESC_BIOSHIP_JUMP_DRIVE_3

	ai_weight = {
		weight = 6
		### 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 }
		}
	}
}

# Supercharged Jump Drive :: standard ships
utility_component_template = {
	key = ESC_JUMP_DRIVE_3
	size = small
	icon = GFX_esc_jump_drive_3
	icon_frame = 1
	ftl = yes
	jumpdrive = yes
	power = @ESC_JUMP_DRIVE_t3_power

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = FTL
		SIZE = s
		TIER = 3
		STRATEGIC_RESOURCE_TYPE = sr_dark_matter
	}

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

	ship_modifier = {
		ship_windup_mult = -0.9
		ship_jumpdrive_cooldown_mult = -0.25
		ship_ftl_jumpdrive_range_mult = 0.5
		ship_disengage_opportunities_add = 2
	}

	prerequisites = { esc_tech_jump_drive_3 }
	component_set = "ftl_components"
	upgrades_to = ESC_JUMP_DRIVE_PRECURSOR

	ai_weight = {
		weight = 6
		### 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 }
		}
	}
}

# Supercharged Jump Drive :: bio ships
utility_component_template = {
	key = ESC_BIO_JUMP_DRIVE_3
	size = small
	icon = GFX_esc_bio_jump_drive_3
	icon_frame = 1
	ftl = yes
	jumpdrive = yes
	power = @ESC_JUMP_DRIVE_t3_power

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = FTL
		SIZE = s
		TIER = 3
		STRATEGIC_RESOURCE_TYPE = sr_dark_matter
	}

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

	ship_modifier = {
		ship_windup_mult = -0.9
		ship_jumpdrive_cooldown_mult = -0.25
		ship_ftl_jumpdrive_range_mult = 0.5
		ship_disengage_opportunities_add = 2
	}

	prerequisites = { esc_tech_jump_drive_3 }
	component_set = "ftl_components"
	upgrades_to = ESC_BIO_JUMP_DRIVE_PRECURSOR

	ai_weight = {
		weight = 6
		### 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 }
		}
	}
}

# Supercharged Jump Drive :: domesticated space fauna
utility_component_template = {
	key = ESC_BIOSHIP_JUMP_DRIVE_3
	size = small
	icon = GFX_esc_bioship_jump_drive_3
	icon_frame = 1
	ftl = yes
	jumpdrive = yes
	power = 0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = FTL
		SIZE = s
		TIER = 3
		STRATEGIC_RESOURCE_TYPE = sr_dark_matter
	}

	ship_modifier = {
		ship_windup_mult = -0.9
		ship_jumpdrive_cooldown_mult = -0.25
		ship_ftl_jumpdrive_range_mult = 0.5
		ship_disengage_opportunities_add = 2
	}

	prerequisites = { "esc_tech_jump_drive_3" "tech_hyper_drive_bio_integration" }
	component_set = "ftl_components_bio"
	upgrades_to = ESC_BIOSHIP_JUMP_DRIVE_PRECURSOR

	ai_weight = {
		weight = 6
		### 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 }
		}
	}
}

# Precursor Jump Drive :: standard ships
utility_component_template = {
	key = ESC_JUMP_DRIVE_PRECURSOR
	size = small
	icon = GFX_esc_jump_drive_precursor
	icon_frame = 1
	ftl = yes
	jumpdrive = yes
	power = @ESC_JUMP_DRIVE_t3_power

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = FTL
		SIZE = s
		TIER = 4
		STRATEGIC_RESOURCE_TYPE = sr_dark_matter
	}

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

	ship_modifier = {
		ship_windup_mult = -0.95
		ship_jumpdrive_cooldown_mult = -0.5
		ship_ftl_jumpdrive_range_mult = 1
		ship_disengage_opportunities_add = 3
	}

	prerequisites = { esc_tech_jump_drive_precursor }
	component_set = "ftl_components"

	ai_weight = {
		weight = 6
		### 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 }
		}
	}
}

# Precursor Jump Drive :: bio ships
utility_component_template = {
	key = ESC_BIO_JUMP_DRIVE_PRECURSOR
	size = small
	icon = GFX_esc_bio_jump_drive_precursor
	icon_frame = 1
	ftl = yes
	jumpdrive = yes
	power = @ESC_JUMP_DRIVE_t3_power

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = FTL
		SIZE = s
		TIER = 4
		STRATEGIC_RESOURCE_TYPE = sr_dark_matter
	}

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

	ship_modifier = {
		ship_windup_mult = -0.95
		ship_jumpdrive_cooldown_mult = -0.5
		ship_ftl_jumpdrive_range_mult = 1
		ship_disengage_opportunities_add = 3
	}

	prerequisites = { esc_tech_jump_drive_precursor }
	component_set = "ftl_components"

	ai_weight = {
		weight = 6
		### 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 }
		}
	}
}

# Precursor Jump Drive :: domesticated space fauna
utility_component_template = {
	key = ESC_BIOSHIP_JUMP_DRIVE_PRECURSOR
	size = small
	icon = GFX_esc_bioship_jump_drive_precursor
	icon_frame = 1
	ftl = yes
	jumpdrive = yes
	power = 0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = FTL
		SIZE = s
		TIER = 4
		STRATEGIC_RESOURCE_TYPE = sr_dark_matter
	}

	ship_modifier = {
		ship_windup_mult = -0.95
		ship_jumpdrive_cooldown_mult = -0.5
		ship_ftl_jumpdrive_range_mult = 1
		ship_disengage_opportunities_add = 3
	}

	prerequisites = { "esc_tech_jump_drive_precursor" "tech_hyper_drive_bio_integration" }
	component_set = "ftl_components_bio"

	ai_weight = {
		weight = 6
		### AI shouldn't use this component if it can't afford at least some upgrades right away
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = sr_dark_matter }
		}
	}
}

# Improved Psionic Jump Drive :: standard ships
utility_component_template = {
	key = ESC_PSI_JUMP_DRIVE_2
	size = small
	icon = GFX_esc_psi_jump_drive_2
	icon_frame = 1
	ftl = yes
	jumpdrive = yes
	power = @ESC_JUMP_DRIVE_t2_power

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = FTL
		SIZE = s
		TIER = 2
		STRATEGIC_RESOURCE_TYPE = sr_zro
	}

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

	ship_modifier = {
		ship_windup_mult = -0.875
		ship_jumpdrive_cooldown_mult = -0.125
		ship_ftl_jumpdrive_range_mult = 0.75
		ship_disengage_opportunities_add = 2
	}

	prerequisites = { esc_tech_psi_jump_drive_2 }
	component_set = "ftl_components"
	upgrades_to = ESC_PSI_JUMP_DRIVE_3

	ai_weight = {
		weight = 10
		### AI shouldn't use this component if it can't afford at least some upgrades right away
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = sr_zro }
		}
	}
}

# Improved Psionic Jump Drive :: bio ships
utility_component_template = {
	key = ESC_BIO_PSI_JUMP_DRIVE_2
	size = small
	icon = GFX_esc_bio_psi_jump_drive_2
	icon_frame = 1
	ftl = yes
	jumpdrive = yes
	power = @ESC_JUMP_DRIVE_t2_power

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = FTL
		SIZE = s
		TIER = 2
		STRATEGIC_RESOURCE_TYPE = sr_zro
	}

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

	ship_modifier = {
		ship_windup_mult = -0.875
		ship_jumpdrive_cooldown_mult = -0.125
		ship_ftl_jumpdrive_range_mult = 0.75
		ship_disengage_opportunities_add = 2
	}

	prerequisites = { esc_tech_psi_jump_drive_2 }
	component_set = "ftl_components"
	upgrades_to = ESC_BIO_PSI_JUMP_DRIVE_3

	ai_weight = {
		weight = 10
		### AI shouldn't use this component if it can't afford at least some upgrades right away
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = sr_zro }
		}
	}
}

# Improved Psionic Jump Drive :: domesticated space fauna
utility_component_template = {
	key = ESC_BIOSHIP_PSI_JUMP_DRIVE_2
	size = small
	icon = GFX_esc_bioship_psi_jump_drive_2
	icon_frame = 1
	ftl = yes
	jumpdrive = yes
	power = 0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = FTL
		SIZE = s
		TIER = 2
		STRATEGIC_RESOURCE_TYPE = sr_zro
	}

	ship_modifier = {
		ship_windup_mult = -0.875
		ship_jumpdrive_cooldown_mult = -0.125
		ship_ftl_jumpdrive_range_mult = 0.75
		ship_disengage_opportunities_add = 2
	}

	prerequisites = { "esc_tech_psi_jump_drive_2" "tech_hyper_drive_bio_integration" }
	component_set = "ftl_components_bio"
	upgrades_to = ESC_BIOSHIP_PSI_JUMP_DRIVE_3

	ai_weight = {
		weight = 10
		### AI shouldn't use this component if it can't afford at least some upgrades right away
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = sr_zro }
		}
	}
}

# Shroud Guide :: standard ships
utility_component_template = {
	key = ESC_PSI_JUMP_DRIVE_3
	size = small
	icon = GFX_esc_psi_jump_drive_3
	icon_frame = 1
	ftl = yes
	jumpdrive = yes
	power = @ESC_JUMP_DRIVE_t3_power

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = FTL
		SIZE = s
		TIER = 3
		STRATEGIC_RESOURCE_TYPE = sr_zro
	}

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

	ship_modifier = {
		ship_windup_mult = -0.95
		ship_jumpdrive_cooldown_mult = -0.25
		ship_ftl_jumpdrive_range_mult = 1
		ship_disengage_opportunities_add = 3
	}

	ai_weight = {
		weight = 7
		### 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_zro }
		}
	}

	prerequisites = { esc_tech_psi_jump_drive_3 }
	component_set = "ftl_components"
}

# Shroud Guide :: bio ships
utility_component_template = {
	key = ESC_BIO_PSI_JUMP_DRIVE_3
	size = small
	icon = GFX_esc_bio_psi_jump_drive_3
	icon_frame = 1
	ftl = yes
	jumpdrive = yes
	power = @ESC_JUMP_DRIVE_t3_power

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = FTL
		SIZE = s
		TIER = 3
		STRATEGIC_RESOURCE_TYPE = sr_zro
	}

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

	ship_modifier = {
		ship_windup_mult = -0.95
		ship_jumpdrive_cooldown_mult = -0.25
		ship_ftl_jumpdrive_range_mult = 1
		ship_disengage_opportunities_add = 3
	}

	ai_weight = {
		weight = 7
		### 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_zro }
		}
	}

	prerequisites = { esc_tech_psi_jump_drive_3 }
	component_set = "ftl_components"
}

# Shroud Guide :: domesticated space fauna
utility_component_template = {
	key = ESC_BIOSHIP_PSI_JUMP_DRIVE_3
	size = small
	icon = GFX_esc_bioship_psi_jump_drive_3
	icon_frame = 1
	ftl = yes
	jumpdrive = yes
	power = 0

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = FTL
		SIZE = s
		TIER = 3
		STRATEGIC_RESOURCE_TYPE = sr_zro
	}

	ship_modifier = {
		ship_windup_mult = -0.95
		ship_jumpdrive_cooldown_mult = -0.25
		ship_ftl_jumpdrive_range_mult = 1
		ship_disengage_opportunities_add = 3
	}

	prerequisites = { "esc_tech_psi_jump_drive_3" "tech_hyper_drive_bio_integration" }
	component_set = "ftl_components_bio"

	ai_weight = {
		weight = 7
		### 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_zro }
		}
	}
}

# Shroud Gate
utility_component_template = {
	key = ESC_JUMP_DRIVE_AVATAR
	size = small
	icon = GFX_esc_shroud_avatar_ftl_drive
	icon_frame = 1
	ftl = yes
	jumpdrive = yes
	power = 0

	hidden = yes

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

	ship_modifier = {
		ship_windup_mult = -0.95
		ship_jumpdrive_cooldown_mult = -0.25
		ship_ftl_jumpdrive_range_mult = 1
		ship_disengage_opportunities_add = 1
	}

	ai_weight = {
		weight = 7
	}

	class_restriction = { shipclass_military}
	component_set = "ftl_components"
}

############################################################
###                         Auras                        ###
############################################################

# mirage system (vanilla)
utility_component_template = {
	key = ESC_TITAN_AURA_MIRAGE_VANILLA
	size = medium
	icon = GFX_esc_titan_aura_mirage
	icon_frame = 1
	power = 0

	potential = {
		OR = {
			ship_uses_titan_components = yes
			ship_uses_dsc_components = yes
		}
	}

	prerequisites = { esc_tech_aura_mirage_system }
	component_set = "ship_aura_components"

	hostile_aura = {
		name = "esc_aura_mirage_system"
		radius = @ESC_AURA_mirageAuraRange
		apply_on = ships

		stack_info = {
			#A ship can only be affected by one aura of a certain id. If multiple auras have the same ID the one with the highest priority will be applied.
			id = esc_aura_mirage_system
			priority = 25
		}

		modifier = {
			ship_accuracy_add = -15
			ship_tracking_add = -15
			ship_weapon_damage = -0.05
		}

		graphics = {
			area_effect = {
				entity = "circle_area_entity"
				dynamic_scale = yes
			}
			ship_effect = {
				entity = "ship_aura_negative_entity"
				dynamic_scale = no
			}
		}
	}

	ai_weight = { weight = 10 }
}

# mirage system (NSC)
utility_component_template = {
	key = ESC_TITAN_AURA_MIRAGE_NSC
	size = medium
	icon = GFX_esc_titan_aura_mirage
	icon_frame = 1
	power = -300

	component_set = @NSC_TITAN_AURA
	prerequisites = { esc_tech_aura_mirage_system }

	hostile_aura = {
		name = "esc_aura_mirage_system"
		radius = @ESC_AURA_mirageAuraRange
		apply_on = ships

		stack_info = {
			id = esc_aura_mirage_system
			priority = 5
		}

		modifier = {
			ship_accuracy_add = -30
			ship_tracking_add = -30
			ship_weapon_damage = -0.10
		}

		graphics = {
			area_effect = {
				entity = "circle_area_entity"
				dynamic_scale = yes
			}
			ship_effect = {
				entity = "ship_aura_negative_entity"
				dynamic_scale = no
			}
		}
	}

	ai_weight = { weight = 5 }
}

# shield destabilizer (NSC)
utility_component_template = {
	key = ESC_TITAN_AURA_SHIELD_DESTABILIZER_NSC
	size = medium
	icon = GFX_ship_part_aura_shield_dampener
	icon_frame = 1
	power = -300

	component_set = @NSC_TITAN_AURA
	prerequisites = { tech_titans } # FIXME

	hostile_aura = {
		name = "esc_aura_shield_destabilizer"
		radius = @ESC_AURA_normalAuraRange
		apply_on = ships

		stack_info = {
			id = esc_aura_shield_destabilizer
			priority = 5
		}

		modifier = {
			ship_shield_reduction = 0.2
			ship_shield_regen_add_perc = -0.05
		}

		graphics = {
			area_effect = {
				entity = "circle_area_entity"
				dynamic_scale = yes
			}
			ship_effect = {
				entity = "ship_aura_negative_entity"
				dynamic_scale = no
			}
		}
	}

	friendly_aura = {
		name = "esc_aura_shield_destabilizer"
		radius = @ESC_AURA_normalAuraRange
		apply_on = ships

		stack_info = {
			id = esc_aura_shield_destabilizer
			priority = 5
		}

		modifier = {
			ship_shield_penetration_mult = 0.2
		}

		graphics = {
			area_effect = {
				entity = "circle_area_entity"
				dynamic_scale = yes
			}
			ship_effect = {
				entity = "ship_aura_negative_entity"
				dynamic_scale = no
			}
		}
	}

	ai_weight = { weight = 5 }
}

# nanite infiltration swarm (vanilla)
utility_component_template = {
	key = ESC_TITAN_AURA_OFFENSIVE_NANITES_VANILLA
	size = medium
	icon = GFX_esc_titan_aura_nanite
	icon_frame = 1
	power = 0

	potential = {
		OR = {
			ship_uses_titan_components = yes
			ship_uses_dsc_components = yes
		}
	}

	prerequisites = { esc_tech_aura_nanite_swarm }
	component_set = "ship_aura_components"

	hostile_aura = {
		name = "esc_aura_nanite_offensive"
		radius = @ESC_AURA_normalAuraRange
		apply_on = ships

		stack_info = {
			#A ship can only be affected by one aura of a certain id. If multiple auras have the same ID the one with the highest priority will be applied.
			id = esc_aura_nanite_offensive
			priority = 25
		}

		modifier = {
			ship_armor_reduction = 0.1
			ship_hull_mult = -0.1
			ship_armor_regen_add_perc = -0.025
		}

		graphics = {
			area_effect = {
				entity = "circle_area_entity"
				dynamic_scale = yes
			}
			ship_effect = {
				entity = "ship_aura_negative_entity"
				dynamic_scale = no
			}
		}
	}

	ai_weight = { weight = 10 }
}

# nanite infiltration swarm (NSC)
utility_component_template = {
	key = ESC_TITAN_AURA_OFFENSIVE_NANITES_NSC
	size = medium
	icon = GFX_esc_titan_aura_nanite
	icon_frame = 1
	power = -300

	component_set = @NSC_TITAN_AURA
	prerequisites = { esc_tech_aura_nanite_swarm }

	hostile_aura = {
		name = "esc_aura_nanite_offensive"
		radius = @ESC_AURA_normalAuraRange
		apply_on = ships

		stack_info = {
			id = esc_aura_nanite_offensive
			priority = 5
		}

		modifier = {
			ship_armor_reduction = 0.2
			ship_hull_mult = -0.2
			ship_armor_regen_add_perc = -0.025
		}

		graphics = {
			area_effect = {
				entity = "circle_area_entity"
				dynamic_scale = yes
			}
			ship_effect = {
				entity = "ship_aura_negative_entity"
				dynamic_scale = no
			}
		}
	}

	ai_weight = { weight = 5 }
}

# space distortion module (vanilla)
utility_component_template = {
	key = ESC_TITAN_AURA_SPACE_DISTORTION_VANILLA
	size = medium
	icon = GFX_esc_titan_aura_gravitic
	icon_frame = 1
	power = 0

	potential = {
		OR = {
			ship_uses_titan_components = yes
			ship_uses_dsc_components = yes
		}
	}

	prerequisites = { esc_tech_aura_space_distortion }
	component_set = "ship_aura_components"

	hostile_aura = {
		name = "esc_aura_space_distortion"
		radius = @ESC_AURA_normalAuraRange
		apply_on = ships

		stack_info = {
			#A ship can only be affected by one aura of a certain id. If multiple auras have the same ID the one with the highest priority will be applied.
			id = esc_aura_space_distortion
			priority = 25
		}

		modifier = {
			ship_evasion_mult = -0.2
			ship_weapon_range_mult = -0.2
			ship_speed_reduction = 0.2
		}

		graphics = {
			area_effect = {
				entity = "circle_area_entity"
				dynamic_scale = yes
			}
			ship_effect = {
				entity = "ship_aura_negative_entity"
				dynamic_scale = no
			}
		}
	}

	ai_weight = { weight = 10 }
}

# space distortion module (NSC)
utility_component_template = {
	key = ESC_TITAN_AURA_SPACE_DISTORTION_NSC
	size = medium
	icon = GFX_esc_titan_aura_gravitic
	icon_frame = 1
	power = -300

	component_set = @NSC_TITAN_AURA
	prerequisites = { esc_tech_aura_space_distortion }

	hostile_aura = {
		name = "esc_aura_space_distortion"
		radius = @ESC_AURA_normalAuraRange
		apply_on = ships

		stack_info = {
			id = esc_aura_space_distortion
			priority = 5
		}

		modifier = {
			ship_evasion_mult = -0.2
			ship_weapon_range_mult = -0.2
			ship_speed_reduction = 0.2
		}

		graphics = {
			area_effect = {
				entity = "circle_area_entity"
				dynamic_scale = yes
			}
			ship_effect = {
				entity = "ship_aura_negative_entity"
				dynamic_scale = no
			}
		}
	}

	ai_weight = { weight = 5 }
}
