############################################################
##            ESC : Strikecrafts : space fauna            ##
############################################################

# - Highbred Amoeba						S/M/L/X
#   - Genetically-Engineered Amoeba		S/M/L/X
#      - Perfect Space Organism			S/M/L/X
#   - Cybernetically-Augmented Amoeba	S/M/L/X
#      - Bionic Amoeba					S/M/L/X
# - Ravaging Swarmers					S/M/L/X

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

# small
strike_craft_component_template = {
	key = SMALL_ESC_AMOEBA_CREATURE_2
	size = small
	entity = "space_amoeba_small_entity"
	icon = GFX_esc_strikecrafts_amoeba_2
	icon_frame = 1

	weapon_type = point_defence
	projectile_gfx = "small_space_amoeba_weapon"

	resources = {
		category = ship_components
		cost = {
			food = @ESC_COST_WEAPON_s_t6_primary
		}
		upkeep = {
			food = 1
		}
	}

	count = 2 # @ESC_STRIKECRAFT_count_small
	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_CREATURE_2
	prerequisites = { "esc_tech_amoeba_2" }
	tags = { weapon_type_strike_craft weapon_type_space_fauna s_slot }
	ai_tags = { carrier weapon_role_anti_shield carrier }
	upgrades_to = SMALL_ESC_AMOEBA_BIO_CREATURE_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 }
		}
	}
}

# medium
strike_craft_component_template = {
	key = MEDIUM_ESC_AMOEBA_CREATURE_2
	size = medium
	entity = "space_amoeba_small_entity"
	icon = GFX_esc_strikecrafts_amoeba_2
	icon_frame = 1

	weapon_type = point_defence
	projectile_gfx = "small_space_amoeba_weapon"

	resources = {
		category = ship_components
		cost = {
			food = @ESC_COST_WEAPON_m_t6_primary
		}
		upkeep = {
			food = 1
		}
	}

	count = 4 # @ESC_STRIKECRAFT_count_medium
	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_CREATURE_2
	prerequisites = { "esc_tech_amoeba_2" }
	tags = { weapon_type_strike_craft weapon_type_space_fauna m_slot }
	ai_tags = { carrier weapon_role_anti_shield carrier }
	upgrades_to = MEDIUM_ESC_AMOEBA_BIO_CREATURE_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 }
		}
	}
}

# large
strike_craft_component_template = {
	key = LARGE_ESC_AMOEBA_CREATURE_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"

	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_CREATURE_2
	prerequisites = { "esc_tech_amoeba_2" }
	tags = { weapon_type_strike_craft weapon_type_space_fauna l_slot }
	ai_tags = { carrier weapon_role_anti_shield carrier }
	upgrades_to = LARGE_ESC_AMOEBA_BIO_CREATURE_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 }
		}
	}
}

# extra-large
strike_craft_component_template = {
	key = XL_ESC_AMOEBA_CREATURE_2
	size = extra_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"

	resources = {
		category = ship_components
		cost = {
			food = @ESC_COST_WEAPON_xl_t6_primary
		}
		upkeep = {
			food = 1
		}
	}

	count = 16 # @ESC_STRIKECRAFT_count_xl
	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_CREATURE_2
	prerequisites = { "esc_tech_amoeba_2" }
	tags = { weapon_type_strike_craft weapon_type_space_fauna x_slot }
	ai_tags = { carrier weapon_role_anti_shield carrier }
	upgrades_to = XL_ESC_AMOEBA_BIO_CREATURE_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             ##
############################################################

# small
strike_craft_component_template = {
	key = SMALL_ESC_AMOEBA_BIO_CREATURE_3
	size = small
	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"

	resources = {
		category = ship_components
		cost = {
			food = @ESC_COST_WEAPON_s_t7_primary
			exotic_gases = @ESC_COST_WEAPON_s_t7_special
		}
		upkeep = {
			food = 1
		}
	}

	count = 2 # @ESC_STRIKECRAFT_count_small
	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_CREATURE_3
	prerequisites = { "esc_tech_amoeba_3b" }
	tags = { weapon_type_strike_craft weapon_type_space_fauna s_slot }
	ai_tags = { carrier weapon_role_anti_shield carrier }
	upgrades_to = SMALL_ESC_AMOEBA_BIO_CREATURE_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 }
		}
	}
}

# medium
strike_craft_component_template = {
	key = MEDIUM_ESC_AMOEBA_BIO_CREATURE_3
	size = medium
	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"

	resources = {
		category = ship_components
		cost = {
			food = @ESC_COST_WEAPON_m_t7_primary
			exotic_gases = @ESC_COST_WEAPON_m_t7_special
		}
		upkeep = {
			food = 1
		}
	}

	count = 4 # @ESC_STRIKECRAFT_count_medium
	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_CREATURE_3
	prerequisites = { "esc_tech_amoeba_3b" }
	tags = { weapon_type_strike_craft weapon_type_space_fauna m_slot }
	ai_tags = { carrier weapon_role_anti_shield carrier }
	upgrades_to = LARGE_ESC_AMOEBA_BIO_CREATURE_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 }
		}
	}
}

# large
strike_craft_component_template = {
	key = LARGE_ESC_AMOEBA_BIO_CREATURE_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"

	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_CREATURE_3
	prerequisites = { "esc_tech_amoeba_3b" }
	tags = { weapon_type_strike_craft weapon_type_space_fauna l_slot }
	ai_tags = { carrier weapon_role_anti_shield carrier }
	upgrades_to = LARGE_ESC_AMOEBA_BIO_CREATURE_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 }
		}
	}
}

# extra-large
strike_craft_component_template = {
	key = XL_ESC_AMOEBA_BIO_CREATURE_3
	size = extra_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"

	resources = {
		category = ship_components
		cost = {
			food = @ESC_COST_WEAPON_xl_t7_primary
			exotic_gases = @ESC_COST_WEAPON_xl_t7_special
		}
		upkeep = {
			food = 1
		}
	}

	count = 16 # @ESC_STRIKECRAFT_count_xl
	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_CREATURE_3
	prerequisites = { "esc_tech_amoeba_3b" }
	tags = { weapon_type_strike_craft weapon_type_space_fauna x_slot }
	ai_tags = { carrier weapon_role_anti_shield carrier }
	upgrades_to = LARGE_ESC_AMOEBA_BIO_CREATURE_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                ##
############################################################

# small
strike_craft_component_template = {
	key = SMALL_ESC_AMOEBA_BIO_CREATURE_4
	size = small
	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"

	resources = {
		category = ship_components
		cost = {
			food = @ESC_COST_WEAPON_s_t8_primary
			exotic_gases = @ESC_COST_WEAPON_s_t8_special
		}
		upkeep = {
			food = 1
		}
	}

	count = 2 # @ESC_STRIKECRAFT_count_small
	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_CREATURE_4
	prerequisites = { "esc_tech_amoeba_4b" }
	tags = { weapon_type_strike_craft weapon_type_space_fauna s_slot }
	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 }
		}
	}
}

# medium
strike_craft_component_template = {
	key = MEDIUM_ESC_AMOEBA_BIO_CREATURE_4
	size = medium
	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"

	resources = {
		category = ship_components
		cost = {
			food = @ESC_COST_WEAPON_m_t8_primary
			exotic_gases = @ESC_COST_WEAPON_m_t8_special
		}
		upkeep = {
			food = 1
		}
	}

	count = 4 # @ESC_STRIKECRAFT_count_medium
	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_CREATURE_4
	prerequisites = { "esc_tech_amoeba_4b" }
	tags = { weapon_type_strike_craft weapon_type_space_fauna m_slot }
	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 }
		}
	}
}

# large
strike_craft_component_template = {
	key = LARGE_ESC_AMOEBA_BIO_CREATURE_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"

	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_CREATURE_4
	prerequisites = { "esc_tech_amoeba_4b" }
	tags = { weapon_type_strike_craft weapon_type_space_fauna l_slot }
	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 }
		}
	}
}

# extra-large
strike_craft_component_template = {
	key = XL_ESC_AMOEBA_BIO_CREATURE_4
	size = extra_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"

	resources = {
		category = ship_components
		cost = {
			food = @ESC_COST_WEAPON_xl_t8_primary
			exotic_gases = @ESC_COST_WEAPON_xl_t8_special
		}
		upkeep = {
			food = 1
		}
	}

	count = 16 # @ESC_STRIKECRAFT_count_xl
	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_CREATURE_4
	prerequisites = { "esc_tech_amoeba_4b" }
	tags = { weapon_type_strike_craft weapon_type_space_fauna x_slot }
	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             ##
############################################################

# small
strike_craft_component_template = {
	key = SMALL_ESC_AMOEBA_CYBER_CREATURE_3
	size = small
	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"

	resources = {
		category = ship_components
		cost = {
			food = @ESC_COST_WEAPON_s_t7_primary
			rare_crystals = @ESC_COST_WEAPON_s_t7_special
		}
		upkeep = {
			food = 1
		}
	}

	count = 2 # @ESC_STRIKECRAFT_count_small
	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_CREATURE_3
	prerequisites = { "esc_tech_amoeba_3c" }
	tags = { weapon_type_strike_craft weapon_type_space_fauna s_slot }
	ai_tags = { carrier weapon_role_anti_shield carrier }
	upgrades_to = SMALL_ESC_AMOEBA_CYBER_CREATURE_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 }
		}
	}
}

# medium
strike_craft_component_template = {
	key = MEDIUM_ESC_AMOEBA_CYBER_CREATURE_3
	size = medium
	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"

	resources = {
		category = ship_components
		cost = {
			food = @ESC_COST_WEAPON_m_t7_primary
			rare_crystals = @ESC_COST_WEAPON_m_t7_special
		}
		upkeep = {
			food = 1
		}
	}

	count = 4 # @ESC_STRIKECRAFT_count_medium
	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_CREATURE_3
	prerequisites = { "esc_tech_amoeba_3c" }
	tags = { weapon_type_strike_craft weapon_type_space_fauna m_slot }
	ai_tags = { carrier weapon_role_anti_shield carrier }
	upgrades_to = MEDIUM_ESC_AMOEBA_CYBER_CREATURE_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 }
		}
	}
}

# large
strike_craft_component_template = {
	key = LARGE_ESC_AMOEBA_CYBER_CREATURE_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"

	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_CREATURE_3
	prerequisites = { "esc_tech_amoeba_3c" }
	tags = { weapon_type_strike_craft weapon_type_space_fauna l_slot }
	ai_tags = { carrier weapon_role_anti_shield carrier }
	upgrades_to = LARGE_ESC_AMOEBA_CYBER_CREATURE_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 }
		}
	}
}

# extra-large
strike_craft_component_template = {
	key = XL_ESC_AMOEBA_CYBER_CREATURE_3
	size = extra_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"

	resources = {
		category = ship_components
		cost = {
			food = @ESC_COST_WEAPON_xl_t7_primary
			rare_crystals = @ESC_COST_WEAPON_xl_t7_special
		}
		upkeep = {
			food = 1
		}
	}

	count = 16 # @ESC_STRIKECRAFT_count_xl
	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_CREATURE_3
	prerequisites = { "esc_tech_amoeba_3c" }
	tags = { weapon_type_strike_craft weapon_type_space_fauna x_slot }
	ai_tags = { carrier weapon_role_anti_shield carrier }
	upgrades_to = XL_ESC_AMOEBA_CYBER_CREATURE_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                    ##
############################################################

# small
strike_craft_component_template = {
	key = SMALL_ESC_AMOEBA_CYBER_CREATURE_4
	size = small
	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"

	resources = {
		category = ship_components
		cost = {
			food = @ESC_COST_WEAPON_s_t8_primary
			rare_crystals = @ESC_COST_WEAPON_s_t8_special
		}
		upkeep = {
			food = 1
		}
	}

	count = 2 # @ESC_STRIKECRAFT_count_small
	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_CREATURE_4
	prerequisites = { "esc_tech_amoeba_4c" }
	tags = { weapon_type_strike_craft weapon_type_space_fauna s_slot }
	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 }
		}
	}
}

# medium
strike_craft_component_template = {
	key = MEDIUM_ESC_AMOEBA_CYBER_CREATURE_4
	size = medium
	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"

	resources = {
		category = ship_components
		cost = {
			food = @ESC_COST_WEAPON_m_t8_primary
			rare_crystals = @ESC_COST_WEAPON_m_t8_special
		}
		upkeep = {
			food = 1
		}
	}

	count = 4 # @ESC_STRIKECRAFT_count_medium
	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_CREATURE_4
	prerequisites = { "esc_tech_amoeba_4c" }
	tags = { weapon_type_strike_craft weapon_type_space_fauna m_slot }
	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 }
		}
	}
}

# large
strike_craft_component_template = {
	key = LARGE_ESC_AMOEBA_CYBER_CREATURE_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"

	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_CREATURE_4
	prerequisites = { "esc_tech_amoeba_4c" }
	tags = { weapon_type_strike_craft weapon_type_space_fauna l_slot }
	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 }
		}
	}
}

# extra-large
strike_craft_component_template = {
	key = XL_ESC_AMOEBA_CYBER_CREATURE_4
	size = extra_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"

	resources = {
		category = ship_components
		cost = {
			food = @ESC_COST_WEAPON_xl_t8_primary
			rare_crystals = @ESC_COST_WEAPON_xl_t8_special
		}
		upkeep = {
			food = 1
		}
	}

	count = 16 # @ESC_STRIKECRAFT_count_xl
	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_CREATURE_4
	prerequisites = { "esc_tech_amoeba_4c" }
	tags = { weapon_type_strike_craft weapon_type_space_fauna x_slot }
	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 }
		}
	}
}

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

# small
strike_craft_component_template = {
	key = SMALL_ESC_SWARMER_STRIKECRAFT_CREATURE_2
	size = small
	entity = "swarm_01_fighter_entity"
	icon = GFX_esc_strikecrafts_scourge_2
	icon_frame = 1

	weapon_type = point_defence
	projectile_gfx = "small_space_amoeba_weapon"

	resources = {
		category = ship_components
		cost = {
			food = @ESC_COST_WEAPON_s_t8_primary
			volatile_motes = @ESC_COST_WEAPON_s_t8_special
		}
		upkeep = {
			food = 1
		}
	}

	count = 2 # @ESC_STRIKECRAFT_count_small
	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_CREATURE_2
	prerequisites = { "esc_tech_swarm_strike_craft_2" }
	tags = { weapon_type_strike_craft weapon_swarm weapon_type_space_fauna s_slot }
	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 }
		}
	}
}

# medium
strike_craft_component_template = {
	key = MEDIUM_ESC_SWARMER_STRIKECRAFT_CREATURE_2
	size = medium
	entity = "swarm_01_fighter_entity"
	icon = GFX_esc_strikecrafts_scourge_2
	icon_frame = 1

	weapon_type = point_defence
	projectile_gfx = "small_space_amoeba_weapon"

	resources = {
		category = ship_components
		cost = {
			food = @ESC_COST_WEAPON_m_t8_primary
			volatile_motes = @ESC_COST_WEAPON_m_t8_special
		}
		upkeep = {
			food = 1
		}
	}

	count = 4 # @ESC_STRIKECRAFT_count_medium
	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_CREATURE_2
	prerequisites = { "esc_tech_swarm_strike_craft_2" }
	tags = { weapon_type_strike_craft weapon_swarm weapon_type_space_fauna m_slot }
	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 }
		}
	}
}

# large
strike_craft_component_template = {
	key = LARGE_ESC_SWARMER_STRIKECRAFT_CREATURE_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"

	resources = {
		category = ship_components
		cost = {
			food = @ESC_COST_WEAPON_l_t8_primary
			volatile_motes = @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 = 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_CREATURE_2
	prerequisites = { "esc_tech_swarm_strike_craft_2" }
	tags = { weapon_type_strike_craft weapon_swarm weapon_type_space_fauna l_slot }
	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 }
		}
	}
}

# extra-large
strike_craft_component_template = {
	key = XL_ESC_SWARMER_STRIKECRAFT_CREATURE_2
	size = extra_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"

	resources = {
		category = ship_components
		cost = {
			food = @ESC_COST_WEAPON_xl_t8_primary
			volatile_motes = @ESC_COST_WEAPON_xl_t8_special
		}
		upkeep = {
			food = 1
		}
	}

	count = 16 # @ESC_STRIKECRAFT_count_xl
	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_CREATURE_2
	prerequisites = { "esc_tech_swarm_strike_craft_2" }
	tags = { weapon_type_strike_craft weapon_swarm weapon_type_space_fauna x_slot }
	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 }
		}
	}
}
