############################################################
##                   ESC : Strikecrafts                   ##
############################################################

# - Assault Strikecrafts
#   - Assault Interceptor Wing			H
#   - Assault Bomber Wing				H
# - Siegebreaker Strikecrafts
#   - Siegebreaker Interceptor Wing		H
#   - Siegebreaker Bomber Wing			H
# - Voidstalker Strikecrafts
#   - Voidstalker Interceptor Wing		H
#   - Voidstalker Bomber Wing			H
# - Highbred Amoeba						H
#   - Genetically-Engineered Amoeba		H
#      - Perfect Space Organism			H
#   - Cybernetically-Augmented Amoeba	H
#      - Bionic Amoeba					H
# - Ravaging Swarmers					H
# - Mercenary Squadron					H
# - Elite Mercenary Squadron			H

############################################################
##                Assault Interceptor Wing                ##
############################################################

strike_craft_component_template = {
	key = ESC_FIGHTERS_HANGAR_4
	size = LARGE
	entity = "fighter_entity"
	icon = GFX_esc_strikecrafts_interceptor_4
	icon_frame = 1

	weapon_type = point_defence
	projectile_gfx = "esc_fighter_laser_4"
	power = -75

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

	count = @ESC_STRIKECRAFT_count_large
	regeneration_per_day = @ESC_STRIKECRAFT_regen
	launch_time = @ESC_STRIKECRAFT_launch_time

	damage = { min = 10 max = 20 }
	cooldown = 2.0
	range = @ESC_STRIKECRAFT_attack_range_fighter
	engagement_range = @ESC_STRIKECRAFT_engagement_range
	accuracy = @ESC_STRIKECRAFT_accuracy
	health = 25
	armor = 0
	shield = 40

	tracking = @ESC_STRIKECRAFT_tracking_fighter
	evasion = @ESC_STRIKECRAFT_evasion
	speed = @ESC_STRIKECRAFT_speed_4
	rotation_speed = @ESC_STRIKECRAFT_rot_speed_fighter
	acceleration = @ESC_STRIKECRAFT_acceleration_fighter

	hull_damage = @ESC_STRIKECRAFT_hull_damage_fighter
	armor_damage = @ESC_STRIKECRAFT_armor_damage_fighter
	shield_penetration = @ESC_STRIKECRAFT_shield_penetration_fighter

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

	ship_behavior = "fighters_behavior"
	component_set = ESC_FIGHTERS_HANGAR_4
	prerequisites = { "esc_tech_strikecraft_4" }
	tags = { weapon_type_strike_craft }
	ai_tags = { weapon_role_point_defense carrier }
	point_defence_targets = { "strike_craft" }
	upgrades_to = ESC_FIGHTERS_HANGAR_5

	ai_weight = { weight = 1 }
}

############################################################
##                   Assault Bomber Wing                  ##
############################################################

strike_craft_component_template = {
	key = ESC_BOMBERS_HANGAR_4
	size = LARGE
	entity = "bomber_entity"
	icon = GFX_esc_strikecrafts_bomber_4
	icon_frame = 1

	weapon_type = instant
	projectile_gfx = "esc_bomber_laser_4"
	power = -75

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

	count = @ESC_STRIKECRAFT_count_large
	regeneration_per_day = @ESC_STRIKECRAFT_regen
	launch_time = @ESC_STRIKECRAFT_launch_time

	damage = { min = 20 max = 40 }
	cooldown = 4
	range = @ESC_STRIKECRAFT_attack_range_bomber
	engagement_range = @ESC_STRIKECRAFT_engagement_range
	accuracy = @ESC_STRIKECRAFT_accuracy
	health = 30
	armor = 0
	shield = 40

	tracking = @ESC_STRIKECRAFT_tracking_bomber
	evasion = @ESC_STRIKECRAFT_evasion
	speed = @ESC_STRIKECRAFT_speed_4
	rotation_speed = @ESC_STRIKECRAFT_rot_speed_bomber
	acceleration = @ESC_STRIKECRAFT_acceleration_bomber

	hull_damage = @ESC_STRIKECRAFT_hull_damage_bomber
	armor_damage = @ESC_STRIKECRAFT_armor_damage_bomber
	shield_penetration = @ESC_STRIKECRAFT_shield_penetration_bomber

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

	ship_behavior = "bombers_behavior"
	component_set = ESC_BOMBERS_HANGAR_4
	prerequisites = { "esc_tech_strikecraft_4" }
	tags = { weapon_type_strike_craft }
	ai_tags = { carrier weapon_role_anti_shield carrier }
	upgrades_to = ESC_BOMBERS_HANGAR_5

	ai_weight = { weight = 1 }
}

############################################################
##              Siegebreaker Interceptor Wing             ##
############################################################

strike_craft_component_template = {
	key = ESC_FIGHTERS_HANGAR_5
	size = LARGE
	entity = "fighter_entity"
	icon = GFX_esc_strikecrafts_interceptor_5
	icon_frame = 1

	weapon_type = point_defence
	projectile_gfx = "esc_fighter_laser_5"
	power = -85

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

	count = @ESC_STRIKECRAFT_count_large
	regeneration_per_day = @ESC_STRIKECRAFT_regen
	launch_time = @ESC_STRIKECRAFT_launch_time

	damage = { min = 15 max = 25 }
	cooldown = 2.0
	range = @ESC_STRIKECRAFT_attack_range_fighter
	engagement_range = @ESC_STRIKECRAFT_engagement_range
	accuracy = @ESC_STRIKECRAFT_accuracy
	health = 35
	armor = 0
	shield = 60

	tracking = @ESC_STRIKECRAFT_tracking_fighter
	evasion = @ESC_STRIKECRAFT_evasion
	speed = @ESC_STRIKECRAFT_speed_5
	rotation_speed = @ESC_STRIKECRAFT_rot_speed_fighter
	acceleration = @ESC_STRIKECRAFT_acceleration_fighter

	hull_damage = @ESC_STRIKECRAFT_hull_damage_fighter
	armor_damage = @ESC_STRIKECRAFT_armor_damage_fighter
	shield_penetration = @ESC_STRIKECRAFT_shield_penetration_fighter

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

	ship_behavior = "fighters_behavior"
	component_set = ESC_FIGHTERS_HANGAR_5
	prerequisites = { "esc_tech_strikecraft_5" }
	tags = { weapon_type_strike_craft }
	ai_tags = { weapon_role_point_defense carrier }
	point_defence_targets = { "strike_craft" }
	upgrades_to = ESC_FIGHTERS_HANGAR_6

	ai_weight = { weight = 1 }
}

############################################################
##                Siegebreaker Bomber Wing                ##
############################################################

strike_craft_component_template = {
	key = ESC_BOMBERS_HANGAR_5
	size = LARGE
	entity = "bomber_entity"
	icon = GFX_esc_strikecrafts_bomber_5
	icon_frame = 1

	weapon_type = instant
	projectile_gfx = "esc_bomber_laser_5"
	power = -85

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

	count = @ESC_STRIKECRAFT_count_large
	regeneration_per_day = @ESC_STRIKECRAFT_regen
	launch_time = @ESC_STRIKECRAFT_launch_time

	damage = { min = 30 max = 50 }
	cooldown = 4
	range = @ESC_STRIKECRAFT_attack_range_bomber
	engagement_range = @ESC_STRIKECRAFT_engagement_range
	accuracy = @ESC_STRIKECRAFT_accuracy
	health = 40
	armor = 0
	shield = 60

	tracking = @ESC_STRIKECRAFT_tracking_bomber
	evasion = @ESC_STRIKECRAFT_evasion
	speed = @ESC_STRIKECRAFT_speed_5
	rotation_speed = @ESC_STRIKECRAFT_rot_speed_bomber
	acceleration = @ESC_STRIKECRAFT_acceleration_bomber

	hull_damage = @ESC_STRIKECRAFT_hull_damage_bomber
	armor_damage = @ESC_STRIKECRAFT_armor_damage_bomber
	shield_penetration = @ESC_STRIKECRAFT_shield_penetration_bomber

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

	ship_behavior = "bombers_behavior"
	component_set = ESC_BOMBERS_HANGAR_5
	prerequisites = { "esc_tech_strikecraft_5" }
	tags = { weapon_type_strike_craft }
	ai_tags = { carrier weapon_role_anti_shield carrier }
	upgrades_to = ESC_BOMBERS_HANGAR_6

	ai_weight = { weight = 1 }
}

############################################################
##              Voidstalker Interceptor Wing              ##
############################################################

strike_craft_component_template = {
	key = ESC_FIGHTERS_HANGAR_6
	size = LARGE
	entity = "fighter_entity"
	icon = GFX_esc_strikecrafts_interceptor_6
	icon_frame = 1

	weapon_type = point_defence
	projectile_gfx = "esc_fighter_laser_6"
	power = -100

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

	count = @ESC_STRIKECRAFT_count_large
	regeneration_per_day = @ESC_STRIKECRAFT_regen
	launch_time = @ESC_STRIKECRAFT_launch_time

	damage = { min = 20 max = 30 }
	cooldown = 2.0
	range = @ESC_STRIKECRAFT_attack_range_fighter
	engagement_range = @ESC_STRIKECRAFT_engagement_range
	accuracy = @ESC_STRIKECRAFT_accuracy
	health = 50
	armor = 0
	shield = 80

	tracking = @ESC_STRIKECRAFT_tracking_fighter
	evasion = @ESC_STRIKECRAFT_evasion
	speed = @ESC_STRIKECRAFT_speed_6
	rotation_speed = @ESC_STRIKECRAFT_rot_speed_fighter
	acceleration = @ESC_STRIKECRAFT_acceleration_fighter

	hull_damage = @ESC_STRIKECRAFT_hull_damage_fighter
	armor_damage = @ESC_STRIKECRAFT_armor_damage_fighter
	shield_penetration = @ESC_STRIKECRAFT_shield_penetration_fighter

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

	ship_behavior = "fighters_behavior"
	component_set = ESC_FIGHTERS_HANGAR_6
	prerequisites = { "esc_tech_strikecraft_6" }
	tags = { weapon_type_strike_craft }
	ai_tags = { weapon_role_point_defense carrier }
	point_defence_targets = { "missile" "strike_craft" }

	# only normal 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 }
		}
	}
}

############################################################
##                Voidstalker Bomber Wing                 ##
############################################################

strike_craft_component_template = {
	key = ESC_BOMBERS_HANGAR_6
	size = LARGE
	entity = "bomber_entity"
	icon = GFX_esc_strikecrafts_bomber_6
	icon_frame = 1

	weapon_type = instant
	projectile_gfx = "esc_bomber_laser_6"
	power = -100

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

	count = @ESC_STRIKECRAFT_count_large
	regeneration_per_day = @ESC_STRIKECRAFT_regen
	launch_time = @ESC_STRIKECRAFT_launch_time

	damage = { min = 40 max = 60 }
	cooldown = 4
	range = @ESC_STRIKECRAFT_attack_range_bomber
	engagement_range = @ESC_STRIKECRAFT_engagement_range
	accuracy = @ESC_STRIKECRAFT_accuracy
	health = 60
	armor = 0
	shield = 80

	tracking = @ESC_STRIKECRAFT_tracking_bomber
	evasion = @ESC_STRIKECRAFT_evasion
	speed = @ESC_STRIKECRAFT_speed_6
	rotation_speed = @ESC_STRIKECRAFT_rot_speed_bomber
	acceleration = @ESC_STRIKECRAFT_acceleration_bomber

	hull_damage = @ESC_STRIKECRAFT_hull_damage_bomber
	armor_damage = @ESC_STRIKECRAFT_armor_damage_bomber
	shield_penetration = @ESC_STRIKECRAFT_shield_penetration_bomber

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

	ship_behavior = "bombers_behavior"
	component_set = ESC_BOMBERS_HANGAR_6
	prerequisites = { "esc_tech_strikecraft_6" }
	tags = { weapon_type_strike_craft }
	ai_tags = { carrier weapon_role_anti_shield carrier }

	# only normal 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 }
		}
	}
}

############################################################
##                     Highbred Amoeba                    ##
############################################################

strike_craft_component_template = {
	key = ESC_AMOEBA_2
	size = LARGE
	entity = "space_amoeba_small_entity"
	icon = GFX_esc_strikecrafts_amoeba_2
	icon_frame = 1

	weapon_type = point_defence
	projectile_gfx = "small_space_amoeba_weapon"
	power = -40

	resources = {
		category = ship_components
		cost = {
			food = @ESC_COST_WEAPON_l_t6_primary
		}
		upkeep = {
			food = 1
		}
	}

	count = @ESC_STRIKECRAFT_count_large
	regeneration_per_day = @ESC_STRIKECRAFT_regen
	launch_time = @ESC_STRIKECRAFT_launch_time

	damage = { min = 35 max = 55 }
	cooldown = 5
	range = @ESC_STRIKECRAFT_attack_range_bomber
	engagement_range = @ESC_STRIKECRAFT_engagement_range
	accuracy = 0.7
	health = 50
	armor = 20
	shield = 0

	tracking = 0.5
	speed = @ESC_STRIKECRAFT_speed_4
	rotation_speed = @ESC_STRIKECRAFT_rot_speed_creature
	acceleration = @ESC_STRIKECRAFT_acceleration_creature
	evasion = 0.6

	hull_damage = @ESC_STRIKECRAFT_hull_damage_fighter
	armor_damage = @ESC_STRIKECRAFT_armor_damage_bomber
    shield_penetration = @ESC_STRIKECRAFT_shield_penetration_bomber

	ship_behavior = "bombers_behavior"
	component_set = ESC_AMOEBA_2
	prerequisites = { "esc_tech_amoeba_2" }
	tags = { weapon_type_strike_craft weapon_type_space_fauna }
	ai_tags = { carrier weapon_role_anti_shield carrier }
	upgrades_to = ESC_AMOEBA_BIO_3

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

############################################################
##              Genetically-Engineered Amoeba             ##
############################################################

strike_craft_component_template = {
	key = ESC_AMOEBA_BIO_3
	size = LARGE
	entity = "space_amoeba_small_entity"
	icon = GFX_esc_strikecrafts_amoeba_3_bio
	icon_frame = 1

	weapon_type = point_defence
	projectile_gfx = "small_space_amoeba_weapon"
	power = -50

	resources = {
		category = ship_components
		cost = {
			food = @ESC_COST_WEAPON_l_t7_primary
			exotic_gases = @ESC_COST_WEAPON_l_t7_special
		}
		upkeep = {
			food = 1
		}
	}

	count = @ESC_STRIKECRAFT_count_large
	regeneration_per_day = @ESC_STRIKECRAFT_regen
	launch_time = @ESC_STRIKECRAFT_launch_time

	damage = { min = 50 max = 70 }
	cooldown = 5
	range = @ESC_STRIKECRAFT_attack_range_bomber
	engagement_range = @ESC_STRIKECRAFT_engagement_range
	accuracy = 0.8
	health = 75
	armor = 20
	shield = 0

	tracking = 0.6
	speed = @ESC_STRIKECRAFT_speed_5
	rotation_speed = @ESC_STRIKECRAFT_rot_speed_creature
	acceleration = @ESC_STRIKECRAFT_acceleration_creature
	evasion = 0.7

	hull_damage = @ESC_STRIKECRAFT_hull_damage_bomber
	armor_damage = @ESC_STRIKECRAFT_armor_damage_bomber
    shield_penetration = @ESC_STRIKECRAFT_shield_penetration_bomber

	ship_behavior = "bombers_behavior"
	component_set = ESC_AMOEBA_BIO_3
	prerequisites = { "esc_tech_amoeba_3b" }
	tags = { weapon_type_strike_craft weapon_type_space_fauna }
	ai_tags = { carrier weapon_role_anti_shield carrier }
	upgrades_to = ESC_AMOEBA_BIO_4

	# only regular empires and xenophile FE may use biological components
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_xenophile_fe = yes
	}

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

############################################################
##                  Perfect Space Organism                ##
############################################################

strike_craft_component_template = {
	key = ESC_AMOEBA_BIO_4
	size = LARGE
	entity = "space_amoeba_small_entity"
	icon = GFX_esc_strikecrafts_amoeba_4_bio
	icon_frame = 1

	weapon_type = point_defence
	projectile_gfx = "small_space_amoeba_weapon"
	power = -60

	resources = {
		category = ship_components
		cost = {
			food = @ESC_COST_WEAPON_l_t8_primary
			exotic_gases = @ESC_COST_WEAPON_l_t8_special
		}
		upkeep = {
			food = 1
		}
	}

	count = @ESC_STRIKECRAFT_count_large
	regeneration_per_day = @ESC_STRIKECRAFT_regen
	launch_time = @ESC_STRIKECRAFT_launch_time

	damage = { min = 60 max = 80 }
	cooldown = 5
	range = @ESC_STRIKECRAFT_attack_range_bomber
	engagement_range = @ESC_STRIKECRAFT_engagement_range
	accuracy = 0.8
	health = 100
	armor = 30
	shield = 0

	tracking = 0.6
	speed = @ESC_STRIKECRAFT_speed_5
	rotation_speed = @ESC_STRIKECRAFT_rot_speed_creature
	acceleration = @ESC_STRIKECRAFT_acceleration_creature
	evasion = 0.7

	hull_damage = @ESC_STRIKECRAFT_hull_damage_bomber
	armor_damage = @ESC_STRIKECRAFT_armor_damage_bomber
    shield_penetration = @ESC_STRIKECRAFT_shield_penetration_bomber

	ship_behavior = "bombers_behavior"
	component_set = ESC_AMOEBA_BIO_4
	prerequisites = { "esc_tech_amoeba_4b" }
	tags = { weapon_type_strike_craft weapon_type_space_fauna }
	ai_tags = { carrier weapon_role_anti_shield carrier }

	# only regular empires and xenophile FE may use biological components
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_xenophile_fe = yes
	}

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

############################################################
##             Cyberntically-Augmented Amoeba             ##
############################################################

strike_craft_component_template = {
	key = ESC_AMOEBA_CYBER_3
	size = LARGE
	entity = "space_amoeba_small_entity"
	icon = GFX_esc_strikecrafts_amoeba_3_cyber
	icon_frame = 1

	weapon_type = point_defence
	projectile_gfx = "small_space_amoeba_weapon"
	power = -50

	resources = {
		category = ship_components
		cost = {
			food = @ESC_COST_WEAPON_l_t7_primary
			rare_crystals = @ESC_COST_WEAPON_l_t7_special
		}
		upkeep = {
			food = 1
		}
	}

	count = @ESC_STRIKECRAFT_count_large
	regeneration_per_day = @ESC_STRIKECRAFT_regen
	launch_time = @ESC_STRIKECRAFT_launch_time

	damage = { min = 45 max = 65 }
	cooldown = 5
	range = @ESC_STRIKECRAFT_attack_range_bomber
	engagement_range = @ESC_STRIKECRAFT_engagement_range
	accuracy = 0.9
	health = 50
	armor = 20
	shield = 20

	tracking = 0.75
	speed = @ESC_STRIKECRAFT_speed_5
	rotation_speed = @ESC_STRIKECRAFT_rot_speed_creature
	acceleration = @ESC_STRIKECRAFT_acceleration_creature
	evasion = 0.75

	hull_damage = @ESC_STRIKECRAFT_hull_damage_fighter
	armor_damage = @ESC_STRIKECRAFT_armor_damage_bomber
    shield_penetration = @ESC_STRIKECRAFT_shield_penetration_bomber

	ship_behavior = "bombers_behavior"
	component_set = ESC_AMOEBA_CYBER_3
	prerequisites = { "esc_tech_amoeba_3c" }
	tags = { weapon_type_strike_craft weapon_type_space_fauna }
	ai_tags = { carrier weapon_role_anti_shield carrier }
	upgrades_to = ESC_AMOEBA_CYBER_4

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

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

############################################################
##                       Bionic Amoeba                    ##
############################################################

strike_craft_component_template = {
	key = ESC_AMOEBA_CYBER_4
	size = LARGE
	entity = "space_amoeba_small_entity"
	icon = GFX_esc_strikecrafts_amoeba_4_cyber
	icon_frame = 1

	weapon_type = point_defence
	projectile_gfx = "small_space_amoeba_weapon"
	power = -60

	resources = {
		category = ship_components
		cost = {
			food = @ESC_COST_WEAPON_l_t8_primary
			rare_crystals = @ESC_COST_WEAPON_l_t8_special
		}
		upkeep = {
			food = 1
		}
	}

	count = @ESC_STRIKECRAFT_count_large
	regeneration_per_day = @ESC_STRIKECRAFT_regen
	launch_time = @ESC_STRIKECRAFT_launch_time

	damage = { min = 55 max = 75 }
	cooldown = 5
	range = @ESC_STRIKECRAFT_attack_range_bomber
	engagement_range = @ESC_STRIKECRAFT_engagement_range
	accuracy = 0.9
	health = 75
	armor = 20
	shield = 25

	tracking = 0.75
	speed = @ESC_STRIKECRAFT_speed_5
	rotation_speed = @ESC_STRIKECRAFT_rot_speed_creature
	acceleration = @ESC_STRIKECRAFT_acceleration_creature
	evasion = 0.75

	hull_damage = @ESC_STRIKECRAFT_hull_damage_fighter
	armor_damage = @ESC_STRIKECRAFT_armor_damage_bomber
    shield_penetration = @ESC_STRIKECRAFT_shield_penetration_bomber

	ship_behavior = "bombers_behavior"
	component_set = ESC_AMOEBA_CYBER_4
	prerequisites = { "esc_tech_amoeba_4c" }
	tags = { weapon_type_strike_craft weapon_type_space_fauna }
	ai_tags = { carrier weapon_role_anti_shield carrier }

	# only regular empires and machine FE may use this component
	valid_for_country = {
		ESC_TRIGGER_is_normal_empire_or_machine_fe = yes
	}

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

############################################################
##                    Mercenary Squadron                  ##
############################################################

strike_craft_component_template = {
	key = ESC_MERCENRY_HANGAR_1
	size = LARGE
	entity = "fighter_entity"
	icon = GFX_esc_strikecrafts_mercenary_1
	icon_frame = 1

	weapon_type = point_defence
	projectile_gfx = "scout_laser_1"
	power = -45

	resources = {
		category = ship_components
		cost = {
			energy = @ESC_COST_WEAPON_m_t6_primary
			alloys = @ESC_COST_WEAPON_l_t4_primary
		}
		upkeep = {
			energy = 1.14
			alloys = 0.136
		}
	}

	count = @ESC_STRIKECRAFT_count_large
	regeneration_per_day = @ESC_STRIKECRAFT_regen
	launch_time = @ESC_STRIKECRAFT_launch_time

	damage = { min = 6 max = 12 }
	cooldown = 2.0
	range = @ESC_STRIKECRAFT_attack_range_fighter
	engagement_range = @ESC_STRIKECRAFT_engagement_range
	accuracy = @ESC_STRIKECRAFT_accuracy
	health = 15
	armor = 0
	shield = 25

	tracking = @ESC_STRIKECRAFT_tracking_fighter
	evasion = @ESC_STRIKECRAFT_evasion
	speed = @ESC_STRIKECRAFT_speed_6
	rotation_speed = @ESC_STRIKECRAFT_rot_speed_fighter
	acceleration = @ESC_STRIKECRAFT_acceleration_fighter

	hull_damage = @ESC_STRIKECRAFT_hull_damage_fighter
	armor_damage = @ESC_STRIKECRAFT_armor_damage_fighter
	shield_penetration = @ESC_STRIKECRAFT_shield_penetration_fighter

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

	ship_behavior = "fighters_behavior"
	component_set = ESC_MERCENRY_HANGAR_1
	prerequisites = { "esc_tech_strikecraft_mercenary_1" }
	tags = { weapon_type_strike_craft }
	ai_tags = { weapon_role_point_defense carrier }
	point_defence_targets = { "strike_craft" }
	upgrades_to = ESC_MERCENRY_HANGAR_2

	# only megacorps may use this component
	valid_for_country = {
		OR = {
			is_megacorp = yes
			has_valid_civic = civic_corporate_dominion
		}
	}

	ai_weight = { weight = 1 }
}

############################################################
##                 Elite Mercenary Squadron               ##
############################################################

strike_craft_component_template = {
	key = ESC_MERCENRY_HANGAR_2
	size = LARGE
	entity = "fighter_entity"
	icon = GFX_esc_strikecrafts_mercenary_2
	icon_frame = 1

	weapon_type = point_defence
	projectile_gfx = "strike_craft_laser_3"
	power = -75

	resources = {
		category = ship_components
		cost = {
			energy = @ESC_COST_WEAPON_m_t7_primary
			alloys = @ESC_COST_WEAPON_l_t5_primary
		}
		upkeep = {
			energy = 2.08
			alloys = 0.176
		}
	}

	count = @ESC_STRIKECRAFT_count_large
	regeneration_per_day = @ESC_STRIKECRAFT_regen
	launch_time = @ESC_STRIKECRAFT_launch_time

	damage = { min = 12 max = 24 }
	cooldown = 2.0
	range = @ESC_STRIKECRAFT_attack_range_fighter
	engagement_range = @ESC_STRIKECRAFT_engagement_range
	accuracy = @ESC_STRIKECRAFT_accuracy
	health = 30
	armor = 0
	shield = 50

	tracking = @ESC_STRIKECRAFT_tracking_fighter
	evasion = @ESC_STRIKECRAFT_evasion
	speed = @ESC_STRIKECRAFT_speed_6
	rotation_speed = @ESC_STRIKECRAFT_rot_speed_fighter
	acceleration = @ESC_STRIKECRAFT_acceleration_fighter

	hull_damage = @ESC_STRIKECRAFT_hull_damage_fighter
	armor_damage = @ESC_STRIKECRAFT_armor_damage_fighter
	shield_penetration = @ESC_STRIKECRAFT_shield_penetration_fighter

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

	ship_behavior = "fighters_behavior"
	component_set = ESC_MERCENRY_HANGAR_2
	prerequisites = { "esc_tech_strikecraft_mercenary_2" }
	tags = { weapon_type_strike_craft }
	ai_tags = { weapon_role_point_defense carrier }
	point_defence_targets = { "strike_craft" }

	# only megacorps may use this component
	valid_for_country = {
		OR = {
			is_megacorp = yes
			has_valid_civic = civic_corporate_dominion
		}
	}

	ai_weight = { weight = 1 }
}

############################################################
##                     Ravaging Swarmers                  ##
############################################################

strike_craft_component_template = {
	key = ESC_SWARMER_STRIKECRAFT_2
	size = LARGE
	entity = "swarm_01_fighter_entity"
	icon = GFX_esc_strikecrafts_scourge_2
	icon_frame = 1

	weapon_type = point_defence
	projectile_gfx = "small_space_amoeba_weapon"
	power = -90

	resources = {
		category = ship_components
		cost = {
			food = @ESC_COST_WEAPON_l_t8_primary
			volatile_motes = @ESC_COST_WEAPON_l_t8_special
		}
		upkeep = {
			food = 1
		}
	}

	count = 10
	regeneration_per_day = @ESC_STRIKECRAFT_regen
	launch_time = @ESC_STRIKECRAFT_launch_time

	damage = { min = 15 max = 25 }
	cooldown = 2.0
	range = @ESC_STRIKECRAFT_attack_range_bomber
	engagement_range = @ESC_STRIKECRAFT_engagement_range
	accuracy = @ESC_STRIKECRAFT_accuracy
	health = 120
	armor = 30
	shield = 0

	tracking = 0.70
	speed = @ESC_STRIKECRAFT_speed_4
	rotation_speed = @ESC_STRIKECRAFT_rot_speed_creature
	acceleration = @ESC_STRIKECRAFT_acceleration_creature
	evasion = @ESC_STRIKECRAFT_evasion

	hull_damage = @ESC_STRIKECRAFT_hull_damage_bomber
	armor_penetration = 0.75
    shield_penetration = @ESC_STRIKECRAFT_shield_penetration_bomber

	ship_behavior = "bombers_behavior"
	component_set = ESC_SWARMER_STRIKECRAFT_2
	prerequisites = { "esc_tech_swarm_strike_craft_2" }
	tags = { weapon_type_strike_craft weapon_swarm weapon_type_space_fauna }
	ai_tags = { weapon_role_point_defense carrier }
	point_defence_targets = { "strike_craft" }

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

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