#####################################################
####  ENERGY
#####################################################

### components that are shown in the ship designer :: energy weapons

### AE Laser
weapon_component_template = {
	key = "SMALL_ACOT_LASER_THETA"
	size = small
	icon = "GFX_ship_part_laser_theta"
	icon_frame = 1
	type = instant

	damage = { min = 190 max = 760 }
	windup = { min = 0 max = 10 }
	total_fire_time = 40
	range = 60
	accuracy = 0.9
	power = -275
	hull_damage = 1.75
	armor_penetration = 0
	armor_damage = 2.5
	shield_penetration = 0.0
	shield_damage = 1.0
	tracking = 0.5

	resources = {
		category = ship_components
		cost = {
			alloys = @s_theta_cost
			sm_sr_perfect_runic_energy = @s_theta_sr_cost
		}		
		upkeep = {
			energy = @s_theta_upkeep_energy
			alloys = @s_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_laser_theta" }
	component_set = "ACOT_LASER_THETA"
	projectile_gfx = "acot_theta_laser_s"
	tags = { weapon_type_energy weapon_type_acot_runic s_slot }
	ai_tags = { weapon_role_anti_armor }	
	ai_weight = {
		weight = 300	
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

weapon_component_template = {
	key = "MEDIUM_ACOT_LASER_THETA"
	size = medium
	icon = "GFX_ship_part_laser_theta"
	icon_frame = 1
	type = instant

	damage = { min = 570 max = 2280 }
	windup = { min = 0 max = 10 }
	total_fire_time = 40
	range = 80
	accuracy = 0.9
	power = -450
	hull_damage = 1.75
	armor_penetration = 0.0
	armor_damage = 2.5
	shield_penetration = 0.0
	shield_damage = 1.0
	tracking = 0.3

	resources = {
		category = ship_components
		cost = {
			alloys = @m_theta_cost
			sm_sr_perfect_runic_energy = @m_theta_sr_cost
		}		
		upkeep = {
			energy = @m_theta_upkeep_energy
			alloys = @m_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_laser_theta" }
	component_set = "ACOT_LASER_THETA"
	projectile_gfx = "acot_theta_laser_m"
	tags = { weapon_type_energy weapon_type_acot_runic m_slot }
	ai_tags = { weapon_role_anti_armor }	
	ai_weight = {
		weight = 300	
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

weapon_component_template = {
	key = "LARGE_ACOT_LASER_THETA"
	size = large
	icon = "GFX_ship_part_laser_theta"
	icon_frame = 1
	type = instant

	damage = { min = 1710 max = 6840 }
	windup = { min = 0 max = 10 }
	total_fire_time = 40
	range = 100
	accuracy = 0.9
	power = -825
	hull_damage = 1.75
	armor_penetration = 0.0
	armor_damage = 2.5
	shield_penetration = 0.0
	shield_damage = 1.0
	tracking = 0.05

	resources = {
		category = ship_components
		cost = {
			alloys = @l_pleb_theta_cost
			sm_sr_perfect_runic_energy = @l_pleb_theta_sr_cost
		}		
		upkeep = {
			energy = @l_pleb_theta_upkeep_energy
			alloys = @l_pleb_theta_upkeep_energy
		}
	}
	
	prerequisites = { "tech_laser_theta" }
	component_set = "ACOT_LASER_THETA"
	projectile_gfx = "acot_theta_laser_l"
	tags = { weapon_type_energy weapon_type_acot_runic l_slot }
	ai_tags = { weapon_role_anti_armor }
	ai_weight = {
		weight = 300	
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

########################################

### AutoLaser
weapon_component_template = {
	key = "SMALL_ACOT_AUTOLASER_THETA"
	size = small
	icon = "GFX_ship_part_auto_laser_theta"
	icon_frame = 1
	type = instant

	damage = { min = 265 max = 465 } #MINECRAFT
	windup = { min = 0 max = 0 }
	total_fire_time = 20
	range = 30
	accuracy = 1.0
	power = -275
	hull_damage = 2.50
	armor_penetration = 0.0
	armor_damage = 2.0
	shield_penetration = 0.0
	shield_damage = 0.4
	tracking = 0.7

	resources = {
		category = ship_components
		cost = {
			alloys = @s_theta_cost
			sm_sr_perfect_runic_energy = @s_theta_sr_cost
		}		
		upkeep = {
			alloys = @s_theta_upkeep_energy
		}
		upkeep = {
			trigger = {
				from = {
					country_uses_bio_ships = no
				}
			}
			energy = @s_theta_upkeep_energy
		}
		upkeep = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			food = @s_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_auto_laser_theta" }
	component_set = "ACOT_AUTOLASER_THETA"
	projectile_gfx = "acot_theta_laser_s"
	tags = { weapon_type_energy s_slot }
	ai_tags = { weapon_role_anti_armor gunship }

	ai_weight = {
		weight = 300	
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

weapon_component_template = {
	key = "MEDIUM_ACOT_AUTOLASER_THETA"
	size = medium
	icon = "GFX_ship_part_auto_laser_theta"
	icon_frame = 1
	type = instant

	damage = { min = 660 max = 1160 }
	windup = { min = 0 max = 0 }
	total_fire_time = 20
	range = 35
	accuracy = 1.0
	power = -450
	hull_damage = 2.50
	armor_penetration = 0.0
	armor_damage = 2.0
	shield_penetration = 0.0
	shield_damage = 0.4
	tracking = 0.5

	resources = {
		category = ship_components
		cost = {
			alloys = @m_theta_cost
			sm_sr_perfect_runic_energy = @m_theta_sr_cost
		}		
		upkeep = {
			alloys = @m_theta_upkeep_energy
		}
		upkeep = {
			trigger = {
				from = {
					country_uses_bio_ships = no
				}
			}
			energy = @m_theta_upkeep_energy
		}
		upkeep = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			food = @m_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_auto_laser_theta" }
	component_set = "ACOT_AUTOLASER_THETA"
	projectile_gfx = "acot_theta_laser_m"
	tags = { weapon_type_energy m_slot }
	ai_tags = { weapon_role_anti_armor gunship }	

	ai_weight = {
		weight = 300
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

weapon_component_template = {
	key = "LARGE_ACOT_AUTOLASER_THETA"
	size = large
	icon = "GFX_ship_part_auto_laser_theta"
	icon_frame = 1
	type = instant

	damage = { min = 1590 max = 2780 }
	windup = { min = 0 max = 0 }
	total_fire_time = 20
	range = 40
	accuracy = 1.0
	power = -825
	hull_damage = 2.50
	armor_penetration = 0.0
	armor_damage = 2.0
	shield_penetration = 0.0
	shield_damage = 0.4
	tracking = 0.3

	resources = {
		category = ship_components
		cost = {
			alloys = @l_pleb_theta_cost
			sm_sr_perfect_runic_energy = @l_pleb_theta_sr_cost
		}		
		upkeep = {
			alloys = @l_pleb_theta_upkeep_energy
		}
		upkeep = {
			trigger = {
				from = {
					country_uses_bio_ships = no
				}
			}
			energy = @l_pleb_theta_upkeep_energy
		}
		upkeep = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			food = @l_pleb_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_auto_laser_theta" }
	component_set = "ACOT_AUTOLASER_THETA"
	projectile_gfx = "acot_theta_laser_l"
	tags = { weapon_type_energy l_slot }
	ai_tags = { weapon_role_anti_armor gunship }

	ai_weight = {
		weight = 300
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

### AE Plasma
weapon_component_template = {
	key = "SMALL_ACOT_PLASMA_THETA"
	size = small
	icon = "GFX_ship_part_plasma_theta"
	icon_frame = 1
	type = instant

	damage = { min = 265 max = 1060 }
	windup = { min = 0 max = 10 }
	total_fire_time = 70
	range = 60
	accuracy = 0.8
	power = -250
	hull_damage = 2.00
	armor_penetration = 0.0
	armor_damage = 3.5
	shield_penetration = 0.0
	shield_damage = 1.0
	tracking = 0.4

	resources = {
		category = ship_components
		cost = {
			alloys = @s_theta_cost
			sm_sr_perfect_runic_energy = @s_theta_sr_cost
		}		
		upkeep = {
			energy = @s_theta_upkeep_energy
			alloys = @s_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_plasma_theta" }
	component_set = "ACOT_PLASMA_THETA"
	projectile_gfx = "acot_plasma_cannon_theta_s"
	tags = { weapon_type_energy weapon_type_acot_runic s_slot }
	ai_tags = { weapon_role_anti_armor }
	ai_weight = {
		weight = 300
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

weapon_component_template = {
	key = "MEDIUM_ACOT_PLASMA_THETA"
	size = medium
	icon = "GFX_ship_part_plasma_theta"
	icon_frame = 1
	type = instant

	damage = { min = 795 max = 3180 }
	windup = { min = 0 max = 10 }
	total_fire_time = 70
	range = 80
	accuracy = 0.8
	power = -450
	hull_damage = 2.0
	armor_penetration = 0.0
	armor_damage = 3.5
	shield_penetration = 0.0
	shield_damage = 1.0
	tracking = 0.2

	resources = {
		category = ship_components
		cost = {
			alloys = @m_theta_cost
			sm_sr_perfect_runic_energy = @m_theta_sr_cost
		}		
		upkeep = {
			energy = @m_theta_upkeep_energy
			alloys = @m_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_plasma_theta" }
	component_set = "ACOT_PLASMA_THETA"
	projectile_gfx = "acot_plasma_cannon_theta_m"
	tags = { weapon_type_energy weapon_type_acot_runic m_slot }
	ai_tags = { weapon_role_anti_armor }
	ai_weight = {
		weight = 300
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

weapon_component_template = {
	key = "LARGE_ACOT_PLASMA_THETA"
	size = large
	icon = "GFX_ship_part_plasma_theta"
	icon_frame = 1
	type = instant

	damage = { min = 2385 max = 9540 }
	windup = { min = 0 max = 10 }
	total_fire_time = 70
	range = 100
	accuracy = 0.8
	power = -900
	hull_damage = 2.0
	armor_penetration = 0.0
	armor_damage = 3.5
	shield_penetration = 0.0
	shield_damage = 1.0
	tracking = 0.05

	resources = {
		category = ship_components
		cost = {
			alloys = @l_pleb_theta_cost
			sm_sr_perfect_runic_energy = @l_pleb_theta_sr_cost
		}		
		upkeep = {
			energy = @l_pleb_theta_upkeep_energy
			alloys = @l_pleb_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_plasma_theta" }
	component_set = "ACOT_PLASMA_THETA"
	projectile_gfx = "acot_plasma_cannon_theta_l"
	tags = { weapon_type_energy weapon_type_acot_runic l_slot }
	ai_tags = { weapon_role_anti_armor }
	ai_weight = {
		weight = 300
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

### AE Disruptor
weapon_component_template = {
	key = "SMALL_ACOT_DISRUPTOR_THETA"
	size = small
	icon = "GFX_ship_part_disruptor_theta"
	icon_frame = 1
	type = instant

	on_hit = {
		hidden_effect = {
			set_variable_to_random_value = {
				which = acot_disruptor_heal_amount
				min = 1
				max = 760
				rounded = yes
			}
			from = {
				if = {
					limit = {
						has_hp_percentage < 0.99
					}
					repair_amount = acot_disruptor_heal_amount
				}
				else_if = {
					limit = {
						has_armor_percentage < 0.99
					}
					repair_armor_amount = acot_disruptor_heal_amount
				}
				else = {
					repair_shield_amount = acot_disruptor_heal_amount
				}
			}
			clear_variable = acot_disruptor_heal_amount
		}
		custom_tooltip = "acot_disruptor_healing_tt"
	}

	damage = { min = 1 max = 760 }
	windup = { min = 0 max = 10 }
	total_fire_time = 30
	range = 60
	accuracy = 1.0
	power = -250
	hull_damage = 1.50
	armor_penetration = 2.0
	armor_damage = 1.0
	shield_penetration = 2.0 
	shield_damage = 1.0
	tracking = 0.6

	resources = {
		category = ship_components
		cost = {
			alloys = @s_theta_cost
			sm_sr_perfect_runic_energy = @s_theta_sr_cost
		}		
		upkeep = {
			energy = @s_theta_upkeep_energy
			alloys = @s_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_disruptor_theta" }
	component_set = "ACOT_DISRUPTOR_THETA"
	projectile_gfx = "acot_disruptor_theta_small"
	tags = { weapon_type_energy weapon_type_acot_runic s_slot }
	ai_tags = { weapon_role_anti_hull brawler brawler_stealth }
	ai_weight = {
		weight = 3	
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

weapon_component_template = {
	key = "MEDIUM_ACOT_DISRUPTOR_THETA"
	size = medium
	icon = "GFX_ship_part_disruptor_theta"
	icon_frame = 1
	type = instant

	on_hit = {
		hidden_effect = {
			set_variable_to_random_value = {
				which = acot_disruptor_heal_amount
				min = 1
				max = 2280
				rounded = yes
			}
			from = {
				if = {
					limit = {
						has_hp_percentage < 0.99
					}
					repair_amount = acot_disruptor_heal_amount
				}
				else_if = {
					limit = {
						has_armor_percentage < 0.99
					}
					repair_armor_amount = acot_disruptor_heal_amount
				}
				else = {
					repair_shield_amount = acot_disruptor_heal_amount
				}
			}
			clear_variable = acot_disruptor_heal_amount
		}
		custom_tooltip = "acot_disruptor_healing_tt"
	}

	damage = { min = 1 max = 2280 } # DO NOT  TRUST SHEPHERD
	windup = { min = 0 max = 10 }
	total_fire_time = 30
	range = 80
	accuracy = 1.0
	power = -450
	hull_damage = 1.50
	armor_penetration = 2.0
	armor_damage = 1.0
	shield_penetration = 2.0 
	shield_damage = 1.0
	tracking = 0.35

	resources = {
		category = ship_components
		cost = {
			alloys = @m_theta_cost
			sm_sr_perfect_runic_energy = @m_theta_sr_cost
		}		
		upkeep = {
			energy = @m_theta_upkeep_energy
			alloys = @m_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_disruptor_theta" }
	component_set = "ACOT_DISRUPTOR_THETA"
	projectile_gfx = "acot_disruptor_theta_medium"
	tags = { weapon_type_energy weapon_type_acot_runic m_slot }
	ai_tags = { weapon_role_anti_hull brawler brawler_stealth }
	ai_weight = {
		weight = 3	
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
} 

weapon_component_template = {
	key = "LARGE_ACOT_DISRUPTOR_THETA"
	size = large
	icon = "GFX_ship_part_disruptor_theta"
	icon_frame = 1
	type = instant

	on_hit = {
		hidden_effect = {
			set_variable_to_random_value = {
				which = acot_disruptor_heal_amount
				min = 1
				max = 6840
				rounded = yes
			}
			from = {
				if = {
					limit = {
						has_hp_percentage < 0.99
					}
					repair_amount = acot_disruptor_heal_amount
				}
				else_if = {
					limit = {
						has_armor_percentage < 0.99
					}
					repair_armor_amount = acot_disruptor_heal_amount
				}
				else = {
					repair_shield_amount = acot_disruptor_heal_amount
				}
			}
			clear_variable = acot_disruptor_heal_amount
		}
		custom_tooltip = "acot_disruptor_healing_tt"
	}

	damage = { min = 1 max = 6840 } # DO NOT  TRUST SHEPHERD
	windup = { min = 0 max = 10 }
	total_fire_time = 30
	range = 100
	accuracy = 1.0
	power = -450
	hull_damage = 1.50
	armor_penetration = 2.0
	armor_damage = 1.0
	shield_penetration = 2.0 
	shield_damage = 1.0
	tracking = 0.15

	resources = {
		category = ship_components
		cost = {
			alloys = @l_pleb_theta_cost
			sm_sr_perfect_runic_energy = @l_pleb_theta_sr_cost
		}		
		upkeep = {
			energy = @l_pleb_theta_upkeep_energy
			alloys = @l_pleb_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_disruptor_theta" }
	component_set = "ACOT_DISRUPTOR_THETA"
	projectile_gfx = "acot_disruptor_theta_medium"
	tags = { weapon_type_energy weapon_type_acot_runic l_slot }
	ai_tags = { weapon_role_anti_hull brawler brawler_stealth }
	ai_weight = {
		weight = 3	
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
} 

weapon_component_template = {
	key = "ACOT_DISRUPTOR_LANCE_THETA"
	size = large
	icon = "GFX_ship_part_disruptor_lance_theta"
	icon_frame = 1
	type = instant

	on_hit = {
		hidden_effect = {
			set_variable_to_random_value = {
				which = acot_disruptor_heal_amount
				min = 705
				max = 7155
				rounded = yes
			}
			from = {
				if = {
					limit = {
						has_hp_percentage < 0.99
					}
					repair_amount = acot_disruptor_heal_amount
				}
				else_if = {
					limit = {
						has_armor_percentage < 0.99
					}
					repair_armor_amount = acot_disruptor_heal_amount
				}
				else = {
					repair_shield_amount = acot_disruptor_heal_amount
				}
			}
			clear_variable = acot_disruptor_heal_amount
		}
		custom_tooltip = "acot_disruptor_healing_tt"
	}

	damage = { min = 705 max = 7155 }
	windup = { min = 1 max = 11 }
	total_fire_time = 25
	range = 140
	min_range = 40
	accuracy = 1.0
	power = 1300
	hull_damage = 2.00
	armor_penetration = 2.0
	armor_damage = 1.0
	shield_penetration = 2.0 
	shield_damage = 1.0
	tracking = 0

	resources = {
		category = ship_components
		cost = {
			alloys = @l_true_theta_cost
			sm_sr_perfect_runic_energy = @l_true_theta_sr_cost
		}		
		upkeep = {
			alloys = @l_true_theta_upkeep_energy
		}
		upkeep = {
			trigger = {
				from = {
					country_uses_bio_ships = no
				}
			}
			energy = @l_true_theta_upkeep_energy
		}
		upkeep = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			food = @l_true_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_disruptor_lance_theta" }
	component_set = "ACOT_DISRUPTOR_LANCE_THETA"
	projectile_gfx = "acot_disruptor_theta_medium"

	tags = { weapon_type_energy weapon_type_acot_runic l_slot weapon_role_artillery }
	ai_tags = { weapon_role_artillery artillery artillery_stealth }
	ai_tag_weight = 0
	ai_weight = {
		weight = 300
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

### AE Launcher
weapon_component_template = {
	key = "ACOT_ENERGY_CANNON_THETA"
	size = large
	icon = "GFX_ship_part_energy_cannon_theta"
	icon_frame = 1
	type = instant

	damage = { min = 4770 max = 19080 }
	windup = { min = 20 max = 30 }
	total_fire_time = 40
	range = 150
	accuracy = 0.9
	power = -1300
	hull_damage = 2.5
	armor_penetration = 0.0
	armor_damage = 2.5
	shield_penetration = 0.0
	shield_damage = 1.0
	tracking = 0.10

	min_range = 50

	resources = {
		category = ship_components
		cost = {
			alloys = @l_true_theta_cost
			sm_sr_perfect_runic_energy = @l_true_theta_sr_cost
		}		
		upkeep = {
			energy = @l_true_theta_upkeep_energy
			alloys = @l_true_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_super_detablizer_theta" }
	component_set = "ACOT_ENERGY_CANNON_THETA"
	projectile_gfx = "acot_energy_torpedoes_theta"
	tags = { weapon_type_energy weapon_type_acot_runic l_slot }
	ai_tags = { weapon_role_anti_shield weapon_role_artillery }
	ai_weight = {
		weight = 300
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

### AE Launcher
weapon_component_template = {
	key = "ACOT_ENERGY_TORPEDO_THETA"
	size = torpedo
	icon = "GFX_ship_part_energy_torpedo_theta"
	icon_frame = 1
	type = instant

	damage = { min = 2100 max = 3154 }
	windup = { min = 25 max = 100 }
	total_fire_time = 150
	range = 130
	min_range = 0
	accuracy = 0.9
	power = -1600
	hull_damage = 2.50
	armor_penetration = 0.0
	armor_damage = 2.5
	shield_penetration = 1.0
	shield_damage = 1.00
	tracking = 0.05
	size_damage_factor = 1

	resources = {
		category = ship_components
		cost = {
			alloys = @m_theta_cost
			sm_sr_perfect_runic_energy = @m_theta_sr_cost
		}		
		upkeep = {
			energy = @m_theta_upkeep_energy
			alloys = @m_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_energy_torpedo_theta" }
	component_set = "ACOT_ENERGY_TORPEDO_THETA"
	projectile_gfx = "acot_energy_torpedo_theta"
	tags = { weapon_type_energy weapon_type_explosive weapon_type_acot_runic g_slot }
	ai_tags = { weapon_role_anti_shield weapon_role_artillery }
	ai_weight = {
		weight = 4000
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

weapon_component_template = {
	key = "ACOT_ENERGY_TORPEDO_MEDIUM_THETA"
	size = medium
	icon = "GFX_ship_part_energy_torpedo_theta"
	icon_frame = 1
	type = instant

	damage = { min = 2100 max = 3154 }
	windup = { min = 25 max = 100 }
	total_fire_time = 150
	range = 130
	min_range = 0
	accuracy = 0.9
	power = -1600
	hull_damage = 2.50
	armor_penetration = 0.0
	armor_damage = 2.5
	shield_penetration = 1.0
	shield_damage = 1.00
	tracking = 0.05
	size_damage_factor = 1

	resources = {
		category = ship_components
		cost = {
			alloys = @m_theta_cost
			sm_sr_perfect_runic_energy = @m_theta_sr_cost
		}		
		upkeep = {
			energy = @m_theta_upkeep_energy
			alloys = @m_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_energy_torpedo_theta" }
	component_set = "ACOT_ENERGY_TORPEDO_THETA"
	projectile_gfx = "acot_energy_torpedo_theta"
	tags = { weapon_type_energy weapon_type_explosive weapon_type_acot_runic m_slot }
	ai_tags = { weapon_role_anti_shield weapon_role_artillery }
	ai_weight = {
		weight = 4000
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

### CCM
weapon_component_template = {
	key = "ACOT_CMM_THETA"
	size = point_defence
	icon = "GFX_ship_part_cmm_theta"
	icon_frame = 1
	type = point_defence

	damage = { min = 530 max = 1060 }
	windup = { min = 0 max = 0 }
	total_fire_time = 20
	min_range = 30
	range = 100
	accuracy = 1
	power = 0 #@s_re_power_cost
	hull_damage = 1.1
	armor_penetration = 0.0
	armor_damage = 1.1
	shield_penetration = 1.0
	shield_damage = 1.0
	tracking = 0.80

	resources = {
		category = ship_components
		cost = {
			alloys = 0 #@s_re_cost
			sr_dark_matter = 0 #@s_re_sr_cost
			sm_sr_perfect_runic_energy = 0 #@s_re_sr2_cost
		}		
		upkeep = {
			alloys = 0 #@s_re_upkeep_alloys
		}
		upkeep = {
			trigger = {
				from = {
					country_uses_bio_ships = no
				}
			}
			energy = 0 #@s_re_upkeep_energy
		}
		upkeep = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			food = 0 #@s_re_upkeep_energy
		}
	}

	potential = {
		OR = {
			ship_uses_weaver_components = no
			AND = {
				ship_uses_weaver_components = yes
				from = {
					has_technology = tech_acot_bio_weapons_enig
				}
			}
		}
	}

	prerequisites = { "tech_cmm_theta" }
	component_set = "ACOT_CMM_PD_THETA"
	projectile_gfx = "acot_missile_cmm_re"
	tags = { weapon_type_point_defense weapon_type_explosive weapon_type_acot_runic }
	ai_tags = { weapon_role_point_defense screen }

	ai_weight = {
		weight = 300	
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
	point_defence_targets = { "missile" "strike_craft" }
}

weapon_component_template = {
	key = "SMALL_ACOT_CMM_THETA"
	size = small
	icon = "GFX_ship_part_cmm_theta"
	icon_frame = 1
	type = point_defence

	damage = { min = 530 max = 1060 }
	windup = { min = 0 max = 0 }
	total_fire_time = 20
	min_range = 30
	range = 100
	accuracy = 1
	power = -175
	hull_damage = 1.1
	armor_penetration = 0.0
	armor_damage = 1.1
	shield_penetration = 1.0
	shield_damage = 1.0
	tracking = 0.80

	resources = {
		category = ship_components
		cost = {
			alloys = @s_theta_cost
			sm_sr_perfect_runic_energy = @m_theta_sr_cost
		}		
		upkeep = {
			alloys = @s_theta_upkeep_energy
		}
		upkeep = {
			trigger = {
				from = {
					country_uses_bio_ships = no
				}
			}
			energy = @s_theta_upkeep_energy
		}
		upkeep = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			food = @s_theta_upkeep_energy
		}
	}

	potential = {
		OR = {
			ship_uses_weaver_components = no
			AND = {
				ship_uses_weaver_components = yes
				from = {
					has_technology = tech_acot_bio_weapons_enig
				}
			}
		}
	}

	prerequisites = { "tech_cmm_theta" }
	component_set = "ACOT_CMM_THETA"
	projectile_gfx = "acot_missile_cmm_re"
	tags = { weapon_type_point_defense weapon_type_explosive weapon_type_acot_runic }
	ai_tags = { weapon_role_point_defense screen }

	ai_weight = {
		weight = 300	
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
	point_defence_targets = { "missile" "strike_craft" }
}

weapon_component_template = {
	key = "MEDIUM_ACOT_CMM_THETA"
	size = medium
	icon = "GFX_ship_part_cmm_theta"
	icon_frame = 1
	type = point_defence

	damage = { min = 1060 max = 2120 }
	windup = { min = 0 max = 0 }
	total_fire_time = 40
	min_range = 50
	range = 140
	accuracy = 1
	power = -350
	hull_damage = 1.1
	armor_penetration = 0.0
	armor_damage = 1.1
	shield_penetration = 1.0
	shield_damage = 1.0
	tracking = 0.80

	# oh my god i have to add this to every component
	resources = {
		category = ship_components
		cost = {
			alloys = @m_theta_cost
			sm_sr_perfect_runic_energy = @m_theta_sr_cost
		}		
		upkeep = {
			alloys = @m_theta_upkeep_energy
		}
		upkeep = {
			trigger = {
				from = {
					country_uses_bio_ships = no
				}
			}
			energy = @m_theta_upkeep_energy
		}
		upkeep = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			food = @m_theta_upkeep_energy
		}
	}

	potential = {
		OR = {
			ship_uses_weaver_components = no
			AND = {
				ship_uses_weaver_components = yes
				from = {
					has_technology = tech_acot_bio_weapons_enig
				}
			}
		}
	}

	prerequisites = { "tech_cmm_theta" }
	component_set = "ACOT_CMM_THETA"
	projectile_gfx = "acot_missile_cmm_re"
	tags = { weapon_type_point_defense weapon_type_explosive weapon_type_acot_runic }
	ai_tags = { weapon_role_point_defense screen }

	ai_weight = {
		weight = 300	
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
	point_defence_targets = { "missile" "strike_craft" }
}

### AE PD
weapon_component_template = {
	key = "ACOT_POINT_DEFENSE_THETA"
	size = point_defence
	type = point_defence
	icon = "GFX_ship_part_point_defense_theta"
	icon_frame = 1

	damage = { min = 65 max = 130 }
	windup = { min = 0 max = 0 }
	total_fire_time = 5
	range = 30
	accuracy = 0.75
	power = -175
	hull_damage = 1.5
	armor_penetration = 0.0
	armor_damage = 1.5
	shield_penetration = 0.0
	shield_damage = 1.0
	tracking = 0.8
	
	resources = {
		category = ship_components
		cost = {
			alloys = @s_theta_cost
			sm_sr_perfect_runic_energy = @s_theta_sr_cost
		}		
		upkeep = {
			energy = @s_theta_upkeep_energy
			alloys = @s_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_point_defense_theta" }
	component_set = "ACOT_POINT_DEFENSE_THETA"
	projectile_gfx = "acot_point_defence_laser_theta"
	tags = { weapon_type_point_defense weapon_type_energy weapon_type_acot_runic }
	ai_tags = { weapon_role_point_defense screen }
	ai_weight = {
		weight = 300	
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
	point_defence_targets = { "missile" "strike_craft" }
}

weapon_component_template = {
	key = "SMALL_ACOT_POINT_DEFENSE_THETA"
	size = small
	type = point_defence
	icon = "GFX_ship_part_point_defense_theta"
	icon_frame = 1

	damage = { min = 65 max = 130 }
	windup = { min = 0 max = 0 }
	total_fire_time = 5
	range = 30
	accuracy = 0.75
	power = -175
	hull_damage = 1.5
	armor_penetration = 0.0
	armor_damage = 1.5
	shield_penetration = 0.0
	shield_damage = 1.0
	tracking = 0.8
	
	resources = {
		category = ship_components
		cost = {
			alloys = @s_theta_cost
			sm_sr_perfect_runic_energy = @s_theta_sr_cost
		}		
		upkeep = {
			energy = @s_theta_upkeep_energy
			alloys = @s_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_point_defense_theta" }
	component_set = "ACOT_POINT_DEFENSE_THETA"
	projectile_gfx = "acot_point_defence_laser_theta"
	tags = { weapon_type_point_defense weapon_type_energy weapon_type_acot_runic s_slot }
	ai_tags = { weapon_role_point_defense screen }
	ai_weight = {
		weight = 300	
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
	point_defence_targets = { "missile" }
}

weapon_component_template = {
	key = "MEDIUM_ACOT_POINT_DEFENSE_THETA"
	size = medium
	type = point_defence
	icon = "GFX_ship_part_point_defense_theta"
	icon_frame = 1

	damage = { min = 130 max = 260 }
	windup = { min = 0 max = 0 }
	total_fire_time = 10
	min_range = 20
	range = 80
	accuracy = 0.75
	power = -350
	hull_damage = 1.5
	armor_penetration = 0.0
	armor_damage = 1.5
	shield_penetration = 0.0
	shield_damage = 1.0
	tracking = 0.8
	
	resources = {
		category = ship_components
		cost = {
			alloys = @m_theta_cost
			sm_sr_perfect_runic_energy = @m_theta_sr_cost
		}		
		upkeep = {
			energy = @m_theta_upkeep_energy
			alloys = @m_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_point_defense_theta" }
	component_set = "ACOT_POINT_DEFENSE_THETA"
	projectile_gfx = "acot_point_defence_laser_theta"
	tags = { weapon_type_point_defense weapon_type_energy weapon_type_acot_runic m_slot }
	ai_tags = { weapon_role_point_defense screen }
	ai_weight = {
		weight = 300	
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
	point_defence_targets = { "missile" "strike_craft" }
}
#####################################################
####  KINETIC
#####################################################

### components that are shown in the ship designer :: kinetic weapons

### AE Gauss
weapon_component_template = {
	key = "SMALL_ACOT_MASS_DRIVER_THETA"
	size = small
	icon = "GFX_ship_part_mass_driver_theta"
	icon_frame = 1	
	type = instant

	damage = { min = 300 max = 1200 }
	windup = { min = 1.0 max = 18.0 }
	total_fire_time = 25
	range = 60
	accuracy = 0.75
	power = -275
	hull_damage = 1.0
	armor_penetration = 0.0
	armor_damage = 1.0
	shield_penetration = 0.0
	shield_damage = 2.5
	tracking = 0.5

	resources = {
		category = ship_components
		cost = {
			alloys = @s_theta_cost
			sm_sr_perfect_runic_energy = @s_theta_sr_cost
		}		
		upkeep = {
			energy = @s_theta_upkeep_energy
			alloys = @s_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_mass_driver_theta" }
	component_set = "ACOT_MASS_DRIVER_THETA"
	projectile_gfx = "acot_mass_driver_theta_s"
	tags = { weapon_type_kinetic weapon_type_acot_runic s_slot }
	ai_tags = { weapon_role_anti_shield }
	ai_weight = {
		weight = 300
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

weapon_component_template = {
	key = "MEDIUM_ACOT_MASS_DRIVER_THETA"
	size = medium
	icon = "GFX_ship_part_mass_driver_theta"
	icon_frame = 1	
	type = instant

	damage = { min = 900 max = 3600 }
	windup = { min = 1.0 max = 18.0 }
	total_fire_time = 25
	range = 80
	accuracy = 0.75
	power = -475
	hull_damage = 1.0
	armor_penetration = 0.0
	armor_damage = 1.0
	shield_penetration = 0.0
	shield_damage = 2.5
	tracking = 0.3

	resources = {
		category = ship_components
		cost = {
			alloys = @m_theta_cost
			sm_sr_perfect_runic_energy = @m_theta_sr_cost
		}		
		upkeep = {
			energy = @m_theta_upkeep_energy
			alloys = @m_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_mass_driver_theta" }
	component_set = "ACOT_MASS_DRIVER_THETA"
	projectile_gfx = "acot_mass_driver_theta_m"
	tags = { weapon_type_kinetic weapon_type_acot_runic m_slot }
	ai_tags = { weapon_role_anti_shield }
	ai_weight = {
		weight = 300
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

weapon_component_template = {
	key = "LARGE_ACOT_MASS_DRIVER_THETA"
	size = large
	icon = "GFX_ship_part_mass_driver_theta"
	icon_frame = 1	
	type = instant

	damage = { min = 2700 max = 10800 }
	windup = { min = 1.0 max = 18.0 }
	total_fire_time = 25
	range = 100
	accuracy = 0.75
	power = -825
	hull_damage = 1.0
	armor_penetration = 0.0
	armor_damage = 1.0
	shield_penetration = 0.0
	shield_damage = 2.5
	tracking = 0.05

	resources = {
		category = ship_components
		cost = {
			alloys = @l_pleb_theta_cost
			sm_sr_perfect_runic_energy = @l_pleb_theta_sr_cost
		}		
		upkeep = {
			energy = @l_pleb_theta_upkeep_energy
			alloys = @l_pleb_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_mass_driver_theta" }
	component_set = "ACOT_MASS_DRIVER_THETA"
	projectile_gfx = "acot_mass_driver_theta_l"
	tags = { weapon_type_kinetic weapon_type_acot_runic l_slot }
	ai_tags = { weapon_role_anti_shield }
	ai_weight = {
		weight = 300
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

### AE Autocannon
weapon_component_template = {
	key = "ACOT_AUTOCANNON_THETA"
	size = small
	icon = "GFX_ship_part_autocannon_theta"
	icon_frame = 1
	type = instant

	damage = { min = 9 max = 18 }
	windup = { min = 0 max = 0 }
	total_fire_time = 1
	range = 30
	accuracy = 0.85
	power = -250
	hull_damage = 1.5 
	armor_penetration = 0.0
	armor_damage = 1.0
	shield_penetration = 0.0
	shield_damage = 2.5
	tracking = 0.75	

	resources = {
		category = ship_components
		cost = {
			alloys = @s_theta_cost
			sm_sr_perfect_runic_energy = @s_theta_sr_cost
		}		
		upkeep = {
			energy = @s_theta_upkeep_energy
			alloys = @s_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_autocannon_theta" }
	component_set = "ACOT_AUTOCANNON_THETA"
	projectile_gfx = "acot_auto_cannons_theta_l"
	tags = { weapon_type_kinetic weapon_type_acot_runic s_slot }
	ai_tags = { weapon_role_anti_shield }
	ai_weight = {
		weight = 300
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
} 

weapon_component_template = {
	key = "MEDIUM_ACOT_AUTOCANNON_THETA"
	size = medium
	icon = "GFX_ship_part_autocannon_theta"
	icon_frame = 1
	type = instant

	damage = { min = 27 max = 54 }
	windup = { min = 0 max = 0 }
	total_fire_time = 1
	range = 55
	accuracy = 0.85
	power = -500
	hull_damage = 1.5 
	armor_penetration = 0.0
	armor_damage = 1.0
	shield_penetration = 0.0
	shield_damage = 2.5
	tracking = 0.60	

	resources = {
		category = ship_components
		cost = {
			alloys = @m_theta_cost
			sm_sr_perfect_runic_energy = @m_theta_sr_cost
		}		
		upkeep = {
			energy = @m_theta_upkeep_energy
			alloys = @m_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_autocannon_theta" }
	component_set = "ACOT_AUTOCANNON_THETA"
	projectile_gfx = "acot_auto_cannons_theta_l"
	tags = { weapon_type_kinetic weapon_type_acot_runic m_slot }
	ai_tags = { weapon_role_anti_shield }
	ai_weight = {
		weight = 300
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
} 

weapon_component_template = {
	key = "LARGE_ACOT_AUTOCANNON_THETA"
	size = large
	icon = "GFX_ship_part_autocannon_theta"
	icon_frame = 1
	type = instant

	damage = { min = 81 max = 162 }
	windup = { min = 0 max = 0 }
	total_fire_time = 1
	range = 80
	accuracy = 0.85
	power = -500
	hull_damage = 1.5 
	armor_penetration = 0.0
	armor_damage = 1.0
	shield_penetration = 0.0
	shield_damage = 2.5
	tracking = 0.45

	resources = {
		category = ship_components
		cost = {
			alloys = @l_pleb_theta_cost
			sm_sr_perfect_runic_energy = @l_pleb_theta_sr_cost
		}		
		upkeep = {
			energy = @l_pleb_theta_upkeep_energy
			alloys = @l_pleb_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_autocannon_theta" }
	component_set = "ACOT_AUTOCANNON_THETA"
	projectile_gfx = "acot_auto_cannons_theta_l"
	tags = { weapon_type_kinetic weapon_type_acot_runic l_slot }
	ai_tags = { weapon_role_anti_shield }
	ai_weight = {
		weight = 300
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
} 

### AE Giga LARGE
weapon_component_template = {
	key = "ACOT_MASS_ACCELERATOR_THETA_LARGE" ################ these are the "aquila macrocannons" 
	size = torpedo
	icon = "GFX_ship_part_large_accelerator_theta"
	icon_frame = 1	
	type = instant

    damage = { min = 162 max = 324 }
	windup = { min = 0 max = 0 }
	total_fire_time = 1
	range = 30
	accuracy = 0.80
	power = -1300
	hull_damage = 1.50
	armor_penetration = 0.0
	armor_damage = 1.0
	shield_penetration = 0.0
	shield_damage = 2.5
	tracking = 0.45


	resources = {
		category = ship_components
		cost = {
			alloys = @m_theta_cost
			sm_sr_perfect_runic_energy = @m_theta_sr_cost
		}		
		upkeep = {
			energy = @m_theta_upkeep_energy
			alloys = @m_theta_upkeep_energy
		}
	}

	prerequisites = { tech_dakka_autocannon_theta }
	component_set = "ACOT_MASS_ACCELERATOR_THETA_LARGE"
	projectile_gfx = "acot_dakka_cannon_theta"
	tags = { weapon_type_kinetic weapon_type_acot_runic m_slot }
	ai_tags = { weapon_role_anti_shield }
	ai_weight = {
		weight = 300
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

weapon_component_template = {
	key = "ACOT_MASS_ACCELERATOR_THETA_LARGE_MEDIUM" ####### medium aquila macrocannon
	size = medium
	icon = "GFX_ship_part_large_accelerator_theta"
	icon_frame = 1	
	type = instant

    damage = { min = 162 max = 324 }
	windup = { min = 0 max = 0 }
	total_fire_time = 1
	range = 30
	accuracy = 0.80
	power = -1300
	hull_damage = 1.50
	armor_penetration = 0.0
	armor_damage = 1.0
	shield_penetration = 0.0
	shield_damage = 2.5
	tracking = 0.45


	resources = {
		category = ship_components
		cost = {
			alloys = @m_theta_cost
			sm_sr_perfect_runic_energy = @m_theta_sr_cost
		}		
		upkeep = {
			energy = @m_theta_upkeep_energy
			alloys = @m_theta_upkeep_energy
		}
	}

	prerequisites = { tech_dakka_autocannon_theta }
	component_set = "ACOT_MASS_ACCELERATOR_THETA_LARGE"
	projectile_gfx = "acot_dakka_cannon_theta"
	tags = { weapon_type_kinetic weapon_type_acot_runic m_slot }
	ai_tags = { weapon_role_anti_shield }
	ai_weight = {
		weight = 300
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

### AE artillery
weapon_component_template = {
	key = "ACOT_ARTILLERY_THETA"
	size = large
	icon = "GFX_ship_part_kinetic_artillery_theta"
	icon_frame = 1
	type = instant

	damage = { min = 8100 max = 32400 }
	windup = { min = 40 max = 40 }
	total_fire_time = 50
	range = 150
	accuracy = 0.75
	power = -1300
	hull_damage = 2.0
	armor_penetration = 0.0
	armor_damage = 1.0
	shield_penetration = 0.0
	shield_damage = 3.0
	tracking = 0.05

	min_range = 50

	resources = {
		category = ship_components
		cost = {
			alloys = @l_true_theta_cost
			sm_sr_perfect_runic_energy = @l_true_theta_sr_cost
		}		
		upkeep = {
			energy = @l_true_theta_upkeep_energy
			alloys = @l_true_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_kinetic_artillery_theta" }
	component_set = "ACOT_ARTILLERY_THETA"
	projectile_gfx = "acot_kinetic_artillery_theta"
	tags = { weapon_type_kinetic weapon_type_acot_runic l_slot }
	ai_tags = { weapon_role_artillery weapon_role_anti_shield }	
	ai_weight = {
		weight = 300
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}


### AE Flak
weapon_component_template = {
	key = "ACOT_FLAK_CANNON_THETA"
	size = point_defence
	icon = "GFX_ship_part_flak_batteries_theta"
	icon_frame = 1
	type = point_defence

	damage = { min = 65 max = 130 }
	windup = { min = 0 max = 0 }
	total_fire_time = 5
	range = 35
	accuracy = 1.0
	power = -175
	hull_damage = 1.0
	armor_penetration = 0.00
	armor_damage = 1.0
	shield_penetration = 0.0
	shield_damage = 1.50
	tracking = 0.75

	resources = {
		category = ship_components
		cost = {
			alloys = @s_theta_cost
			sm_sr_perfect_runic_energy = @s_theta_sr_cost
		}		
		upkeep = {
			energy = @s_theta_upkeep_energy
			alloys = @s_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_flak_batteries_theta" }
	component_set = "ACOT_FLAK_CANNON_THETA"
	projectile_gfx = "acot_flak_pd_theta"
	tags = { weapon_type_point_defense weapon_type_kinetic weapon_type_acot_runic s_slot }
	ai_tags = { weapon_role_point_defense screen }
	ai_weight = {
		weight = 300
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
	point_defence_targets = { "missile" "strike_craft" }
}

weapon_component_template = {
	key = "SMALL_ACOT_FLAK_CANNON_THETA"
	size = small
	icon = "GFX_ship_part_flak_batteries_theta"
	icon_frame = 1
	type = point_defence

	damage = { min = 65 max = 130 }
	windup = { min = 0 max = 0 }
	total_fire_time = 5
	range = 35
	accuracy = 1.0
	power = -175
	hull_damage = 1.0
	armor_penetration = 0.00
	armor_damage = 1.0
	shield_penetration = 0.0
	shield_damage = 1.50
	tracking = 0.75

	resources = {
		category = ship_components
		cost = {
			alloys = @s_theta_cost
			sm_sr_perfect_runic_energy = @s_theta_sr_cost
		}		
		upkeep = {
			energy = @s_theta_upkeep_energy
			alloys = @s_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_flak_batteries_theta" }
	component_set = "ACOT_FLAK_CANNON_THETA"
	projectile_gfx = "acot_flak_pd_theta"
	tags = { weapon_type_point_defense weapon_type_kinetic weapon_type_acot_runic s_slot }
	ai_tags = { weapon_role_point_defense screen }
	ai_weight = {
		weight = 300
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
	point_defence_targets = { "strike_craft" }
}

weapon_component_template = {
	key = "MEDIUM_ACOT_FLAK_CANNON_THETA"
	size = medium
	icon = "GFX_ship_part_flak_batteries_theta"
	icon_frame = 1
	type = point_defence

	damage = { min = 130 max = 260 }
	windup = { min = 0 max = 0 }
	total_fire_time = 10
	min_range = 20
	range = 80
	accuracy = 1.0
	power = -350
	hull_damage = 1.0
	armor_penetration = 0.00
	armor_damage = 1.0
	shield_penetration = 0.0
	shield_damage = 1.50
	tracking = 0.75

	resources = {
		category = ship_components
		cost = {
			alloys = @m_theta_cost
			sm_sr_perfect_runic_energy = @m_theta_sr_cost
		}		
		upkeep = {
			energy = @m_theta_upkeep_energy
			alloys = @m_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_flak_batteries_theta" }
	component_set = "ACOT_FLAK_CANNON_THETA"
	projectile_gfx = "acot_flak_pd_theta"
	tags = { weapon_type_point_defense weapon_type_kinetic weapon_type_acot_runic m_slot }
	ai_tags = { weapon_role_point_defense screen }
	ai_weight = {
		weight = 300
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
	point_defence_targets = { "strike_craft" }
}


#####################################################
####  MISSILE STRIEKCRAFT
#####################################################

### AE Missiles
weapon_component_template = {
	key = "ACOT_MISSILE_THETA"
	size = small
	icon = "GFX_ship_part_missile_theta"
	icon_frame = 1
	type = missile

	damage = { min = 900 max = 3600 }
	windup = { min = 5 max = 15 }
	total_fire_time = 30
	range = 80
	accuracy = 1.0
	missile_speed = 85 # 375 -- apparently, the game doesn't auto-convert speed for non-vanilla components
	missile_evasion = 0.75
	missile_health = 10000
	missile_shield = 0
	missile_retarget_range = 80
	power = -350
	hull_damage = 2.0
	armor_damage = 1.00
	armor_penetration = 0.0
	shield_damage = 1.00
	shield_penetration = 0.0
	tracking = 0.25

	resources = {
		category = ship_components
		cost = {
			alloys = @s_theta_cost
			sm_sr_perfect_runic_energy = @s_theta_sr_cost
		}		
		upkeep = {
			energy = @s_theta_upkeep_energy
			alloys = @s_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_missile_theta" }
	component_set = "ACOT_MISSILE_THETA"
	projectile_gfx = "acot_missile_small_theta"
	tags = { weapon_type_explosive weapon_type_acot_runic g_slot }
	ai_tags = { weapon_role_artillery }
	ai_weight = {
		weight = 300
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

weapon_component_template = {
	key = "MEDIUM_ACOT_MISSILE_THETA"
	size = medium
	icon = "GFX_ship_part_missile_theta"
	icon_frame = 1
	type = missile

	damage = { min = 2250 max = 9000 }
	windup = { min = 5 max = 15 }
	total_fire_time = 30
	range = 160
	accuracy = 1.0
	missile_speed = 85 # 375 -- apparently, the game doesn't auto-convert speed for non-vanilla components
	missile_evasion = 0.75
	missile_health = 10000
	missile_shield = 0
	missile_retarget_range = 80
	power = -700
	hull_damage = 2.0
	armor_damage = 1.00
	armor_penetration = 0.0
	shield_damage = 1.00
	shield_penetration = 0.0
	tracking = 0.25

	resources = {
		category = ship_components
		cost = {
			alloys = @m_theta_cost
			sm_sr_perfect_runic_energy = @m_theta_sr_cost
		}		
		upkeep = {
			energy = @m_theta_upkeep_energy
			alloys = @m_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_missile_theta" }
	component_set = "ACOT_MISSILE_THETA"
	projectile_gfx = "acot_missile_small_theta"
	tags = { weapon_type_explosive weapon_type_acot_runic g_slot }
	ai_tags = { weapon_role_artillery }
	ai_weight = {
		weight = 300
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

###  Phi Missiles
weapon_component_template = {
	key = "ACOT_MISSILE_BARRAGE_THETA"
	size = large
	icon = "GFX_ship_part_barrage_missile_theta"
	icon_frame = 1
	type = missile

	damage = { min = 6750 max = 27000 } #increased by 15% per tier
	windup = { min = 1 max = 10 }
	total_fire_time = 40
	range = 180
	accuracy = 1.0
	missile_speed = 100 # 375 -- apparently, the game doesn't auto-convert speed for non-vanilla components
	missile_evasion = 0.30
	missile_health = 10000
	missile_retarget_range = 60
	power = -1100
	hull_damage = 2.0
	armor_damage = 1.00
	armor_penetration = 0.0
	shield_damage = 1.00
	shield_penetration = 0.0
	tracking = 0.10

	min_range = 60

	resources = {
		category = ship_components
		cost = {
			alloys = @l_true_theta_cost
			sm_sr_perfect_runic_energy = @l_true_theta_sr_cost
		}		
		upkeep = {
			energy = @l_true_theta_upkeep_energy
			alloys = @l_true_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_barrage_missile_theta" }
	component_set = "ACOT_MISSILE_BARRAGE_THETA"
	projectile_gfx = "acot_barrage_missile_theta"
	tags = { weapon_type_explosive weapon_type_acot_runic l_slot }
	ai_tags = { weapon_role_artillery }
	ai_weight = {
		weight = 20
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}


###  DM Missiles
weapon_component_template = {
	key = "ACOT_MISSILE_XL_THETA"
	size = extra_large
	icon = "GFX_ship_part_xl_missile_theta"
	icon_frame = 1
	type = missile

	damage = { min = 20250 max = 81000 }
	windup = { min = 1 max = 10 }
	total_fire_time = 40
	range = 180
	min_range = 30
	accuracy = 1.0
	missile_speed = 225 # 375 -- apparently, the game doesn't auto-convert speed for non-vanilla components
	missile_evasion = 0.70
	missile_health = 100000
	missile_retarget_range = 180
	power = -3000
	hull_damage = 1.70
	armor_damage = 1.70
	armor_penetration = 0.0
	shield_damage = 1.0
	shield_penetration = 1.0
	tracking = 0.80

	resources = {
		category = ship_components
		cost = {
			alloys = @xl_theta_cost
			sm_sr_perfect_runic_energy = @xl_theta_sr_cost
		}		
		upkeep = {
			energy = @xl_theta_upkeep_energy
			alloys = @xl_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_xl_missile_theta" }
	component_set = "ACOT_MISSILE_XL_THETA"
	projectile_gfx = "acot_xl_missile_theta"
	tags = { weapon_type_explosive weapon_type_acot_runic x_slot }
	ai_tags = { weapon_role_artillery }
	ai_weight = {
		weight = 20
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}


###  DM Missiles
weapon_component_template = {
	key = "ACOT_MISSILE_NUKE_THETA"
	size = titanic
	icon = "GFX_ship_part_missile_nuke_theta"
	icon_frame = 1
	type = missile

	on_hit = {
		hidden_effect = {
			solar_system = {
				every_ship_in_system = {
					limit = {
						NOT = {
							is_same_value = root
						}
						controller = {
							is_hostile = from.controller
						}
						distance = {
							source = root
							max_distance <= 100
							same_solar_system = yes
						}
					}
					set_variable_to_random_value = { #50%
						which = acot_bombardment_damage
						min = 235200
						max = 940800
						rounded = yes
					}
					damage_ship = acot_bombardment_damage
					clear_variable = acot_bombardment_damage
					acot_create_damage_ambient_obect ={
						TYPE = acot_planet_cannon_theta
					}
				}
			}
		}
		custom_tooltip = "acot_titan_missile_theta_tt"
	}

	damage = { min = 470400 max = 1881600 }
	windup = { min = 100 max = 120 }
	total_fire_time = 200
	range = 450
	min_range = 90
	accuracy = 1.0
	missile_speed = 55 # 375 -- apparently, the game doesn't auto-convert speed for non-vanilla components
	missile_evasion = 0
	missile_health = 5000000
	missile_retarget_range = 240
	power = -6500
	hull_damage = 1.00
	armor_damage = 3.00
	armor_penetration = 0.0
	shield_damage = 3.00
	shield_penetration = 0.00
	tracking = 0.00
	size_damage_factor = 3

	resources = {
		category = ship_components
		cost = {
			alloys = @titanic_theta_cost
			sm_sr_perfect_runic_energy = @titanic_theta_sr_cost
		}		
		upkeep = {
			energy = @titanic_theta_upkeep_energy
			alloys = @titanic_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_missile_nuke_theta" }
	component_set = "ACOT_MISSILE_NUKE_THETA"
	projectile_gfx = "acot_missile_nuke_theta"
	tags = { weapon_type_explosive weapon_type_acot_runic t_slot }
	ai_tags = { weapon_role_artillery }
	ai_weight = {
		weight = 20
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

@attack_range = 8
@launch_time = 1.5
@fighter_speed = 425
@bomber_speed = 375
@count = 8
@regen = 0.15

###########################################################

strike_craft_component_template = {
	key = "ACOT_SCOUT_HANGAR_THETA"
	size = LARGE
	entity = "fighter_entity"
	icon = "GFX_ship_part_strike_craft_scout_theta"
	icon_frame = 1

	weapon_type = point_defence
	projectile_gfx = "acot_fighter_theta"
	power = -3000
	
	count = 8
	regeneration_per_day = 1.0
	launch_time = 0.25
	engagement_range = 300
	
	damage = { min = 50 max = 100 }
	cooldown = 1.0
	range = 20
	accuracy = 1.0
	health = 320
	armor = 600
	shield = 600
	tracking = 1.0
	speed = 950
	rotation_speed = 1
	acceleration = 1
	evasion = 0.90

	size_damage_factor = -1.0

	armor_penetration = 2.0
	shield_penetration = 2.0
	
	resources = {
		category = ship_components
		cost = {
			alloys = @l_pleb_theta_cost
			sm_sr_perfect_runic_energy = @l_pleb_theta_sr_cost
		}		
		upkeep = {
			energy = @l_pleb_theta_upkeep_energy
			alloys = @l_pleb_theta_upkeep_energy
		}
	}

	ship_behavior = "acot_fighters_behavior"
	component_set = "ACOT_SCOUT_HANGAR_THETA"
	prerequisites = { "tech_strike_craft_scout_theta" }
	tags = { weapon_type_strike_craft weapon_type_point_defense weapon_type_acot_runic }
	ai_tags = { weapon_role_point_defense carrier }
	point_defence_targets = { "missile" "strike_craft" }

	ai_weight = {
		weight = 20
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

### AE FIghter
strike_craft_component_template = {
	key = "ACOT_FIGHTERS_HANGAR_THETA"
	size = LARGE
	entity = "fighter_entity"
	icon = "GFX_ship_part_strike_craft_fighter_theta"
	icon_frame = 1

	weapon_type = point_defence
	projectile_gfx = "acot_fighter_theta"
	power = -3000
	
	count = 8
	regeneration_per_day = 0.5
	launch_time = 0.25
	engagement_range = 300
	
	damage = { min = 100 max = 280 }
	cooldown = 2.0
	range = 10
	accuracy = 1.0
	health = 420
	armor = 100
	shield = 900
	tracking = 1
	speed = 800
	rotation_speed = 1
	acceleration = 1
	evasion = 0.80

	hull_damage = 1.5
	armor_damage = 2
	shield_penetration = 2.0
	shield_damage = 2
	
	resources = {
		category = ship_components
		cost = {
			alloys = @l_pleb_theta_cost
			sm_sr_perfect_runic_energy = @l_pleb_theta_sr_cost
		}		
		upkeep = {
			energy = @l_pleb_theta_upkeep_energy
			alloys = @l_pleb_theta_upkeep_energy
		}
	}

	ship_behavior = "acot_fighters_behavior"
	component_set = "ACOT_FIGHTERS_HANGAR_THETA"
	prerequisites = { "tech_strike_craft_fighter_theta" }
	tags = { weapon_type_strike_craft weapon_type_acot_runic }
	ai_tags = { weapon_role_point_defense carrier }
	point_defence_targets = { "strike_craft" }

	ai_weight = {
		weight = 20
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

### AE Bomber
strike_craft_component_template = {
	key = "ACOT_BOMBERS_HANGAR_THETA"
	size = LARGE
	entity = "bomber_entity"
	icon = "GFX_ship_part_strike_craft_bomber_theta"
	icon_frame = 1
	
	weapon_type = instant
	projectile_gfx = "acot_plasma_cannon_theta_s"
	power = -3000
		
	count = 4
	regeneration_per_day = 0.50
	launch_time = 0.25
	engagement_range = 300
	
	damage = { min = 745 max = 1490 }
	cooldown = 3
	range = 30
	accuracy = 1.0	
	health = 700
	armor = 500
	shield = 1800
	evasion = 0.65
	speed = 650
	rotation_speed = 1
	acceleration = 1
	tracking = 0.50
	
	hull_damage = 2
	armor_penetration = 1
	armor_damage = 2
	shield_penetration = 1
	shield_damage = 2

	resources = {
		category = ship_components
		cost = {
			alloys = @l_pleb_theta_cost
			sm_sr_perfect_runic_energy = @l_pleb_theta_sr_cost
		}		
		upkeep = {
			energy = @l_pleb_theta_upkeep_energy
			alloys = @l_pleb_theta_upkeep_energy
		}
	}

	ship_behavior = "acot_bombers_behavior"
	component_set = "ACOT_BOMBERS_HANGAR_THETA"
	prerequisites = { "tech_strike_craft_bomber_theta" }
	tags = { weapon_type_strike_craft weapon_type_acot_runic }
	ai_tags = { weapon_role_anti_armor carrier explosive }

	ai_weight = {
		weight = 20
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

### SE Gunship
strike_craft_component_template = {
	key = "ACOT_GUNSHIP_HANGAR_THETA"
	size = LARGE
	entity = "corvette_M1S1_entity"
	icon = "GFX_ship_part_strike_craft_gunship_theta"
	icon_frame = 1
	
	weapon_type = instant
	projectile_gfx = "acot_energy_lance_theta"
	power = -4500
	
	resources = {
		category = ship_components
		cost = {
			alloys = @l_true_theta_cost
			sm_sr_perfect_runic_energy = @l_true_theta_sr_cost
		}		
		upkeep = {
			energy = @l_true_theta_upkeep_energy
			alloys = @l_true_theta_upkeep_energy
		}
	}
		
	count = 2
	regeneration_per_day = 0.10
	launch_time = 0.25
	engagement_range = 300
	
	damage = { min = 3310 max = 6625 }
	cooldown = 5
	range = 100
	accuracy = 0.85
	health = 1600
	armor = 800
	shield = 3500
	evasion = 0.25
	speed = 325
	tracking = 0.30
	rotation_speed = 0.4
	acceleration = 0.3
	
	hull_damage = 2
	armor_damage = 1.50
	shield_damage = 1.50
	shield_penetration = 1.0
	
	ship_behavior = "acot_gunship_behavior"
	

	component_set = "ACOT_GUNSHIP_HANGAR_THETA"
	prerequisites = { "tech_strike_craft_gunship_theta" }
	tags = { weapon_type_strike_craft weapon_type_acot_runic }
	ai_tags = { weapon_role_artillery carrier }

	ai_weight = {
		weight = 20
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

################### PRECURSOR SC
### DM Fighter
strike_craft_component_template = {
	key = "ACOT_PAC_HANGAR_ATTACKER_THETA"
	size = LARGE
	entity = "theta_precursor_strikecraft_attacker_entity"
	icon = "GFX_ship_part_pac_attack_craft_theta"
	icon_frame = 1

	weapon_type = point_defence
	projectile_gfx = "acot_fighter_theta"
	power = -9000
	
	count = 4
	regeneration_per_day = 0.20
	launch_time = 0.25
	engagement_range = 350
	
	damage = { min = 170 max = 490 }
	cooldown = 1
	range = 40
	accuracy = 1.0
	health = 900
	armor = 300
	shield = 2400
	tracking = 1.00
	speed = 1650
	rotation_speed = 1.5
	acceleration = 1.5
	evasion = 0.90

	hull_damage = 1.0
	armor_penetration = 0.0
	armor_damage = 1.50
	shield_damage = 1.50
	
	resources = {
		category = ship_components
		cost = {
			alloys = @l_true_theta_cost
			sm_sr_perfect_runic_energy = 1.55 # @l_true_theta_sr_cost *5
		}		
		upkeep = {
			energy = @l_true_theta_upkeep_energy
			alloys = @l_true_theta_upkeep_energy
		}
	}

	size_restriction = {
		precursor_escort precursor_battlecruiser precursor_titan precursor_guardian
		offspring_precursor_escort offspring_precursor_battlecruiser offspring_precursor_titan
		precursor_sentinel precursor_platform_m precursor_platform_l
		acot_precusor_starfortress acot_precusor_starbase acot_precusor_starcitadel
		acot_precusor_sigma_starbase acot_precusor_sigma_starcitadel acot_precusor_sigma_starfortress
		acot_precusor_phanon_starbase acot_precusor_phanon_starcitadel acot_precusor_phanon_starfortress acot_precusor_theta_starcitadel
		acot_precusor_orbital_ring_t1 acot_precusor_orbital_ring_t2 acot_precusor_orbital_ring_t3 acot_precusor_orbital_ring_t4 acot_precusor_orbital_ring_t5
	}

	ship_behavior = "acot_pac_fighters_behavior"
	component_set = "ACOT_PAC_HANGAR_ATTACKER_THETA"
	prerequisites = { tech_precursor_theia_design }
	tags = { weapon_type_strike_craft weapon_type_acot_runic }
	ai_tags = { weapon_role_point_defense carrier }
	point_defence_targets = { "strike_craft" }
	ai_weight = {
		weight = 600
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}
strike_craft_component_template = {
	key = "ACOT_PAC_HANGAR_ATTACKER_THETA_FULL"
	size = LARGE
	entity = "theta_precursor_strikecraft_attacker_entity"
	icon = "GFX_ship_part_pac_attack_craft_theta"
	icon_frame = 1

	weapon_type = point_defence
	projectile_gfx = "acot_fighter_theta"
	power = -9000
	
	count = 4
	regeneration_per_day = 0.50
	launch_time = 0.25
	engagement_range = 350
	
	damage = { min = 170 max = 490 }
	cooldown = 1
	range = 40
	accuracy = 1.0
	health = 900
	armor = 300
	shield = 2400
	tracking = 1.00
	speed = 1650
	rotation_speed = 1.5
	acceleration = 1.5
	evasion = 0.90

	hull_damage = 1.0
	armor_penetration = 0.0
	armor_damage = 1.50
	shield_damage = 1.50
	
	resources = {
		category = ship_components
		cost = {
			alloys = @l_true_theta_cost
			sm_sr_perfect_runic_energy = 1.55 # @l_true_theta_sr_cost *5
		}		
		upkeep = {
			energy = @l_true_theta_upkeep_energy
			alloys = @l_true_theta_upkeep_energy
		}
	}

	size_restriction = {
		precursor_assault_carrier
		offspring_precursor_assault_carrier
		precursor_colossus
	}

	ship_behavior = "acot_pac_fighters_behavior"
	component_set = "ACOT_PAC_HANGAR_ATTACKER_THETA_FULL"
	prerequisites = { tech_precursor_theia_design }
	tags = { weapon_type_strike_craft weapon_type_acot_runic }
	ai_tags = { weapon_role_point_defense carrier }
	point_defence_targets = { "strike_craft" }
	ai_weight = {
		weight = 600
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}


strike_craft_component_template = {
	key = "ACOT_PAC_HANGAR_ARTILLERY_THETA"
	size = LARGE
	entity = "theta_precursor_strikecraft_lancer_entity"
	icon = "GFX_ship_part_pac_artillery_craft_theta"
	icon_frame = 1

	weapon_type = instant
	projectile_gfx = "acot_energy_lance_theta"
	power = -9000
	
	count = 1
	regeneration_per_day = 0.1
	launch_time = 0.25
	engagement_range = 350
	
	damage = { min = 10647 max = 21294 }
	cooldown = 14
	range = 250
	accuracy = 1.0
	health = 600
	armor = 600
	shield = 1200
	tracking = 0.25
	speed = 650
	rotation_speed = 0.6
	acceleration = 0.5
	evasion = 0.40

	hull_damage = 1.50
	armor_penetration = 0.0
	armor_damage = 1.50
	shield_damage = 1.50
	
	resources = {
		category = ship_components
		cost = {
			alloys = @l_true_theta_cost
			sm_sr_perfect_runic_energy = 1.55 # @l_true_theta_sr_cost *5
		}		
		upkeep = {
			energy = @l_true_theta_upkeep_energy
			alloys = @l_true_theta_upkeep_energy
		}
	}

	size_restriction = {
		precursor_escort precursor_battlecruiser precursor_titan precursor_guardian
		offspring_precursor_escort offspring_precursor_battlecruiser offspring_precursor_titan
		precursor_sentinel precursor_platform_m precursor_platform_l
		acot_precusor_starfortress acot_precusor_starbase acot_precusor_starcitadel
		acot_precusor_sigma_starbase acot_precusor_sigma_starcitadel acot_precusor_sigma_starfortress
		acot_precusor_phanon_starbase acot_precusor_phanon_starcitadel acot_precusor_phanon_starfortress acot_precusor_theta_starcitadel
		acot_precusor_orbital_ring_t1 acot_precusor_orbital_ring_t2 acot_precusor_orbital_ring_t3 acot_precusor_orbital_ring_t4 acot_precusor_orbital_ring_t5
	}

	ship_behavior = "origin_gunship_behavior"
	component_set = "ACOT_PAC_HANGAR_ARTILLERY_THETA"
	prerequisites = { tech_precursor_theia_design }
	tags = { weapon_type_strike_craft weapon_type_acot_runic }
	ai_tags = { weapon_role_point_defense carrier }
	point_defence_targets = { "strike_craft" }
	ai_weight = {
		weight = 20
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}
strike_craft_component_template = {
	key = "ACOT_PAC_HANGAR_ARTILLERY_THETA_FULL"
	size = LARGE
	entity = "theta_precursor_strikecraft_lancer_entity"
	icon = "GFX_ship_part_pac_artillery_craft_theta"
	icon_frame = 1

	weapon_type = instant
	projectile_gfx = "acot_energy_lance_theta"
	power = -9000
	
	count = 1
	regeneration_per_day = 0.25
	launch_time = 0.25
	engagement_range = 350
	
	damage = { min = 10647 max = 21294 }
	cooldown = 14
	range = 250
	accuracy = 1.0
	health = 600
	armor = 600
	shield = 1200
	tracking = 0.25
	speed = 650
	rotation_speed = 0.6
	acceleration = 0.5
	evasion = 0.40

	hull_damage = 1.50
	armor_penetration = 0.0
	armor_damage = 1.50
	shield_damage = 1.50
	
	resources = {
		category = ship_components
		cost = {
			alloys = @l_true_theta_cost
			sm_sr_perfect_runic_energy = 1.55 # @l_true_theta_sr_cost *5
		}		
		upkeep = {
			energy = @l_true_theta_upkeep_energy
			alloys = @l_true_theta_upkeep_energy
		}
	}

	size_restriction = {
		precursor_assault_carrier
		offspring_precursor_assault_carrier
		precursor_colossus
	}

	ship_behavior = "origin_gunship_behavior"
	component_set = "ACOT_PAC_HANGAR_ARTILLERY_THETA_FULL"
	prerequisites = { tech_precursor_theia_design }
	tags = { weapon_type_strike_craft weapon_type_acot_runic }
	ai_tags = { weapon_role_point_defense carrier }
	point_defence_targets = { "strike_craft" }
	ai_weight = {
		weight = 20
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}


#####################################################
####  XL/TITANIC
#####################################################

### components that are shown in the ship designer :: x-slot weapons

### AE Lance
weapon_component_template = {
	key = "ACOT_PARTICLE_LANCE_THETA"
	size = extra_large
	icon = "GFX_ship_part_energy_lance_theta"
	icon_frame = 1	
	type = instant

	damage = { min = 36450 max = 145800 }
	windup = { min = 39 max = 41 }
	total_fire_time = 90
	range = 180
	accuracy = 0.85
	power = -3500
	hull_damage = 1.0
	armor_penetration = 0.0
	armor_damage = 3.0
	shield_penetration = 0.0
	shield_damage = 1.0
	tracking = 0.05

	resources = {
		category = ship_components
		cost = {
			alloys = @xl_theta_cost
			sm_sr_perfect_runic_energy = @xl_theta_sr_cost
		}		
		upkeep = {
			energy = @xl_theta_upkeep_energy
			alloys = @xl_theta_upkeep_energy
		}
	}
	
	firing_arc = 25.0
	use_ship_main_target = no

	prerequisites = { "tech_energy_lance_theta" }
	component_set = "ACOT_PARTICLE_LANCE_THETA"
	projectile_gfx = "acot_energy_lance_theta"
	tags = { weapon_type_energy weapon_type_acot_runic x_slot }
	ai_tags = { weapon_role_artillery weapon_role_anti_armor }
	ai_weight = {
		weight = 300
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

### AE Emitter
weapon_component_template = {
	key = "ACOT_ARC_EMITTER_THETA"
	size = extra_large
	icon = "GFX_ship_part_arc_emitter_theta"
	icon_frame = 1	
	type = instant

	damage = { min = 4340 max = 43405 }
	windup = { min = 12 max = 48 }
	total_fire_time = 71
	range = 200
	accuracy = 1.0
	power = -3500
	hull_damage = 1.00
	armor_penetration = 2.0
	armor_damage = 1.0
	shield_penetration = 2.0
	shield_damage = 1.0
	tracking = 1.00

	firing_arc = 25.0
	use_ship_main_target = no

	resources = {
		category = ship_components
		cost = {
			alloys = @xl_theta_cost
			sm_sr_perfect_runic_energy = @xl_theta_sr_cost
		}		
		upkeep = {
			energy = @xl_theta_upkeep_energy
			alloys = @xl_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_arc_emitter_theta" }
	component_set = "ACOT_ARC_EMITTER_THETA"
	projectile_gfx = "acot_arc_emitter_theta"
	tags = { weapon_type_energy weapon_type_acot_runic x_slot }
	ai_tags = { weapon_role_artillery weapon_role_anti_armor }
	ai_weight = {
		weight = 300
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

### AE Giga
weapon_component_template = {
	key = "ACOT_MASS_ACCELERATOR_THETA"
	size = extra_large
	icon = "GFX_ship_part_mass_accelerator_theta"
	icon_frame = 1	
	type = instant

    damage = { min = 72900 max = 291600 }
	windup = { min = 40.0 max = 40.0 }
	total_fire_time = 200
	range = 180
	accuracy = 0.75
	power = -3500
	hull_damage = 3.00
	armor_penetration = 0.0
	armor_damage = 1.0
	shield_penetration = 0
	shield_damage = 2.0
	tracking = 0.05

	resources = {
		category = ship_components
		cost = {
			alloys = @xl_theta_cost
			sm_sr_perfect_runic_energy = @xl_theta_sr_cost
		}		
		upkeep = {
			energy = @xl_theta_upkeep_energy
			alloys = @xl_theta_upkeep_energy
		}
	}

	firing_arc = 25.0
	use_ship_main_target = no

	prerequisites = { "tech_mass_accelerator_theta" }
	component_set = "ACOT_MASS_ACCELERATOR_THETA"
	projectile_gfx = "acot_giga_cannon_theta"
	tags = { weapon_type_kinetic weapon_type_acot_runic x_slot }
	ai_tags = { weapon_role_artillery }
	ai_weight = {
		weight = 300
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

weapon_component_template = {
	key = "ACOT_PERDITION_BEAM_THETA"
	size = titanic
	type = instant
	prio_projectile = yes
	
	icon = "GFX_ship_part_perdition_beam_theta"
	icon_frame = 1
	
	firing_arc = 10.0
	use_ship_main_target = no

	on_hit = {
		hidden_effect = {
			solar_system = {
				every_ship_in_system = {
					limit = {
						controller = {
							is_hostile = from.controller
						}
						distance = {
							source = root
							max_distance <= 45
							same_solar_system = yes
						}
					}
					set_variable_to_random_value = { #10%
						which = acot_bombardment_damage
						min = 9408
						max = 37632
						rounded = yes
					}
					damage_ship = acot_bombardment_damage
					clear_variable = acot_bombardment_damage
					acot_create_damage_ambient_obect ={
						TYPE = acot_planet_cannon_theta
					}
				}
			}
		}
		custom_tooltip = "acot_perdition_theta_tt"
	}
	
	damage = { min = 94080 max = 376320 }
	windup = { min = 150 max = 150 }
	total_fire_time = 160
	range = 300.0
	accuracy = 1.0
	hull_damage = 1.5
	shield_damage = 1.0
	armor_damage = 2.0
	tracking = 1
	power = -8000


	resources = {
		category = ship_components
		cost = {
			alloys = @titanic_theta_cost
			sm_sr_perfect_runic_energy = @titanic_theta_sr_cost
		}		
		upkeep = {
			energy = @titanic_theta_upkeep_energy
			alloys = @titanic_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_perdition_beam_theta" }
	component_set = "ACOT_PERDITION_BEAM_THETA"
	projectile_gfx = "titan_laser_theta"
	
	tags = { weapon_type_energy weapon_type_acot_runic t_slot }
	ai_tags = { weapon_role_artillery artillery }
	
	ai_weight = {
		weight = 450
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

weapon_component_template = {
	key = "ACOT_TITAN_EMITTER_THETA"
	size = titanic
	type = instant
	prio_projectile = yes
	
	icon = "GFX_ship_part_titan_emitter_theta"
	icon_frame = 1
	
	damage = { min = 68685 max = 68685 }
	windup = { min = 24 max = 48 }
	total_fire_time = 80
	range = 300
	accuracy = 1.0
	power = -1500
	hull_damage = 1.00
	armor_penetration = 2.0
	armor_damage = 1.0
	shield_penetration = 2.0
	shield_damage = 1.0
	tracking = 0.0

	firing_arc = 25.0
	use_ship_main_target = no
	
	on_hit = {
		hidden_effect = {
			solar_system = {
				while = {
					count = 5
					random_ship_in_system = {
						limit = {
							controller = {
								is_hostile = from.controller
							}
							distance = {
								source = root
								max_distance <= 50
								same_solar_system = yes
							}						
						}
						set_variable_to_random_value = {
							which = acot_bombardment_damage
							min = 68685
							max = 68685
							rounded = yes
						}
						damage_ship = acot_bombardment_damage
						clear_variable = acot_bombardment_damage
						acot_create_damage_ambient_obect ={
							TYPE = acot_planet_cannon_theta
						}
					}
				}
			}
		}
		custom_tooltip = "acot_titan_emitter_theta_tt"
	}

	power = -1600
	
	resources = {
		category = ship_components
		cost = {
			alloys = @titanic_theta_cost
			sm_sr_perfect_runic_energy = @titanic_theta_sr_cost
		}		
		upkeep = {
			energy = @titanic_theta_upkeep_energy
			alloys = @titanic_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_titan_emitter_theta" }
	component_set = "ACOT_TITAN_EMITTER_THETA"
	projectile_gfx = "acot_arc_emitter_theta"
	
	tags = { weapon_type_energy weapon_type_acot_runic t_slot }
	ai_tags = { weapon_role_artillery weapon_role_anti_hull }
	
	ai_weight = {
		weight = 45
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

weapon_component_template = {
	key = "ACOT_TITAN_ACCELERATOR_THETA"
	size = titanic
	type = instant
	prio_projectile = yes
	
	icon = "GFX_ship_part_titan_accelerator_theta"
	icon_frame = 1
	
	firing_arc = 10.0
	use_ship_main_target = no
	
	injected_modifier = {
		modifier = {
			modifier = acot_titan_accelerator_debuff_oe #i'll just use the oe one for now because of the priority structure.
			days = 180
		}
		stack_info = {			#A ship can only be affected by one injected modifier of a certain id. If multiple modifiers have the same ID the one with the highest priority will be applied.
			id = acot_titan_accelerator_debuff
			priority = 7
		}
	}

	on_hit = {
		hidden_effect = {
			solar_system = {
				every_ship_in_system = {
					limit = {
						NOT = {
							is_same_value = root
						}
						controller = {
							is_hostile = from.controller
						}
						distance = {
							source = root
							max_distance <= 10
							same_solar_system = yes
						}
					}
					set_variable_to_random_value = { #50%
						which = acot_bombardment_damage
						min = 47040
						max = 188160
						rounded = yes
					}
					damage_ship = acot_bombardment_damage
					clear_variable = acot_bombardment_damage
					acot_create_damage_ambient_obect ={
						TYPE = acot_planet_cannon_theta
					}
				}
			}
		}
		custom_tooltip = "acot_perdition_dm_theta"
	}
	
	damage = { min = 94080 max = 376320 }
	windup = { min = 50.0 max = 50.0 }
	total_fire_time = 190
	range = 300.0
	accuracy = 1.0
	hull_damage = 3.0
	armor_penetration = 0.0
	armor_damage = 1.0
	shield_penetration = 0
	shield_damage = 2.0
	tracking = 1
	power = -8000
	
	resources = {
		category = ship_components
		cost = {
			alloys = @titanic_theta_cost
			sm_sr_perfect_runic_energy = @titanic_theta_sr_cost
		}		
		upkeep = {
			energy = @titanic_theta_upkeep_energy
			alloys = @titanic_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_titan_accelerator_theta" }
	component_set = "ACOT_TITAN_ACCELERATOR_THETA"
	projectile_gfx = "acot_giga_cannon_theta"
	
	tags = { weapon_type_kinetic weapon_type_acot_runic t_slot }
	ai_tags = { weapon_role_artillery artillery }
	
	ai_weight = {
		weight = 450
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

weapon_component_template = {
	key = "ACOT_PMC_IOWA_CANNON"
	size = titanic
	type = instant
	prio_projectile = yes
	
	icon = "GFX_ship_part_pmc_iowa_cannon"
	icon_frame = 1

	injected_modifier = {
		modifier = {
			modifier = acot_soul_devourer_debuff
			days = 180
		}
		stack_info = {			#A ship can only be affected by one injected modifier of a certain id. If multiple modifiers have the same ID the one with the highest priority will be applied.
			id = acot_yamato_cannon_debuff
			priority = 2
		}
	}
	
	firing_arc = 30.0
	min_range = 30.0
	use_ship_main_target = no
	
	damage = { min = 3000000 max = 3000000 }
	windup = { min = 180 max = 180 }
	total_fire_time = 75
	range = 300.0
	accuracy = 1.0
	hull_damage = 2.00
	shield_damage = 2.00
	armor_damage = 2.00
	tracking = 1.00
	power = -40000
	
	resources = {
		category = ship_components
		cost = {
			alloys = @super_titanic_theta_cost
			sm_sr_perfect_runic_energy = @super_titanic_theta_sr_cost
		}		
		upkeep = {
			energy = @super_titanic_theta_upkeep_energy
			alloys = @super_titanic_theta_upkeep_energy
		}
	}

	prerequisites = { tech_pmc_iowa_cannon }
	
	component_set = "ACOT_PMC_IOWA_CANNON"
	projectile_gfx = "acot_pmc_iowa_cannon"
	
	tags = { weapon_type_energy weapon_type_kinetic weapon_type_explosive weapon_type_acot_runic t_slot }
	ai_tags = { weapon_role_artillery artillery }
	
	ai_weight = {
		weight = 1000
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

weapon_component_template = {
	key = "ACOT_PHANON_DECIMATOR_CANNON_THETA"
	size = titanic
	type = instant
	prio_projectile = yes
	
	icon = "GFX_ship_part_pmc_decimator_beam_theta"
	icon_frame = 1
	
	firing_arc = 15.0
	min_range = 100.0
	use_ship_main_target = no
	
	damage = { min = 4000000 max = 12000000 }
	windup = { min = 300 max = 300 }
	total_fire_time = 100
	range = 400.0
	accuracy = 1.0
	hull_damage = 5.00
	shield_damage = 4.00
	armor_damage = 4.00
	tracking = 1.00
	power = -200000

	on_hit = {
		hidden_effect = {
			solar_system = {
				every_ship_in_system = {
					limit = {
						controller = {
							is_hostile = from.controller
						}
						distance = {
							source = root
							max_distance <= 200
							same_solar_system = yes
						}
					}
					set_variable_to_random_value = {
						which = acot_bombardment_damage
						min = 4000000
						max = 12000000
						rounded = yes
					}
					damage_ship = acot_bombardment_damage
					clear_variable = acot_bombardment_damage
					acot_create_damage_ambient_obect ={
						TYPE = acot_planet_cannon_theta
					}
				}
			}
		}
		custom_tooltip = "acot_theta_decimator_weapon_tt"
	}

	target_weights = {
		battleship = 2
		offspring_battleship = 2
		precursor_battlecruiser = 2
		large_ship_fallen_empire = 2

		titan = 3
		juggernaut = 3
		precursor_assault_carrier = 3
		precursor_titan = 3
		massive_ship_fallen_empire = 3
	}

	resources = {
		category = ship_components
		cost = {
			alloys = 5000000
			sm_sr_perfect_runic_energy = 100
		}		
		upkeep = {
			energy = @super_titanic_theta_upkeep_energy
			alloys = @super_titanic_theta_upkeep_energy
		}
	}
	size_restriction = { acot_perfect_star_devastator acot_perfect_star_decimator acot_perfect_megadreadnought acot_perfect_star_annihilator } #may only go on phanon ships

	#prerequisites = { tech_pmc_decimator_beam }

	ship_limit = 1
	
	component_set = "ACOT_PHANON_DECIMATOR_CANNON_THETA"
	projectile_gfx = "acot_pmc_decimator_cannon_theta"
	
	tags = { weapon_type_energy weapon_type_kinetic weapon_type_explosive weapon_type_acot_runic weapon_type_acot_dark_matter t_slot }
	ai_tags = { weapon_role_artillery weapon_role_anti_shield }
	
	ai_weight = {
		weight = 1000
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

#####################################################
####  DEFENSES
#####################################################

#####################################################
####  HULL
#####################################################

### components that are shown in the ship designer :: armor     

#utility_component_template = {
#	key = "SMALL_ACOT_ARMOR_HULL_THETA"
#	size = small
#	icon = "GFX_ship_part_armor_aegis_theta"
#	icon_frame = 1
#	power = 0
#	modifier = { 
#		ship_hull_add = 30000 
#		ship_hull_regen_add_static = 3000
#	}
#
#	resources = {
#		category = ship_components
#		cost = {
#			alloys = @armor_s_theta_cost
#			sm_sr_perfect_runic_energy = @armor_s_theta_sr_cost
#		}		
#		upkeep = {
#			alloys = @armor_s_theta_upkeep_alloy
#		}
#	}
#	
#	prerequisites = { "tech_armor_hull_theta" }
#	component_set = "ACOT_ARMOR_HULL_THETA"
#
#	ai_weight = {
#		weight = 1000
#		modifier = {
#			factor = 0
#			cannot_use_theta = yes
#		}
#	}
#}
#
#utility_component_template = {
#	key = "MEDIUM_ACOT_ARMOR_HULL_THETA"
#	size = medium
#	icon = "GFX_ship_part_armor_aegis_theta"
#	icon_frame = 1
#	power = 0
#	modifier = { 
#		ship_hull_add = 90000 
#		ship_hull_regen_add_static = 9000
#	}
#	
#	resources = {
#		category = ship_components
#		cost = {
#			alloys = @armor_m_theta_cost
#			sm_sr_perfect_runic_energy = @armor_m_theta_sr_cost
#		}		
#		upkeep = {
#			alloys = @armor_m_theta_upkeep_alloy
#		}
#	}
#
#	prerequisites = { "tech_armor_hull_theta" }
#	component_set = "ACOT_ARMOR_HULL_THETA"
#
#	ai_weight = {
#		weight = 1000
#		modifier = {
#			factor = 0
#			cannot_use_theta = yes
#		}
#	}
#}
#
#utility_component_template = {
#	key = "LARGE_ACOT_ARMOR_HULL_THETA"
#	size = large
#	icon = "GFX_ship_part_armor_aegis_theta"
#	icon_frame = 1
#	power = 0
#	modifier = { 
#		ship_hull_add = 270000 
#		ship_hull_regen_add_static = 27000
#	}
#
#	resources = {
#		category = ship_components
#		cost = {
#			alloys = @armor_l_theta_cost
#			sm_sr_perfect_runic_energy = @armor_l_theta_sr_cost
#		}		
#		upkeep = {
#			alloys = @armor_l_theta_upkeep_alloy
#		}
#	}
#	
#	prerequisites = { "tech_armor_hull_theta" }
#	component_set = "ACOT_ARMOR_HULL_THETA"
#
#	ai_weight = {
#		weight = 1000
#		modifier = {
#			factor = 0
#			cannot_use_theta = yes
#		}
#	}
#}

### components that are shown in the ship designer :: armor     

utility_component_template = {
	key = "SMALL_ACOT_ARMOR_THETA"
	size = small
	icon = "GFX_ship_part_armor_theta"
	icon_frame = 1
	power = -300
	modifier = { 
		ship_armor_add = 60000
		ship_armor_regen_add_static = 60000
	}
	ship_modifier = {
		ship_armor_hardening_add = 0.2
	}

	resources = {
		category = ship_components
		cost = {
			alloys = @armor_s_theta_cost
			sm_sr_perfect_runic_energy = @armor_s_theta_sr_cost
		}		
		upkeep = {
			alloys = @armor_s_theta_upkeep_alloy
		}
	}
	
	prerequisites = { "tech_armor_theta" }
	component_set = "ACOT_ARMOR_THETA"

	ai_weight = {
		weight = 1000
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

utility_component_template = {
	key = "MEDIUM_ACOT_ARMOR_THETA"
	size = medium
	icon = "GFX_ship_part_armor_theta"
	icon_frame = 1
	power = -800
	modifier = { 
		ship_armor_add = 180000
		ship_armor_regen_add_static = 180000
	}
	ship_modifier = {
		ship_armor_hardening_add = 0.2
	}
	
	resources = {
		category = ship_components
		cost = {
			alloys = @armor_m_theta_cost
			sm_sr_perfect_runic_energy = @armor_m_theta_sr_cost
		}		
		upkeep = {
			alloys = @armor_m_theta_upkeep_alloy
		}
	}

	prerequisites = { "tech_armor_theta" }
	component_set = "ACOT_ARMOR_THETA"

	ai_weight = {
		weight = 1000
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

utility_component_template = {
	key = "LARGE_ACOT_ARMOR_THETA"
	size = large
	icon = "GFX_ship_part_armor_theta"
	icon_frame = 1
	power = -3750
	modifier = { 
		ship_armor_add = 540000 
		ship_armor_regen_add_static = 540000
	}
	ship_modifier = {
		ship_armor_hardening_add = 0.2
	}

	resources = {
		category = ship_components
		cost = {
			alloys = @armor_l_theta_cost
			sm_sr_perfect_runic_energy = @armor_l_theta_sr_cost
		}		
		upkeep = {
			alloys = @armor_l_theta_upkeep_alloy
		}
	}
	
	prerequisites = { "tech_armor_theta" }
	component_set = "ACOT_ARMOR_THETA"

	ai_weight = {
		weight = 1000
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}


########################################
###   AE Shield    ###
########################################

utility_component_template = {
	key = "SMALL_ACOT_ENIGMATIC_SHIELD_THETA"
	size = small
	icon = "GFX_ship_part_dark_matter_shield_theta"
	icon_frame = 1
	power = -600

	resources = {
		category = ship_components
		cost = {
			alloys = @shield_s_theta_cost
			sm_sr_perfect_runic_energy = @shield_s_theta_sr_cost
		}		
		upkeep = {
			energy = @shield_s_theta_upkeep_energy
		}
	}

    modifier = {
		ship_shield_add = 60000
		ship_shield_regen_add_static = 60000
	}
	ship_modifier = {
		ship_shield_hardening_add = 0.2
	}

	prerequisites = { "tech_dark_matter_shield_theta" }
	component_set = "ACOT_ENIGMATIC_SHIELD_THETA"

	ai_weight = {
		weight = 1000
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

utility_component_template = {
	key = "MEDIUM_ACOT_ENIGMATIC_SHIELD_THETA"
	size = medium
	icon = "GFX_ship_part_dark_matter_shield_theta"
	icon_frame = 1
	power = -1600

	modifier = {
		ship_shield_add = 180000
		ship_shield_regen_add_static = 180000
	}
	ship_modifier = {
		ship_shield_hardening_add = 0.2
	}

	resources = {
		category = ship_components
		cost = {
			alloys = @shield_m_theta_cost
			sm_sr_perfect_runic_energy = @shield_m_theta_sr_cost
		}		
		upkeep = {
			energy = @shield_m_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_dark_matter_shield_theta" }
	component_set = "ACOT_ENIGMATIC_SHIELD_THETA"

	ai_weight = {
		weight = 1000
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

utility_component_template = {
	key = "LARGE_ACOT_ENIGMATIC_SHIELD_THETA"
	size = large
	icon = "GFX_ship_part_dark_matter_shield_theta"
	icon_frame = 1
	power = -3750

	modifier = {
		ship_shield_add = 540000
		ship_shield_regen_add_static = 540000
	}
	ship_modifier = {
		ship_shield_hardening_add = 0.2
	}

	resources = {
		category = ship_components
		cost = {
			alloys = @shield_l_theta_cost
			sm_sr_perfect_runic_energy = @shield_l_theta_sr_cost
		}		
		upkeep = {
			energy = @shield_l_theta_upkeep_energy
		}
	}

	prerequisites = { "tech_dark_matter_shield_theta" }
	component_set = "ACOT_ENIGMATIC_SHIELD_THETA"

	ai_weight = {
		weight = 1000
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

utility_component_template = {
	key = "SMALL_ACOT_HULL_POWER_THETA"
	size = small
	icon = "GFX_ship_part_hull_power_theta"
	icon_frame = 1
	power = 1600

	modifier = { 
		ship_hull_add = 120000 
		ship_hull_regen_add_static = 12000
	}

	resources = {
		category = ship_components
		cost = {
			alloys = @armor_s_theta_cost
			sm_sr_perfect_runic_energy = @armor_s_theta_sr_cost
		}		
		upkeep = {
			alloys = @armor_s_theta_upkeep_alloy
		}
	}

	prerequisites = { "tech_hull_power_theta" }
	component_set = "ACOT_HULL_POWER_THETA"

	ai_weight = {
		weight = 200
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

utility_component_template = {
	key = "MEDIUM_ACOT_HULL_POWER_THETA"
	size = medium
	icon = "GFX_ship_part_hull_power_theta"
	icon_frame = 1
	power = 3200
	
	modifier = { 
		ship_hull_add = 270000 
		ship_hull_regen_add_static = 27000
	}

	resources = {
		category = ship_components
		cost = {
			alloys = @armor_m_theta_cost
			sm_sr_perfect_runic_energy = @armor_m_theta_sr_cost
		}			
		upkeep = {
			alloys = @armor_m_theta_upkeep_alloy
		}
	}

	prerequisites = { "tech_hull_power_theta" }
	component_set = "ACOT_HULL_POWER_THETA"

	ai_weight = {
		weight = 200
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

utility_component_template = {
	key = "LARGE_ACOT_HULL_POWER_THETA"
	size = large
	icon = "GFX_ship_part_hull_power_theta"
	icon_frame = 1
	power = 6400

	modifier = { 
		ship_hull_add = 1080000
		ship_hull_regen_add_static = 108000
	}

	resources = {
		category = ship_components
		cost = {
			alloys = @armor_l_theta_cost
			sm_sr_perfect_runic_energy = @armor_l_theta_sr_cost
		}			
		upkeep = {
			alloys = @armor_l_theta_upkeep_alloy
		}
	}
	
	prerequisites = { "tech_hull_power_theta" }
	component_set = "ACOT_HULL_POWER_THETA"

	ai_weight = {
		weight = 200
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

#####################################################
####  OTHERS
#####################################################

########################################
###  BIONIC Combat Computers    ###
########################################

utility_component_template = {
	key = "THETA_OFFENSIVE_COMBAT_COMPUTER"
	size = small
	icon = "GFX_ship_part_computer_theta_offensive"
	icon_frame = 1
	power = -80
	resources = {
		category = ship_components
		cost = {
			alloys = @armor_s_theta_cost
			sm_sr_perfect_runic_energy = @armor_s_theta_sr_cost
		}
	}
	potential = {
		ship_uses_acot_normal_roles = yes
	}
	component_set = "combat_computers"
	ship_behavior = "origin_offense"

	
	ship_modifier = {
		ship_fire_rate_mult = 1.0
		ship_tracking_add = 70
		ship_weapon_damage = 1.0
		ship_accuracy_mult = 1.0
		ship_evasion_add = 70
		ship_weapon_range_mult = 0.50
	}

	prerequisites = { "tech_computer_theta" }
	

	ai_weight = {
		weight = 4000
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}
utility_component_template = {
	key = "THETA_BALANCE_COMBAT_COMPUTER"
	size = small
	icon = "GFX_ship_part_computer_theta_balanced"
	icon_frame = 1
	power = -80
	resources = {
		category = ship_components
		cost = {
			alloys = @armor_s_theta_cost
			sm_sr_perfect_runic_energy = @armor_s_theta_sr_cost
		}
	}
	potential = {
		ship_uses_acot_normal_roles = yes
	}
	component_set = "combat_computers"
	ship_behavior = "origin_balance"


	ship_modifier = {
		ship_fire_rate_mult = 1.0
		ship_tracking_add = 70
		ship_weapon_damage = 1.0
		ship_accuracy_mult = 1.0
		ship_evasion_add = 70
		ship_weapon_range_mult = 0.50
	}

	prerequisites = { "tech_computer_theta" }
	
	ai_weight = {
		weight = 4000
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	
	}
}
utility_component_template = {
	key = "THETA_DEFENSIVE_COMBAT_COMPUTER"
	size = small
	icon = "GFX_ship_part_computer_theta_defensive"
	icon_frame = 1
	power = -80
	resources = {
		category = ship_components
		cost = {
			alloys = @armor_s_theta_cost
			sm_sr_perfect_runic_energy = @armor_s_theta_sr_cost
		}
	}
	potential = {
		ship_uses_acot_normal_roles = yes
	}
	component_set = "combat_computers"
	ship_behavior = "origin_defense"


	ship_modifier = {
		ship_fire_rate_mult = 1.0
		ship_tracking_add = 70
		ship_weapon_damage = 1.0
		ship_accuracy_mult = 1.0
		ship_evasion_add = 70
		ship_weapon_range_mult = 0.50
	}

	prerequisites = { "tech_computer_theta" }
	
	ai_weight = {
		weight = 4000
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	
	}
}

#utility_component_template = {
#	key = "THETA_OFFENSIVE_COMBAT_COMPUTER_BATTLECRUISER"
#	size = small
#	icon = "GFX_ship_part_computer_theta_offensive"
#	icon_frame = 1
#	power = -80
#	resources = {
#		category = ship_components
#		cost = {
#			alloys = @armor_s_theta_cost
#			sm_sr_perfect_runic_energy = @armor_s_theta_sr_cost
#		}
#	}
#	class_restriction = { shipclass_military }
#	size_restriction = { precursor_escort precursor_battlecruiser sofe_ancient_escort cruiser battleship }
#	component_set = "combat_computers"
#	ship_behavior = "origin_offense_bc"
#
#
#	ship_modifier = {
#		ship_fire_rate_mult = 1.0
#		ship_tracking_add = 70
#		ship_weapon_damage = 1.0
#		ship_accuracy_mult = 1.0
#		ship_evasion_add = 70
#		ship_weapon_range_mult = 0.50
#	}
#
#	prerequisites = { "tech_computer_theta" }
#	
#	ai_weight = {
#		weight = 4000
#		modifier = {
#			factor = 0
#			cannot_use_theta = yes
#		}
#	
#	}
#}
#utility_component_template = {
#	key = "THETA_BALANCE_COMBAT_COMPUTER_BATTLECRUISER"
#	size = small
#	icon = "GFX_ship_part_computer_theta_balanced"
#	icon_frame = 1
#	power = -80
#	resources = {
#		category = ship_components
#		cost = {
#			alloys = @armor_s_theta_cost
#			sm_sr_perfect_runic_energy = @armor_s_theta_sr_cost
#		}
#	}
#	class_restriction = { shipclass_military }
#	size_restriction = { precursor_escort precursor_battlecruiser sofe_ancient_escort cruiser battleship }
#	component_set = "combat_computers"
#	ship_behavior = "origin_balance_bc"
#
#
#	ship_modifier = {
#		ship_fire_rate_mult = 1.0
#		ship_tracking_add = 70
#		ship_weapon_damage = 1.0
#		ship_accuracy_mult = 1.0
#		ship_evasion_add = 70
#		ship_weapon_range_mult = 0.50
#	}
#
#	prerequisites = { "tech_computer_theta" }
#	
#	ai_weight = {
#		weight = 4000
#		modifier = {
#			factor = 0
#			cannot_use_theta = yes
#		}
#	
#	}
#}
#utility_component_template = {
#	key = "THETA_DEFENSIVE_COMBAT_COMPUTER_BATTLECRUISER"
#	size = small
#	icon = "GFX_ship_part_computer_theta_defensive"
#	icon_frame = 1
#	power = -80
#	resources = {
#		category = ship_components
#		cost = {
#			alloys = @armor_s_theta_cost
#			sm_sr_perfect_runic_energy = @armor_s_theta_sr_cost
#		}
#	}
#	class_restriction = { shipclass_military }
#	size_restriction = { precursor_escort precursor_battlecruiser sofe_ancient_escort cruiser battleship }
#	component_set = "combat_computers"
#	ship_behavior = "origin_defense_bc"
#
#	
#	ship_modifier = {
#		ship_fire_rate_mult = 1.0
#		ship_tracking_add = 70
#		ship_weapon_damage = 1.0
#		ship_accuracy_mult = 1.0
#		ship_evasion_add = 70
#		ship_weapon_range_mult = 0.50
#	}
#
#	prerequisites = { "tech_computer_theta" }
#	
#	ai_weight = {
#		weight = 4000
#		modifier = {
#			factor = 0
#			cannot_use_theta = yes
#		}
#	
#	}
#}
#
#utility_component_template = {
#	key = "THETA_OFFENSIVE_COMBAT_COMPUTER_TITAN"
#	size = small
#	icon = "GFX_ship_part_computer_theta_offensive"
#	icon_frame = 1
#	power = -80
#	resources = {
#		category = ship_components
#		cost = {
#			alloys = @armor_s_theta_cost
#			sm_sr_perfect_runic_energy = @armor_s_theta_sr_cost
#		}
#	}
#	class_restriction = { shipclass_military }
#	size_restriction = { precursor_titan sofe_ancient_cruiser titan progenitor_titan }
#	component_set = "combat_computers"
#	ship_behavior = "origin_offense_titan"
#
#
#	ship_modifier = {
#		ship_fire_rate_mult = 1.0
#		ship_tracking_add = 70
#		ship_weapon_damage = 1.0
#		ship_accuracy_mult = 1.0
#		ship_evasion_add = 70
#		ship_weapon_range_mult = 0.50
#	}
#	
#	prerequisites = { "tech_computer_theta" }
#	
#	ai_weight = {
#		weight = 4000
#		modifier = {
#			factor = 0
#			cannot_use_theta = yes
#		}
#	
#	}
#}
#utility_component_template = {
#	key = "THETA_BALANCE_COMBAT_COMPUTER_TITAN"
#	size = small
#	icon = "GFX_ship_part_computer_theta_balanced"
#	icon_frame = 1
#	power = -80
#	resources = {
#		category = ship_components
#		cost = {
#			alloys = @armor_s_theta_cost
#			sm_sr_perfect_runic_energy = @armor_s_theta_sr_cost
#		}
#	}
#	class_restriction = { shipclass_military }
#	size_restriction = { precursor_titan sofe_ancient_cruiser titan progenitor_titan }
#	component_set = "combat_computers"
#	ship_behavior = "origin_balance_titan"
#
#
#	ship_modifier = {
#		ship_fire_rate_mult = 1.0
#		ship_tracking_add = 70
#		ship_weapon_damage = 1.0
#		ship_accuracy_mult = 1.0
#		ship_evasion_add = 70
#		ship_weapon_range_mult = 0.50
#	}
#	
#	prerequisites = { "tech_computer_theta" }
#	
#	ai_weight = {
#		weight = 4000
#		modifier = {
#			factor = 0
#			cannot_use_theta = yes
#		}
#	
#	}
#}
#utility_component_template = {
#	key = "THETA_DEFENSIVE_COMBAT_COMPUTER_TITAN"
#	size = small
#	icon = "GFX_ship_part_computer_theta_defensive"
#	icon_frame = 1
#	power = -80
#	resources = {
#		category = ship_components
#		cost = {
#			alloys = @armor_s_theta_cost
#			sm_sr_perfect_runic_energy = @armor_s_theta_sr_cost
#		}
#	}
#	class_restriction = { shipclass_military }
#	size_restriction = { precursor_titan precursor_titan sofe_ancient_cruiser titan  }
#	component_set = "combat_computers"
#	ship_behavior = "origin_defense_titan"
#	
#
#	ship_modifier = {
#		ship_fire_rate_mult = 1.0
#		ship_tracking_add = 70
#		ship_weapon_damage = 1.0
#		ship_accuracy_mult = 1.0
#		ship_evasion_add = 70
#		ship_weapon_range_mult = 0.50
#	}
#
#	prerequisites = { "tech_computer_theta" }
#	
#	ai_weight = {
#		weight = 4000
#		modifier = {
#			factor = 0
#			cannot_use_theta = yes
#		}
#	
#	}
#}
#
#utility_component_template = {
#	key = "THETA_OFFENSIVE_COMBAT_COMPUTER_GOLIATH"
#	size = small
#	icon = "GFX_ship_part_computer_theta_offensive"
#	icon_frame = 1
#	power = -80
#	resources = {
#		category = ship_components
#		cost = {
#			alloys = @armor_s_theta_cost
#			sm_sr_perfect_runic_energy = @armor_s_theta_sr_cost
#		}
#	}
#	class_restriction = { shipclass_military shipclass_starbase shipclass_military_special }
#	size_restriction = { juggernaut sofe_aegis_guard sofe_gatekeeper_warden progenitor_avatar aot_gatekeeper precursor_juggernaut giga_massive_planet giga_planet_behemoth acot_giga_fortress acot_void_sphere_ship }
#	component_set = "combat_computers"
#	ship_behavior = "origin_offense_goliath"
#
#
#	ship_modifier = {
#		ship_fire_rate_mult = 1.0
#		ship_tracking_add = 70
#		ship_weapon_damage = 1.0
#		ship_accuracy_mult = 1.0
#		ship_evasion_add = 70
#		ship_weapon_range_mult = 0.50
#	}
#	
#	prerequisites = { "tech_computer_theta" }
#	
#	ai_weight = {
#		weight = 4000
#		modifier = {
#			factor = 0
#			cannot_use_theta = yes
#		}
#	
#	}
#}
#utility_component_template = {
#	key = "THETA_BALANCE_COMBAT_COMPUTER_GOLIATH"
#	size = small
#	icon = "GFX_ship_part_computer_theta_balanced"
#	icon_frame = 1
#	power = -80
#	resources = {
#		category = ship_components
#		cost = {
#			alloys = @armor_s_theta_cost
#			sm_sr_perfect_runic_energy = @armor_s_theta_sr_cost
#		}
#	}
#	class_restriction = { shipclass_military shipclass_starbase shipclass_military_special }
#	size_restriction = { juggernaut sofe_aegis_guard sofe_gatekeeper_warden progenitor_avatar aot_gatekeeper precursor_juggernaut giga_massive_planet giga_planet_behemoth acot_giga_fortress acot_void_sphere_ship }
#	component_set = "combat_computers"
#	ship_behavior = "origin_balance_goliath"
#
#	ship_modifier = {
#		ship_fire_rate_mult = 1.0
#		ship_tracking_add = 70
#		ship_weapon_damage = 1.0
#		ship_accuracy_mult = 1.0
#		ship_evasion_add = 70
#		ship_weapon_range_mult = 0.50
#	}
#
#	
#	prerequisites = { "tech_computer_theta" }
#	
#	ai_weight = {
#		weight = 4000
#		modifier = {
#			factor = 0
#			cannot_use_theta = yes
#		}
#	
#	}
#}
#utility_component_template = {
#	key = "THETA_DEFENSIVE_COMBAT_COMPUTER_GOLIATH"
#	size = small
#	icon = "GFX_ship_part_computer_theta_defensive"
#	icon_frame = 1
#	power = -80
#	resources = {
#		category = ship_components
#		cost = {
#			alloys = @armor_s_theta_cost
#			sm_sr_perfect_runic_energy = @armor_s_theta_sr_cost
#		}
#	}
#	class_restriction = { shipclass_military shipclass_starbase shipclass_military_special }
#	size_restriction = { juggernaut sofe_aegis_guard sofe_gatekeeper_warden progenitor_avatar aot_gatekeeper precursor_juggernaut giga_massive_planet giga_planet_behemoth acot_giga_fortress acot_void_sphere_ship }
#	component_set = "combat_computers"
#	ship_behavior = "origin_defense_goliath"
#
#	ship_modifier = {
#		ship_fire_rate_mult = 1.0
#		ship_tracking_add = 70
#		ship_weapon_damage = 1.0
#		ship_accuracy_mult = 1.0
#		ship_evasion_add = 70
#		ship_weapon_range_mult = 0.50
#	}
#
#	
#	prerequisites = { "tech_computer_theta" }
#	
#	ai_weight = {
#		weight = 4000
#		modifier = {
#			factor = 0
#			cannot_use_theta = yes
#		}
#	
#	}
#}


utility_component_template = {
	key = "THETA_STARBASE_DEFENSIVE_COMBAT_COMPUTER"
	size = small
	icon = "GFX_ship_part_computer_theta_defensive"
	icon_frame = 1
	power = -80
	resources = {
		category = ship_components
		cost = {
			alloys = @armor_s_theta_cost
			sm_sr_perfect_runic_energy = @armor_s_theta_sr_cost
		}
	}


	potential = {
		ship_uses_acot_starbase_roles = yes
	}
	component_set = "combat_computers"
	ship_behavior = "platform"
	

	ship_modifier = {
		ship_fire_rate_mult = 1.0
		ship_tracking_add = 70
		ship_weapon_damage = 1.0
		ship_accuracy_mult = 1.0
		ship_evasion_add = 70
		ship_weapon_range_mult = 0.50
	}

	
	prerequisites = { "tech_computer_theta" }
	
	ai_weight = {
		weight = 4000
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	
	}
}

utility_component_template = {
	key = "THETA_PLATFORM_DEFENSIVE_COMBAT_COMPUTER"
	size = small
	icon = "GFX_ship_part_computer_theta_defensive"
	icon_frame = 1
	power = -80
	resources = {
		category = ship_components
		cost = {
			alloys = @armor_s_theta_cost
			sm_sr_perfect_runic_energy = @armor_s_theta_sr_cost
		}
	}
		potential = {
		ship_uses_acot_platform_roles = yes
	}
	component_set = "combat_computers"
	ship_behavior = "platform"
	

	ship_modifier = {
		ship_fire_rate_mult = 1.0
		ship_tracking_add = 70
		ship_weapon_damage = 1.0
		ship_accuracy_mult = 1.0
		ship_evasion_add = 70
		ship_weapon_range_mult = 0.50
	}

	
	prerequisites = { "tech_computer_theta" }
	
	ai_weight = {
		weight = 4000
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	
	}
}

##############################################
#utility_component_template = {
#	key = "BASE_COMBAT_COMPUTER_COLOSSUS_THETA"
#	size = small
#	icon = "GFX_ship_part_computer_theta_offensive"
#	icon_frame = 1
#	power = -200
#	resources = {
#		category = ship_components
#		cost = {
#			alloys = @armor_s_theta_cost
#			sm_sr_perfect_runic_energy = @armor_s_theta_sr_cost
#		}
#	}
#	ship_behavior = "colossus"
#
#
#	prerequisites = { "tech_computer_theta" }
#
#	ship_modifier = {
#		ship_fire_rate_mult = 1.0
#		ship_tracking_add = 70
#		ship_weapon_damage = 1.0
#		ship_accuracy_mult = 1.0
#		ship_evasion_add = 70
#		ship_weapon_range_mult = 0.50
#	}
#
#	size_restriction = { precursor_colossus } 
#	component_set = "combat_computers"
#	
#	ai_weight = {
#		weight = 4550
#		modifier = {
#			factor = 0
#			is_country_type = fallen_empire
#			is_country_type = awakened_fallen_empire
#		}
#	
#	}
#}
#
#utility_component_template = {
#	key = "HERCULEAN_COMBAT_COMPUTER_THETA"
#	size = small
#	icon = "GFX_ship_part_computer_theta_defensive"
#	icon_frame = 1
#	power = -200
#	size_restriction = { precursor_colossus giga_systemcraft giga_o_systemcraft } 
#	component_set = "combat_computers"
#	ship_behavior = "origin_defense_goliath"
#
#	prerequisites = { "tech_computer_theta" }
#
#	resources = {
#		category = ship_components
#		cost = {
#			alloys = @armor_s_theta_cost
#			sm_sr_perfect_runic_energy = @armor_s_theta_sr_cost
#		}
#	}
#
#	ship_modifier = {
#		ship_fire_rate_mult = 1.0
#		ship_tracking_add = 70
#		ship_weapon_damage = 1.0
#		ship_accuracy_mult = 1.0
#		ship_evasion_add = 70
#		ship_weapon_range_mult = 0.50
#	}
#	ai_weight = {
#		weight = 4550
#		modifier = {
#			factor = 0
#			cannot_use_theta = yes
#		}
#	
#	}	
#}

###############################################

######CARRIER######

utility_component_template = {
	key = "PAC_COMBAT_COMPUTER_DEFENSE_THETA"
	size = small
	icon = "GFX_ship_part_computer_theta_defensive"
	icon_frame = 1
	power = -80

	potential = {
		ship_uses_acot_pac_roles = yes
	}

	component_set = "combat_computers"
	ship_behavior = "acot_carrier_avoid"

	prerequisites = { "tech_computer_theta" }
	
	resources = {
		category = ship_components
		cost = {
			alloys = @armor_m_theta_cost
			sm_sr_perfect_runic_energy = @armor_m_theta_sr_cost
		}
	}

	ship_modifier = {
		ship_weapon_range_mult = 0.50
		ship_tracking_add = 70
		ship_accuracy_mult = 1.0
		weapon_type_strike_craft_weapon_damage_mult = 2.00
		weapon_type_strike_craft_weapon_fire_rate_mult = 2.00
		weapon_type_strike_craft_speed_mult = 1.00
		ship_evasion_add = 70
	}
	modifier = {
		ship_hull_mult = 0.20
	}
	
	ai_weight = {
		weight = 8000
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	
	}	
}

utility_component_template = {
	key = "PAC_COMBAT_COMPUTER_OFFENSE_THETA"
	size = small
	icon = "GFX_ship_part_computer_theta_offensive"
	icon_frame = 1
	power = -80

	potential = {
		ship_uses_acot_pac_roles = yes
	}
	
	component_set = "combat_computers"
	ship_behavior = "acot_carrier_stationary"

	prerequisites = { "tech_computer_theta" }
	

	resources = {
		category = ship_components
		cost = {
			alloys = @armor_m_theta_cost
			sm_sr_perfect_runic_energy = @armor_m_theta_sr_cost
		}
	}

	ship_modifier = {
		ship_weapon_range_mult = 0.50
		ship_tracking_add = 70
		ship_accuracy_mult = 1.0
		weapon_type_strike_craft_weapon_damage_mult = 2.00
		weapon_type_strike_craft_weapon_fire_rate_mult = 2.00
		weapon_type_strike_craft_speed_mult = 1.00
		ship_evasion_add = 70
	}
	modifier = {
		ship_hull_mult = 0.20
	}
	
	ai_weight = {
		weight = 8000
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	
	}	
}

#################################################################

### Enigmatic Jump drives
utility_component_template = {
	key = "ENIGMATIC_DRIVE_THETA"
	size = small
	icon = "GFX_ship_part_enigmatic_drive_theta"
	icon_frame = 1
	power = 400
	ftl = yes
	jumpdrive = yes
	ship_modifier = {
		ship_windup_mult = -1.00
		ship_ftl_jumpdrive_range_mult = 2.00
		ship_jumpdrive_cooldown_mult = -1.00
		ship_disengage_opportunities_add = 3
		ship_disengage_chance_reduction = -1.5
		ship_emergency_ftl_min_days_mult = -1.5
		relay_bypass_ship_windup_mult = 1.00
	}

	resources = {
		category = ship_components
		cost = {
			alloys = @armor_s_theta_cost
			sm_sr_perfect_runic_energy = @armor_s_theta_sr_cost
		}
	}

	triggered_ship_modifier = {
		potential = {
			exists = solar_system
			solar_system = {
				any_system_planet = {
					is_planet_class = pc_black_hole
				}
			}
		}
		modifier = {
			ship_disengage_chance_reduction = -0.5
			ship_emergency_ftl_min_days_mult = -0.5
		}
	}
	#custom_tooltip = "ACOT_DARK_MATTER_FTL_THETA_TOOLTIP"
	
	ai_weight = {
		weight = 200
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	
	}

	class_restriction = { shipclass_military shipclass_constructor shipclass_colonizer shipclass_science_ship shipclass_transport shipclass_military_special shipclass_starbase }
	prerequisites = { "tech_enigmatic_drive_theta" }
	component_set = "ftl_components"
}

#############################
# Weapons Coire    #
#############################

utility_component_template = {
	key = "ACOT_WEAPON_CORE_THETA"
	size = aux
	icon = "GFX_ship_part_weapon_core_theta"
	icon_frame = 1
	power = -6000

	resources = {
		category = ship_components
		cost = {
			alloys = @armor_m_theta_cost
			sm_sr_perfect_runic_energy = @armor_m_theta_sr_cost
			exotic_gases = 400
			rare_crystals = 400
			volatile_motes = 400
		}		
		upkeep = {
			energy = @armor_m_theta_upkeep_alloy
			alloys = @armor_m_theta_upkeep_alloy
		}
	}

	modifier = {
		ship_hull_mult = -0.10	
		ship_shield_mult = -0.10
		ship_armor_mult = -0.10
	}
	ship_modifier = {
		ship_weapon_damage = 0.70
		ship_fire_rate_mult = 0.70
	}
	
	prerequisites = { tech_weapon_core_theta }
	component_set = "ACOT_WEAPON_CORE_THETA"
	
	ai_weight = {
		weight = 0 #autodesigned starbases with these would be bad
		modifier = {
			factor = 3.0
			is_preferred_weapons = weapon_type_explosive
		}	
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
		
	}
}

utility_component_template = {
	key = "WEAPON_EXPLOSIVE_CORE_THETA"
	size = aux
	icon = "GFX_ship_part_missile_core_theta"
	icon_frame = 1
	power = -5000

	resources = {
		category = ship_components
		cost = {
			alloys = @armor_m_theta_cost
			sm_sr_perfect_runic_energy = @armor_m_theta_sr_cost
			volatile_motes = 400
		}		
		upkeep = {
			energy = @armor_m_theta_upkeep_alloy
			alloys = @armor_m_theta_upkeep_alloy
		}
	}

	ship_modifier = {
		weapon_type_explosive_weapon_fire_rate_mult = 1.00
		weapon_type_explosive_weapon_damage_mult = 1.00
		weapon_type_explosive_speed_mult = 5.00
	}
	
	prerequisites = { "tech_missile_core_theta" }
	component_set = "WEAPON_EXPLOSIVE_CORE_THETA"
	
	ai_weight = {
		weight = 12000
		modifier = {
			factor = 3.0
			is_preferred_weapons = weapon_type_explosive
		}	
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
		
	}

}

utility_component_template = {
	key = "WEAPON_KINETIC_CORE_THETA"
	size = aux
	icon = "GFX_ship_part_kinetic_core_theta"
	icon_frame = 1
	power = -5000
	resources = {
		category = ship_components
		cost = {
			alloys = @armor_m_theta_cost
			sm_sr_perfect_runic_energy = @armor_m_theta_sr_cost
			volatile_motes = 400
		}		
		upkeep = {
			energy = @armor_m_theta_upkeep_alloy
			alloys = @armor_m_theta_upkeep_alloy
		}
	}

	ship_modifier = {
		weapon_type_kinetic_weapon_fire_rate_mult = 1.00
		weapon_type_kinetic_weapon_damage_mult = 1.00
	}
	
	prerequisites = { "tech_kinetic_core_theta" }
	component_set = "WEAPON_KINETIC_CORE_THETA"
	
	ai_weight = {
		weight = 12000
		modifier = {
			factor = 3.0
			is_preferred_weapons = weapon_type_kinetic
		}	
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	
	}

}

utility_component_template = {
	key = "WEAPON_ENERGY_CORE_THETA"
	size = aux
	icon = "GFX_ship_part_energy_core_theta"
	icon_frame = 1
	power = -5000
	resources = {
		category = ship_components
		cost = {
			alloys = @armor_m_theta_cost
			sm_sr_perfect_runic_energy = @armor_m_theta_sr_cost
			exotic_gases = 200
			rare_crystals = 200
		}		
		upkeep = {
			energy = @armor_m_theta_upkeep_alloy
			alloys = @armor_m_theta_upkeep_alloy
		}
	}
	ship_modifier = {
		weapon_type_energy_weapon_fire_rate_mult = 1.00
		weapon_type_energy_weapon_damage_mult = 1.00
	}
	
	prerequisites = { "tech_energy_core_theta" }
	component_set = "WEAPON_ENERGY_CORE_THETA"
	
	ai_weight = {
		weight = 12000
		modifier = {
			factor = 3.0
			is_preferred_weapons = weapon_type_energy
		}	
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	
	}

}

utility_component_template = {
	key = "WEAPON_FIGHTER_CORE_THETA"
	size = aux
	icon = "GFX_ship_part_fighter_core_theta"
	icon_frame = 1
	power = -5000
	resources = {
		category = ship_components
		cost = {
			alloys = @armor_m_theta_cost
			sm_sr_perfect_runic_energy = @armor_m_theta_sr_cost
			exotic_gases = 200
			volatile_motes = 200
		}		
		upkeep = {
			energy = @armor_m_theta_upkeep_alloy
			alloys = @armor_m_theta_upkeep_alloy
		}
	}

	ship_modifier = {
		weapon_type_strike_craft_weapon_fire_rate_mult = 1.00
		weapon_type_strike_craft_weapon_damage_mult = 1.00
		weapon_type_strike_craft_speed_mult = 1.00
	}
	
	prerequisites = { "tech_fighter_core_theta" }
	component_set = "WEAPON_FIGHTER_CORE_THETA"

	ai_weight = {
		weight = 400
		modifier = {
			factor = 3.0
			is_preferred_weapons = weapon_type_strike_craft
		}	
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
		
	}
}

####Thrusters to Maximum

####Upgrades

utility_component_template = {
	key = "SHIP_THRUSTER_THETA"
	size = small
	icon = "GFX_ship_part_theta_thruster"
	icon_frame = 1
	power = -400
	resources = {
		category = ship_components
		cost = {
			alloys = @armor_m_theta_cost
			sm_sr_perfect_runic_energy = @armor_m_theta_sr_cost
		}
	}
	modifier = {
		ship_base_speed_mult = 2.50
		ship_evasion_add = 60
	}

	ship_modifier = {
		ship_speed_reduction = -2
	}

	#custom_tooltip = "ACOT_DARK_MATTER_THRUSTERS_THETA_TOOLTIP"

	prerequisites = { "tech_theta_thruster" }
	component_set = "thruster_components"
	
	ai_weight = {
		weight = 400
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}

	}
}

###########SENSORS COMMANDER

utility_component_template = {
	key = "THETA_SENSOR_SHIP"
	size = medium
	icon = "GFX_ship_part_sensor_theta"
	icon_frame = 1	
	power = -300
	resources = {
		category = ship_components
		cost = {
			alloys = @armor_s_theta_cost
			sm_sr_perfect_runic_energy = @armor_s_theta_sr_cost
		}
	}
	sensor_range = 18
	hyperlane_range = 36

	ship_modifier = {
		ship_tracking_add = 80
		ship_tracking_mult = 0.60
		ship_accuracy_mult = 0.60
	}	

	prerequisites = { "tech_sensor_theta" }
	component_set = "sensor_components"
	
	ai_weight = {
		weight = 100000000 #to beat ehof sensors with weight of 1mil
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	
	}
}

####################
# Engimatic Reactors AE
####################

utility_component_template = {
	key = "ACOT_HERCULEAN_REACTOR_THETA"
	size = large
	icon = "GFX_ship_part_acot_precursor_reactor_theta"
	icon_frame = 1
	power = 1250000
	resources = {
		category = ship_components
		cost = {
			alloys = 1200
			sm_sr_perfect_runic_energy = 120
		}
		upkeep = {
		}
	}

	prerequisites = { tech_precursor_theia_design }

	component_set = "ACOT_HERCULEAN_REACTOR"

	hostile_aura = {
		name = "acot_aura_herculean_reactor_dot"
		radius = 100
		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 = acot_aura_herculean_reactor_dot
			priority = 5
		}
		
		damage_per_day = {
			accuracy = 1.0
			damage = { min = 2500 max = 5000 }
			shield_penetration = 0
			armor_penetration = 0
			shield_damage = 1
		}

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

	hostile_aura = {
		name = "acot_aura_herculean_computer_debuff"
		apply_on = ships
		system_wide = yes
		
		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 = acot_aura_herculean_computer_debuff
			priority = 5
		}
		
		modifier = {
			ship_armor_penetration_mult = -1.0
			ship_shield_penetration_mult = -1.0
			ship_weapon_damage = -0.50
			ship_evasion_mult = -0.50
			ship_base_speed_mult = -0.50
		}
		ship_modifier = {
			ship_tracking_mult = -0.50
			ship_accuracy_mult = -0.50
			ship_weapon_range_mult = -0.50
		}
		
		graphics = {
			area_effect = {
				entity = "circle_area_entity"
				dynamic_scale = yes
			}
			ship_effect = {
				entity = "ship_aura_negative_entity"
				dynamic_scale = no
			}
		}
	}
	
	friendly_aura = {
		name = "acot_aura_herculean_computer_buff"
		apply_on = ships
		system_wide = yes
		
		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 = acot_aura_herculean_computer_buff
			priority = 5
		}
		
		modifier = {
			ship_shield_mult = 0.50
			ship_armor_mult = 0.50
			ship_shield_reduction = -1.0
			ship_armor_reduction = -1.00
			ship_evasion_mult = 0.50
			ship_base_speed_mult = 0.50
		}
		ship_modifier = {
			ship_ftl_jumpdrive_range_mult = 2.00
			ship_tracking_mult = 0.50
			ship_accuracy_mult = 0.50
			ship_weapon_range_mult = 0.50
		}
		
		graphics = {
			area_effect = {
				entity = "circle_area_entity"
				dynamic_scale = yes
			}
			ship_effect = {
				entity = "ship_aura_positive_entity"
				dynamic_scale = no
			}
		}
	}

	ai_weight = {
		weight = 5
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

utility_component_template = {
	key = "CORVETTE_DARK_MATTER_REACTOR_THETA"
	size = small
	icon = "GFX_ship_part_dark_matter_power_core_theta"
	icon_frame = 1
	power = 24000

	potential = {
		ship_uses_acot_corvette_reactor = yes
	}

	resources = {
		category = ship_components
		cost = {
			alloys = @armor_s_theta_cost
			sm_sr_perfect_runic_energy = @armor_s_theta_sr_cost
		}
		upkeep = {
			energy = @armor_s_theta_upkeep_alloy
			alloys = @armor_s_theta_upkeep_alloy
		}
	}
	
	modifier = { 
		ship_weapon_damage = 0.30
		ship_fire_rate_mult = 0.30
	}

	ship_modifier = {
		ship_shield_reduction = -2.0
	}

	#custom_tooltip = "ACOT_DARK_MATTER_REACTOR_THETA_TOOLTIP"

	prerequisites = { "tech_dark_matter_power_core_theta" }
	component_set = "power_core"
	
	ai_weight = {
		weight = 450
	
	}
}

utility_component_template = {
	key = "DESTROYER_DARK_MATTER_REACTOR_THETA"
	size = small
	icon = "GFX_ship_part_dark_matter_power_core_theta"
	icon_frame = 1
	power = 48000

	potential = {
		ship_uses_acot_destroyer_reactor = yes
	}

	resources = {
		category = ship_components
		cost = {
			alloys = @armor_s_theta_cost
			sm_sr_perfect_runic_energy = @armor_s_theta_sr_cost
		}
		upkeep = {
			energy = @armor_s_theta_upkeep_alloy
			alloys = @armor_s_theta_upkeep_alloy
		}
	}

	modifier = { 
		ship_weapon_damage = 0.30
		ship_fire_rate_mult = 0.30
	}

	ship_modifier = {
		ship_shield_reduction = -2.0
	}

	#custom_tooltip = "ACOT_DARK_MATTER_REACTOR_THETA_TOOLTIP"
	
	prerequisites = { "tech_dark_matter_power_core_theta" }
	component_set = "power_core"
	
	ai_weight = {
		weight = 450
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	
	}
}

utility_component_template = {
	key = "CRUISER_DARK_MATTER_REACTOR_THETA"
	size = small
	icon = "GFX_ship_part_dark_matter_power_core_theta"
	icon_frame = 1
	power = 96000

	potential = {
		ship_uses_acot_cruiser_reactor = yes
	}

	resources = {
		category = ship_components
		cost = {
			alloys = @armor_m_theta_cost
			sm_sr_perfect_runic_energy = @armor_m_theta_sr_cost
		}
		upkeep = {
			energy = @armor_m_theta_upkeep_alloy
			alloys = @armor_m_theta_upkeep_alloy
		}
	}

	modifier = { 
		ship_weapon_damage = 0.30
		ship_fire_rate_mult = 0.30
	}

	ship_modifier = {
		ship_shield_reduction = -2.0
	}

	#custom_tooltip = "ACOT_DARK_MATTER_REACTOR_THETA_TOOLTIP"
	
	prerequisites = { "tech_dark_matter_power_core_theta" }
	component_set = "power_core"
	
	ai_weight = {
		weight = 450
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	
	}
}

utility_component_template = {
	key = "BATTLESHIP_DARK_MATTER_REACTOR_THETA"
	size = small
	icon = "GFX_ship_part_dark_matter_power_core_theta"
	icon_frame = 1
	power = 192000

	potential = {
		ship_uses_acot_battleship_reactor = yes
	}

	resources = {
		category = ship_components
		cost = {
			alloys = @armor_m_theta_cost
			sm_sr_perfect_runic_energy = @armor_m_theta_sr_cost
		}
		upkeep = {
			energy = @armor_m_theta_upkeep_alloy
			alloys = @armor_m_theta_upkeep_alloy
		}
	}
	
	modifier = { 
		ship_weapon_damage = 0.30
		ship_fire_rate_mult = 0.30
	}

	ship_modifier = {
		ship_shield_reduction = -2.0
	}

	#custom_tooltip = "ACOT_DARK_MATTER_REACTOR_THETA_TOOLTIP"

	prerequisites = { "tech_dark_matter_power_core_theta" }
	component_set = "power_core"
	
	ai_weight = {
		weight = 450
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	
	}
}

utility_component_template = {
	key = "TITAN_DARK_MATTER_REACTOR_THETA"
	size = small
	icon = "GFX_ship_part_dark_matter_power_core_theta"
	icon_frame = 1
	power = 384000

	potential = {
		ship_uses_acot_titan_reactor = yes
	}

	resources = {
		category = ship_components
		cost = {
			alloys = @armor_l_theta_cost
			sm_sr_perfect_runic_energy = @armor_l_theta_sr_cost
		}
		upkeep = {
			energy = @armor_l_theta_upkeep_alloy
			alloys = @armor_l_theta_upkeep_alloy
		}
	}

	modifier = { 
		ship_weapon_damage = 0.30
		ship_fire_rate_mult = 0.30
	}

	ship_modifier = {
		ship_shield_reduction = -2.0
	}

	#custom_tooltip = "ACOT_DARK_MATTER_REACTOR_THETA_TOOLTIP"
	
	prerequisites = { "tech_dark_matter_power_core_theta" }
	component_set = "power_core"
	
	ai_weight = {
		weight = 450
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	
	}
}

utility_component_template = {
	key = "COLOSSUS_DARK_MATTER_REACTOR_THETA"
	size = small
	icon = "GFX_ship_part_dark_matter_power_core_theta"
	icon_frame = 1
	power = 600000

	potential = {
		ship_uses_acot_colossus_reactor = yes
	}

	resources = {
		category = ship_components
		cost = {
			alloys = @armor_l_theta_cost
			sm_sr_perfect_runic_energy = @armor_l_theta_sr_cost
		}
		upkeep = {
			energy = @armor_l_theta_upkeep_alloy
			alloys = @armor_l_theta_upkeep_alloy
		}
	}

	modifier = { 
		ship_weapon_damage = 0.30
		ship_fire_rate_mult = 0.30
	}

	ship_modifier = {
		ship_shield_reduction = -2.0
	}

	#custom_tooltip = "ACOT_DARK_MATTER_REACTOR_THETA_TOOLTIP"

	prerequisites = { "tech_dark_matter_power_core_theta" }
	component_set = "power_core"
	#size_restriction = { colossus giga_planet_behemoth giga_massive_planet asteroid_artillery acot_giga_fortress acot_void_sphere_ship }

	ai_weight = {
		weight = 450
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	
	}
}

utility_component_template = {
	key = "KAISER_DARK_MATTER_REACTOR_THETA"
	size = small
	icon = "GFX_ship_part_dark_matter_power_core_theta"
	icon_frame = 1
	power = 600000

	resources = {
		category = ship_components
		cost = {
			alloys = @armor_l_theta_cost
			sm_sr_perfect_runic_energy = @armor_l_theta_sr_cost
		}
		upkeep = {
			energy = @armor_l_theta_upkeep_alloy
			alloys = @armor_l_theta_upkeep_alloy
		}
	}

	modifier = { 
		ship_weapon_damage = 0.30
		ship_fire_rate_mult = 0.30
	}

	ship_modifier = {
		ship_shield_reduction = -2.0
	}

	#custom_tooltip = "ACOT_DARK_MATTER_REACTOR_THETA_TOOLTIP"

	prerequisites = { "tech_dark_matter_power_core_theta" }
	component_set = "power_core"
	size_restriction = { giga_planet_behemoth giga_massive_planet asteroid_artillery }

	ai_weight = {
		weight = 450
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	
	}
}

utility_component_template = {
	key = "PLATFORM_DARK_MATTER_REACTOR_THETA"
	size = large
	icon = "GFX_ship_part_dark_matter_power_core_theta"
	icon_frame = 1
	power = 40000

	potential = {
		ship_uses_acot_juggernaut_reactor = yes
	}

	resources = {
		category = ship_components
		cost = {
			alloys = @armor_s_theta_cost
			sm_sr_perfect_runic_energy = @armor_s_theta_sr_cost
		}
		upkeep = {
			energy = @armor_s_theta_upkeep_alloy
			alloys = @armor_s_theta_upkeep_alloy
		}
	}

	modifier = { 
		ship_weapon_damage = 0.30
		ship_fire_rate_mult = 0.30
	}

	ship_modifier = {
		ship_shield_reduction = -2.0
	}

	#custom_tooltip = "ACOT_DARK_MATTER_REACTOR_THETA_TOOLTIP"

	prerequisites = { "tech_dark_matter_power_core_theta" }
	component_set = "power_core"

	ai_weight = {
		weight = 450
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	
	}
}

utility_component_template = {
	key = "ION_CANNON_DARK_MATTER_REACTOR_THETA"
	size = small
	icon = "GFX_ship_part_dark_matter_power_core_theta"
	icon_frame = 1
	power = 200000

	potential = {
		ship_uses_acot_starbase_reactor = yes
	}

	resources = {
		category = ship_components
		cost = {
			alloys = @armor_l_theta_cost
			sm_sr_perfect_runic_energy = @armor_l_theta_sr_cost
		}
		upkeep = {
			energy = @armor_l_theta_upkeep_alloy
			alloys = @armor_l_theta_upkeep_alloy
		}
	}

	modifier = { 
		ship_weapon_damage = 0.30
		ship_fire_rate_mult = 0.30
	}

	ship_modifier = {
		ship_shield_reduction = -2.0
	}

	#custom_tooltip = "ACOT_DARK_MATTER_REACTOR_THETA_TOOLTIP"
	
	prerequisites = { "tech_dark_matter_power_core_theta" }
	component_set = "power_core"
	
	ai_weight = {
		weight = 450
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	
	}
}

utility_component_template = {
	key = "STARBASE_DARK_MATTER_REACTOR_THETA"
	size = large
	icon = "GFX_ship_part_dark_matter_power_core_theta"
	icon_frame = 1
	power = 3000000

	potential = {
		ship_uses_acot_starbase_reactor = yes
	}

	prerequisites = { "tech_dark_matter_power_core_theta" }
	component_set = "power_core"
	#class_restriction = { shipclass_starbase ship_class_military shipclass_military_station }
	#size_restriction = { giga_systemcraft enigmatic_fortress_platform precursor_juggernaut aot_megaturret strategic_defence_command_platform }

	modifier = { 
		ship_weapon_damage = 0.30
		ship_fire_rate_mult = 0.30
	}

	ship_modifier = {
		ship_shield_reduction = -2.0
	}

	#custom_tooltip = "ACOT_DARK_MATTER_REACTOR_THETA_TOOLTIP"

	ai_weight = {
		weight = 100000 #more power than syscraft reactor
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
		
	}
}

utility_component_template = {
	key = "SYSTEM_DARK_MATTER_REACTOR_THETA"
	size = large
	icon = "GFX_ship_part_dark_matter_power_core_theta"
	icon_frame = 1
	power = 3000000

	prerequisites = { "tech_dark_matter_power_core_theta" }
	component_set = "power_core"
	class_restriction = { shipclass_starbase ship_class_military shipclass_military_station }
	size_restriction = { giga_systemcraft enigmatic_fortress_platform precursor_juggernaut aot_megaturret strategic_defence_command_platform }

	modifier = { 
		ship_weapon_damage = 0.30
		ship_fire_rate_mult = 0.30
	}

	ship_modifier = {
		ship_shield_reduction = -2.0
	}

	#custom_tooltip = "ACOT_DARK_MATTER_REACTOR_THETA_TOOLTIP"

	ai_weight = {
		weight = 100000 #more power than syscraft reactor
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
		
	}
}

####################
# New Aux!!!!!!!   #
####################

utility_component_template = {
	key = "ACOT_AFTERBURNERS_THETA"
	size = aux
	icon = "GFX_ship_part_darkmatter_afterburners_theta"
	icon_frame = 1
	power = -300
	resources = {
		category = ship_components
		cost = {
			alloys = @armor_s_theta_cost
			sm_sr_perfect_runic_energy = @armor_s_theta_sr_cost
		}
	}
	
	prerequisites = { "tech_darkmatter_afterburners_theta" }
	component_set = "ACOT_AFTERBURNERS_THETA"
	
	modifier = {
		ship_speed_mult = 0.60
		ship_evasion_add = 25
	}
	
	ai_weight = {
		weight = 450
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

utility_component_template = {
	key = "ACOT_AFTERBURNERS_AURA_THETA"
	size = medium
	icon = "GFX_ship_part_darkmatter_afterburners_theta"
	icon_frame = 1
	power = -3200
	resources = {
		category = ship_components
		cost = {
			alloys = 1000
			sr_dark_matter = 10
			acot_sr_dark_energy = 10
		}
	}
	
	prerequisites = { "tech_darkmatter_afterburners_theta" }
	component_set = "ship_aura_components"
	
	friendly_aura = {
		name = "friendly_acot_afterburner_aura"
		system_wide = yes
		apply_on = ships
		
		stack_info = {
			id = friendly_acot_afterburner_aura
			priority = 4
		}
		
		modifier = {
			ship_speed_mult = 0.30
			ship_evasion_add = 13
		}
		
		graphics = {
			area_effect = {
				entity = "circle_area_entity"
				dynamic_scale = yes
			}
			ship_effect = {
				entity = "ship_aura_positive_entity"
				dynamic_scale = no
			}
		}
	}
	
	ai_weight = {
		weight = 450
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

#################################

utility_component_template = {
	key = "ACOT_REPAIR_COUNTERMEASURES_THETA"
	size = aux
	icon = "GFX_ship_part_darkmatter_reactive_drone_theta"
	icon_frame = 1
	power = -400
	resources = {
		category = ship_components
		cost = {
			alloys = @armor_s_theta_cost
			sm_sr_perfect_runic_energy = @armor_s_theta_sr_cost
		}
	}

	modifier = {
		ship_hull_mult = 0.60
		weapon_role_point_defense_weapon_fire_rate_mult = 1.50
		weapon_role_point_defense_weapon_damage_mult = 1.50
	}
	
	prerequisites = { "tech_darkmatter_reactive_drone_theta" }
	component_set = "ACOT_REPAIR_COUNTERMEASURES_THETA"
	
	ai_weight = {
		weight = 0
		modifier = {
			factor = 2.0
			is_preferred_weapons = weapon_type_explosive
		}	
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}

	}
}

utility_component_template = {
	key = "ACOT_REPAIR_COUNTERMEASURES_AURA_THETA"
	size = medium
	icon = "GFX_ship_part_darkmatter_reactive_drone_theta"
	icon_frame = 1
	power = -6400
	resources = {
		category = ship_components
		cost = {
			alloys = 600
			sr_dark_matter = 10
			acot_sr_dark_energy = 10
		}
	}

	friendly_aura = {
		name = "friendly_acot_countermeasures_aura"
		system_wide = yes
		apply_on = ships
		
		stack_info = {
			id = friendly_acot_countermeasures_aura
			priority = 4
		}
		
		modifier = {
			ship_hull_mult = 0.30
			weapon_role_point_defense_weapon_fire_rate_mult = 0.75
			weapon_role_point_defense_weapon_damage_mult = 0.75
		}
		
		graphics = {
			area_effect = {
				entity = "circle_area_entity"
				dynamic_scale = yes
			}
			ship_effect = {
				entity = "ship_aura_positive_entity"
				dynamic_scale = no
			}
		}
	}

	prerequisites = { tech_darkmatter_reactive_drone_theta }
	component_set = "ship_aura_components"
	
	ai_weight = {
		weight = 0
		modifier = {
			factor = 2.0
			is_preferred_weapons = weapon_type_explosive
		}	
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}

	}
}

#################################

utility_component_template = {
	key = "ACOT_REACTOR_BOOSTER_THETA"
	size = aux
	icon = "GFX_ship_part_darkmatter_reactor_booster_theta"
	icon_frame = 1
	power = 100000
	resources = {
		category = ship_components
		cost = {
			alloys = @armor_s_theta_cost
			sm_sr_perfect_runic_energy = @armor_s_theta_sr_cost
		}
	}

	ship_modifier = {
		ship_weapon_damage = 0.3
		ship_fire_rate_mult = 0.3
		ship_speed_mult = 0.3
	}
	
	prerequisites = { "tech_darkmatter_reactor_booster_theta" }
	component_set = "ACOT_REACTOR_BOOSTER_THETA"

	ai_weight = {
		weight = 100
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}

	}
}

utility_component_template = {
	key = "ACOT_REACTOR_BOOSTER_AURA_THETA"
	size = medium
	icon = "GFX_ship_part_darkmatter_reactor_booster_theta"
	icon_frame = 1
	power = 300000

	resources = {
		category = ship_components
	}

	ship_modifier = {
		ship_weapon_damage = 0.60
		ship_fire_rate_mult = 0.60
		ship_speed_mult = 0.60
	}
	
	prerequisites = { "tech_darkmatter_reactor_booster_theta" }
	component_set = "ship_aura_components"

	ai_weight = {
		weight = 100
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}

	}
}

#################################

utility_component_template = {
	key = "ACOT_SHIELD_BOOSTER_THETA"
	size = aux
	icon = "GFX_ship_part_darkmatter_shield_supercharger_theta"
	icon_frame = 1
	power = -800
	resources = {
		category = ship_components
		cost = {
			alloys = @armor_s_theta_cost
			sm_sr_perfect_runic_energy = @armor_s_theta_sr_cost
		}
	}
	
	prerequisites = { "tech_darkmatter_shield_supercharger_theta" }
	component_set = "ACOT_SHIELD_BOOSTER_THETA"
	
	modifier = {
		ship_shield_mult = 2.00
	}
	ship_modifier = {
		ship_shield_hardening_add = 1.00
	}
	
	ai_weight = {
		weight = 550
		modifier = {
			factor = 2.0
			is_preferred_weapons = weapon_type_energy
		}
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}

	}
}

utility_component_template = {
	key = "ACOT_SHIELD_BOOSTER_AURA_THETA"
	size = medium
	icon = "GFX_ship_part_darkmatter_shield_supercharger_theta"
	icon_frame = 1
	power = -8000
	resources = {
		category = ship_components
		cost = {
			alloys = 600
			sr_dark_matter = 10
			acot_sr_dark_energy = 10
		}
	}
	
	prerequisites = { "tech_darkmatter_shield_supercharger_theta" }
	component_set = "ship_aura_components"
	
	friendly_aura = {
		name = "friendly_acot_shield_booster_aura"
		system_wide = yes
		apply_on = ships
		
		stack_info = {
			id = friendly_acot_shield_booster_aura
			priority = 4
		}
		
		modifier = {
			ship_shield_mult = 1
			ship_shield_hardening_add = 0.5
		}
		
		graphics = {
			area_effect = {
				entity = "circle_area_entity"
				dynamic_scale = yes
			}
			ship_effect = {
				entity = "ship_aura_positive_entity"
				dynamic_scale = no
			}
		}
	}

	ai_weight = {
		weight = 550
		modifier = {
			factor = 2.0
			is_preferred_weapons = weapon_type_energy
		}
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}

	}
}

#################################

utility_component_template = {
	key = "ACOT_ARMOR_BOOSTER_THETA"
	size = aux
	icon = "GFX_ship_part_darkmatter_armor_supercharger_theta"
	icon_frame = 1
	power = -800
	resources = {
		category = ship_components
		cost = {
			alloys = @armor_s_theta_cost
			sm_sr_perfect_runic_energy = @armor_s_theta_sr_cost
		}
	}
	
	prerequisites = { "tech_darkmatter_armor_supercharger_theta" }
	component_set = "ACOT_ARMOR_BOOSTER_THETA"
	
	modifier = {
		ship_armor_mult = 2.00
	}
	ship_modifier = {
		ship_armor_hardening_add = 1.00
	}
	
	ai_weight = {
		weight = 550
		modifier = {
			factor = 2.0
			is_preferred_weapons = weapon_type_kinetic
		}
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}

	}
}

utility_component_template = {
	key = "ACOT_ARMOR_BOOSTER_AURA_THETA"
	size = medium
	icon = "GFX_ship_part_darkmatter_armor_supercharger_theta"
	icon_frame = 1
	power = -8000
	resources = {
		category = ship_components
		cost = {
			alloys = 600
			sr_dark_matter = 10
			acot_sr_dark_energy = 10
		}
	}
	
	prerequisites = { "tech_darkmatter_armor_supercharger_theta" }
	component_set = "ship_aura_components"
	
	friendly_aura = {
		name = "friendly_acot_armor_booster_aura"
		system_wide = yes
		apply_on = ships
		
		stack_info = {
			id = friendly_acot_armor_booster_aura
			priority = 4
		}
		
		modifier = {
			ship_armor_mult = 1
			ship_armor_hardening_add = 0.5
		}
		
		graphics = {
			area_effect = {
				entity = "circle_area_entity"
				dynamic_scale = yes
			}
			ship_effect = {
				entity = "ship_aura_positive_entity"
				dynamic_scale = no
			}
		}
	}

	ai_weight = {
		weight = 550
		modifier = {
			factor = 2.0
			is_preferred_weapons = weapon_type_kinetic
		}
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

#################################

utility_component_template = {
	key = "ACOT_STARCHARTER_THETA"
	size = aux
	icon = "GFX_ship_part_darkmatter_star_charter_theta"
	icon_frame = 1
	power = -300
	resources = {
		category = ship_components
		cost = {
			alloys = @armor_s_theta_cost
			sm_sr_perfect_runic_energy = @armor_s_theta_sr_cost
		}
	}
	hyperlane_range = 60

	ship_modifier = {
		ship_sensor_range_add = 80
		ship_tracking_add = 30
		ship_accuracy_mult = 0.30
	}
	
	prerequisites = { "tech_darkmatter_star_charter_theta" }
	component_set = "ACOT_STARCHARTER_THETA"
	
	ai_weight = {
		weight = 150
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

utility_component_template = {
	key = "ACOT_STARCHARTER_AURA_THETA"
	size = medium
	icon = "GFX_ship_part_darkmatter_star_charter_theta"
	icon_frame = 1
	power = -3200
	resources = {
		category = ship_components
		cost = {
			alloys = 1000
			sr_dark_matter = 10
			acot_sr_dark_energy = 10
		}
	}
	hyperlane_range = 30
	
	ship_modifier = {
		ship_sensor_range_add = 40
	}

	friendly_aura = {
		name = "friendly_acot_charter_booster_aura"
		system_wide = yes
		apply_on = ships
		
		stack_info = {
			id = friendly_acot_charter_booster_aura
			priority = 4
		}
		
		modifier = {
			ship_tracking_add = 15
			ship_accuracy_mult = 0.15
		}
		
		graphics = {
			area_effect = {
				entity = "circle_area_entity"
				dynamic_scale = yes
			}
			ship_effect = {
				entity = "ship_aura_positive_entity"
				dynamic_scale = no
			}
		}
	}

	prerequisites = { "tech_darkmatter_star_charter_theta" }
	component_set = "ship_aura_components"
	
	ai_weight = {
		weight = 40
		modifier = {
			factor = 0.0
			has_monthly_income = {
				resource = sr_dark_matter
				value <= 2
			}
			has_resource = {
				type = sr_dark_matter
				amount <= 5
			}		
		}
		modifier = {
			factor = 0.0
			has_resource = {
				type = acot_sr_dark_energy
				amount <= 5
			}
			has_monthly_income = {
				resource = acot_sr_dark_energy
				value <= 2
			}		
		}		
	}
}

#################################

utility_component_template = {
	key = "ACOT_HYPERCHARGED_JUMPER_THETA"
	size = aux
	icon = "GFX_ship_part_darkmatter_hyper_jump_drive_theta"
	icon_frame = 1
	power = -400
	resources = {
		category = ship_components
		cost = {
			alloys = @armor_s_theta_cost
			sm_sr_perfect_runic_energy = @armor_s_theta_sr_cost
		}
	}

	ship_modifier = {
		ship_ftl_jumpdrive_range_mult = 2.00
	}
	
	prerequisites = { "tech_darkmatter_hyper_jump_drive_theta" }
	component_set = "ACOT_HYPERCHARGED_JUMPER_THETA"
	
	ai_weight = {
		weight = 450
		modifier = {
			factor = 2.0
			is_preferred_weapons = weapon_type_explosive
		}	
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
		
	}
}

# #################
#  Special Ship Auras
# #################

#Supercharger
utility_component_template = {
	key = "ACOT_AURA_TECH_INHIBITOR_THETA"
	size = medium
	icon = "GFX_ship_part_darkmatter_aura_energy_drainer_theta"
	icon_frame = 1
	power = -4000
	
	class_restriction = { shipclass_military shipclass_starbase shipclass_military_special }
	component_set = "ship_aura_components"
	resources = {
		category = ship_components
		cost = {
			alloys = @armor_s_theta_cost
			sm_sr_perfect_runic_energy = @armor_s_theta_sr_cost
		}
	}
	
	hostile_aura = {
		name = "hostile_tech_inhibitor_aura"
		system_wide = yes
		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 = hostile_tech_inhibitor
			priority = 4
		}
		
		limit = {
			exists = owner
			OR = {
				### TARGET NEEDS TO HAVE TECH
				AND = {
					exists = owner
					owner = { 
						OR = {
							NOR = {
								has_technology = tech_computer_stellarite
								has_tech_computer_lightmatter = yes
							}
							is_progenitor_empires = no
						}
					}
				}
				### IS CURSOR SHIP
				is_organic_controllable_ship = no
			}
		}

		modifier = {
			ship_tracking_mult = -0.70
			ship_accuracy_mult = -0.70
			ship_fire_rate_mult = -0.70
			ship_armor_penetration_mult = -10
			ship_shield_penetration_mult = -10
		}
		
		graphics = {
			area_effect = {
				entity = "circle_area_entity"
				dynamic_scale = yes
			}
			ship_effect = {
				entity = "ship_aura_negative_entity"
				dynamic_scale = no
			}
		}
	}
	
	prerequisites = { "tech_darkmatter_aura_energy_drainer_theta" }
	
	ai_weight = {
		weight = 500
		modifier = {
			factor = 0.0
			has_monthly_income = {
				resource = acot_sr_dark_energy
				value <= 2
			}
			has_resource = {
				type = acot_sr_dark_energy
				amount <= 5
			}		
		}
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
	}
}

utility_component_template = {
	key = "ACOT_AURA_HYPERJUMPDRIVE_THETA"
	size = medium
	icon = "GFX_ship_part_darkmatter_hyper_jump_drive_theta"
	icon_frame = 1
	power = 3200
	resources = {
		category = ship_components
		cost = {
			alloys = @armor_m_theta_cost
			sm_sr_perfect_runic_energy = @armor_m_theta_sr_cost
		}
	}

	ftl = yes
	jumpdrive = yes

	friendly_aura = {
		name = "friendly_jumpdrive_aura"
		radius = 100
		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 = friendly_jumpdrive_aura
			priority = 1
		}
		
		modifier = {
			ship_ftl_jumpdrive_range_mult = 0.60
			ship_jumpdrive_cooldown_mult = -0.30
		}
		
		graphics = {
			area_effect = {
				entity = "circle_area_entity"
				dynamic_scale = yes
			}
			ship_effect = {
				entity = "ship_aura_positive_entity"
				dynamic_scale = no
			}
		}
	}
	
	class_restriction = { shipclass_military shipclass_starbase }
	prerequisites = { "tech_darkmatter_hyper_jump_drive_theta" }
	component_set = "ship_aura_components"
	
	ai_weight = {
		weight = 500
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
			
	}
}

utility_component_template = {
	key = "ACOT_CLOAKING_THETA"
	size = aux
	icon = "GFX_ship_part_darkmatter_stealth_theta"
	icon_frame = 1
	power = -3600
	resources = {
		category = ship_components
		cost = {
			alloys = @armor_s_theta_cost
			sm_sr_perfect_runic_energy = @armor_s_theta_sr_cost
		}
	}

	modifier = {
		ship_cloaking_strength_add = 10
	}
	class_restriction = {
		shipclass_military shipclass_transport shipclass_military_special shipclass_colonizer shipclass_constructor shipclass_science_ship
	}

	ship_limit = 1
	blocked_by = {
		CORVETTE_CLOAKING_1
		CORVETTE_CLOAKING_2
		CORVETTE_CLOAKING_3
		CORVETTE_CLOAKING_DARK_MATTER
		CORVETTE_CLOAKING_PSI
		DESTROYER_CLOAKING_2
		DESTROYER_CLOAKING_3
		DESTROYER_CLOAKING_DARK_MATTER
		DESTROYER_CLOAKING_PSI
		CRUISER_CLOAKING_3
		CRUISER_CLOAKING_DARK_MATTER
		CRUISER_CLOAKING_PSI
		BATTLESHIP_CLOAKING_DARK_MATTER
		BATTLESHIP_CLOAKING_PSI

		ACOT_CLOAKING_LIGHT_DM
		ACOT_CLOAKING_LIGHT_AE
		ACOT_CLOAKING_LIGHT_SE

		ACOT_CLOAKING_FULL_DM
		ACOT_CLOAKING_FULL_AE
		ACOT_CLOAKING_FULL_SE
		ACOT_CLOAKING_DIMENSIONAL
	}
	prerequisites = { "tech_darkmatter_stealth_theta" }
	component_set = "ACOT_CLOAKING_THETA"
	ai_tags = {
		gunship_stealth
		explosive_stealth
		carrier_stealth
		screen_stealth
		artillery_stealth
		brawler_stealth
		energy_torpedoes_stealth
	}
	ai_weight = {
		weight = 500
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}			
	}
}

utility_component_template = {
	key = "ACOT_THETA_STARBASE_AURA"
	size = medium
	icon = "GFX_ship_part_theta_bulwark"
	icon_frame = 1
	power = 0
	resources = {
		category = ship_components
		cost = {
			alloys = @armor_m_theta_cost
			sm_sr_perfect_runic_energy = @armor_m_theta_sr_cost
		}
	}

hidden = yes

	hostile_aura = {
		name = "theta_invader_punisher_aura"
		system_wide = yes
		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 = theta_invader_punisher_aura
			priority = 1
		}
		
		modifier = {
			ship_armor_penetration_mult = -2.00
			ship_shield_penetration_mult = -2.00
			ship_hull_damage_mult = -0.90
			ship_armor_damage_mult = -0.90
			ship_shield_damage_mult = -0.90
		}
		
		graphics = {
			area_effect = {
				entity = "circle_area_entity"
				dynamic_scale = yes
			}
			ship_effect = {
				entity = "ship_aura_positive_entity"
				dynamic_scale = no
			}
		}
	}
	
	class_restriction = { shipclass_military shipclass_starbase }
	prerequisites = { "tech_darkmatter_hyper_jump_drive_theta" }
	component_set = "ship_aura_components"
	
	ai_weight = {
		weight = 500
		modifier = {
			factor = 0
			cannot_use_theta = yes
		}
			
	}
}

# ANTI OVERFLOW ### may split these component ones into a seperate mod. cus it feels a bit cluttered + ppls have other mods for that.

#utility_component_template = {
#	key = "ACOT_ANTI_HULL_REGEN_1_THETA_SMALL"
#	size = small
#	icon = "GFX_ship_part_dark_matter_hull_noregen1"
#	icon_frame = 1
#	component_set = "ACOT_ANTI_HULL_REGEN_1_THETA"
#	power = 0
#	modifier = {
#		ship_hull_regen_add_perc = -0.01
#	}
#	resources = {
#		category = ship_components
#		cost = { alloys = 1 }
#	}
#
#	ai_weight = {
#		weight = 0
#		modifier = {
#			factor = 0
#			cannot_use_theta = yes
#		}
#	}
#}
#
#utility_component_template = {
#	key = "ACOT_ANTI_HULL_REGEN_1_THETA_MEDIUM"
#	size = medium
#	icon = "GFX_ship_part_dark_matter_hull_noregen1"
#	icon_frame = 1
#	component_set = "ACOT_ANTI_HULL_REGEN_1_THETA"
#	power = 0
#	modifier = {
#		ship_hull_regen_add_perc = -0.01
#	}
#	resources = {
#		category = ship_components
#		cost = { alloys = 1 }
#	}
#
#	ai_weight = {
#		weight = 0
#		modifier = {
#			factor = 0
#			cannot_use_theta = yes
#		}
#	}
#}
#
#utility_component_template = {
#	key = "ACOT_ANTI_HULL_REGEN_1_THETA_LARGE"
#	size = large
#	icon = "GFX_ship_part_dark_matter_hull_noregen1"
#	icon_frame = 1
#	component_set = "ACOT_ANTI_HULL_REGEN_1_THETA"
#	power = 0
#	modifier = {
#		ship_hull_regen_add_perc = -0.01
#	}
#	resources = {
#		category = ship_components
#		cost = { alloys = 1 }
#	}
#
#	ai_weight = {
#		weight = 0
#		modifier = {
#			factor = 0
#			cannot_use_theta = yes
#		}
#	}
#}
#
#utility_component_template = {
#	key = "ACOT_ANTI_HULL_REGEN_2_THETA_SMALL"
#	size = small
#	icon = "GFX_ship_part_dark_matter_hull_noregen2"
#	icon_frame = 1
#	power = 0
#	modifier = {
#		ship_hull_regen_add_perc = -0.05
#	}
#	component_set = "ACOT_ANTI_HULL_REGEN_2_THETA"
#	resources = {
#		category = ship_components
#		cost = { alloys = 1 }
#	}
#
#	ai_weight = {
#		weight = 0
#		modifier = {
#			factor = 0
#			cannot_use_theta = yes
#		}
#	}
#}
#
#utility_component_template = {
#	key = "ACOT_ANTI_HULL_REGEN_2_THETA_MEDIUM"
#	size = medium
#	icon = "GFX_ship_part_dark_matter_hull_noregen2"
#	icon_frame = 1
#	power = 0
#	modifier = {
#		ship_hull_regen_add_perc = -0.05
#	}
#	component_set = "ACOT_ANTI_HULL_REGEN_2_THETA"
#	resources = {
#		category = ship_components
#		cost = { alloys = 1 }
#	}
#
#	ai_weight = {
#		weight = 0
#		modifier = {
#			factor = 0
#			cannot_use_theta = yes
#		}
#	}
#}
#
#utility_component_template = {
#	key = "ACOT_ANTI_HULL_REGEN_2_THETA_LARGE"
#	size = large
#	icon = "GFX_ship_part_dark_matter_hull_noregen2"
#	icon_frame = 1
#	power = 0
#	modifier = {
#		ship_hull_regen_add_perc = -0.05
#	}
#	component_set = "ACOT_ANTI_HULL_REGEN_2_THETA"
#	resources = {
#		category = ship_components
#		cost = { alloys = 1 }
#	}
#
#	ai_weight = {
#		weight = 0
#		modifier = {
#			factor = 0
#			cannot_use_theta = yes
#		}
#	}
#}
#
#utility_component_template = {
#	key = "ACOT_ANTI_ARMOR_REGEN_1_THETA_SMALL"
#	size = small
#	icon = "GFX_ship_part_dark_matter_armor_noregen1"
#	icon_frame = 1
#	component_set = "ACOT_ANTI_ARMOR_REGEN_1_THETA"
#	power = 0
#	modifier = {
#		ship_armor_regen_add_perc = -0.01
#	}
#	resources = {
#		category = ship_components
#		cost = { alloys = 1 }
#	}
#
#	ai_weight = {
#		weight = 0
#		modifier = {
#			factor = 0
#			cannot_use_theta = yes
#		}
#	}
#}
#
#utility_component_template = {
#	key = "ACOT_ANTI_ARMOR_REGEN_1_THETA_MEDIUM"
#	size = medium
#	icon = "GFX_ship_part_dark_matter_armor_noregen1"
#	icon_frame = 1
#	component_set = "ACOT_ANTI_ARMOR_REGEN_1_THETA"
#	power = 0
#	modifier = {
#		ship_armor_regen_add_perc = -0.01
#	}
#	resources = {
#		category = ship_components
#		cost = { alloys = 1 }
#	}
#
#	ai_weight = {
#		weight = 0
#		modifier = {
#			factor = 0
#			cannot_use_theta = yes
#		}
#	}
#}
#
#utility_component_template = {
#	key = "ACOT_ANTI_ARMOR_REGEN_1_THETA_LARGE"
#	size = large
#	icon = "GFX_ship_part_dark_matter_armor_noregen1"
#	icon_frame = 1
#	component_set = "ACOT_ANTI_ARMOR_REGEN_1_THETA"
#	power = 0
#	modifier = {
#		ship_armor_regen_add_perc = -0.01
#	}
#	resources = {
#		category = ship_components
#		cost = { alloys = 1 }
#	}
#
#	ai_weight = {
#		weight = 0
#		modifier = {
#			factor = 0
#			cannot_use_theta = yes
#		}
#	}
#}
#
#utility_component_template = {
#	key = "ACOT_ANTI_ARMOR_REGEN_2_THETA_SMALL"
#	size = small
#	icon = "GFX_ship_part_dark_matter_armor_noregen2"
#	icon_frame = 1
#	power = 0
#	modifier = {
#		ship_armor_regen_add_perc = -0.05
#	}
#	component_set = "ACOT_ANTI_ARMOR_REGEN_2_THETA"
#	resources = {
#		category = ship_components
#		cost = { alloys = 1 }
#	}
#
#	ai_weight = {
#		weight = 0
#		modifier = {
#			factor = 0
#			cannot_use_theta = yes
#		}
#	}
#}
#
#utility_component_template = {
#	key = "ACOT_ANTI_ARMOR_REGEN_2_THETA_MEDIUM"
#	size = medium
#	icon = "GFX_ship_part_dark_matter_armor_noregen2"
#	icon_frame = 1
#	power = 0
#	modifier = {
#		ship_armor_regen_add_perc = -0.05
#	}
#	component_set = "ACOT_ANTI_ARMOR_REGEN_2_THETA"
#	resources = {
#		category = ship_components
#		cost = { alloys = 1 }
#	}
#
#	ai_weight = {
#		weight = 0
#		modifier = {
#			factor = 0
#			cannot_use_theta = yes
#		}
#	}
#}
#
#utility_component_template = {
#	key = "ACOT_ANTI_ARMOR_REGEN_2_THETA_LARGE"
#	size = large
#	icon = "GFX_ship_part_dark_matter_armor_noregen2"
#	icon_frame = 1
#	power = 0
#	modifier = {
#		ship_armor_regen_add_perc = -0.05
#	}
#	component_set = "ACOT_ANTI_ARMOR_REGEN_2_THETA"
#	resources = {
#		category = ship_components
#		cost = { alloys = 1 }
#	}
#
#	ai_weight = {
#		weight = 0
#		modifier = {
#			factor = 0
#			cannot_use_theta = yes
#		}
#	}
#}
#
#utility_component_template = {
#	key = "ACOT_ANTI_SHIELD_REGEN_1_THETA_SMALL"
#	size = small
#	icon = "GFX_ship_part_dark_matter_shield_noregen1"
#	icon_frame = 1
#	power = 0
#	modifier = {
#		ship_shield_regen_add_perc = -0.01
#	}
#	component_set = "ACOT_ANTI_SHIELD_REGEN_1_THETA"
#	resources = {
#		category = ship_components
#		cost = { alloys = 1 }
#	}
#
#	ai_weight = {
#		weight = 0
#		modifier = {
#			factor = 0
#			cannot_use_theta = yes
#		}
#	}
#}
#
#
#utility_component_template = {
#	key = "ACOT_ANTI_SHIELD_REGEN_1_THETA_MEDIUM"
#	size = medium
#	icon = "GFX_ship_part_dark_matter_shield_noregen1"
#	icon_frame = 1
#	power = 0
#	modifier = {
#		ship_shield_regen_add_perc = -0.01
#	}
#	component_set = "ACOT_ANTI_SHIELD_REGEN_1_THETA"
#	resources = {
#		category = ship_components
#		cost = { alloys = 1 }
#	}
#
#	ai_weight = {
#		weight = 0
#		modifier = {
#			factor = 0
#			cannot_use_theta = yes
#		}
#	}
#}
#
#
#utility_component_template = {
#	key = "ACOT_ANTI_SHIELD_REGEN_1_THETA_LARGE"
#	size = large
#	icon = "GFX_ship_part_dark_matter_shield_noregen1"
#	icon_frame = 1
#	power = 0
#	modifier = {
#		ship_shield_regen_add_perc = -0.01
#	}
#	component_set = "ACOT_ANTI_SHIELD_REGEN_1_THETA"
#	resources = {
#		category = ship_components
#		cost = { alloys = 1 }
#	}
#
#	ai_weight = {
#		weight = 0
#		modifier = {
#			factor = 0
#			cannot_use_theta = yes
#		}
#	}
#}
#
#utility_component_template = {
#	key = "ACOT_ANTI_SHIELD_REGEN_2_THETA_SMALL"
#	size = small
#	icon = "GFX_ship_part_dark_matter_shield_noregen1"
#	icon_frame = 1
#	power = 0
#	modifier = {
#		ship_shield_regen_add_perc = -0.05
#	}
#	component_set = "ACOT_ANTI_SHIELD_REGEN_2_THETA"
#	resources = {
#		category = ship_components
#		cost = { alloys = 1 }
#	}
#
#	ai_weight = {
#		weight = 0
#		modifier = {
#			factor = 0
#			cannot_use_theta = yes
#		}
#	}
#}
#
#utility_component_template = {
#	key = "ACOT_ANTI_SHIELD_REGEN_2_THETA_MEDIUM"
#	size = medium
#	icon = "GFX_ship_part_dark_matter_shield_noregen1"
#	icon_frame = 1
#	power = 0
#	modifier = {
#		ship_shield_regen_add_perc = -0.05
#	}
#	component_set = "ACOT_ANTI_SHIELD_REGEN_2_THETA"
#	resources = {
#		category = ship_components
#		cost = { alloys = 1 }
#	}
#
#	ai_weight = {
#		weight = 0
#		modifier = {
#			factor = 0
#			cannot_use_theta = yes
#		}
#	}
#}
#
#utility_component_template = {
#	key = "ACOT_ANTI_SHIELD_REGEN_2_THETA_LARGE"
#	size = large
#	icon = "GFX_ship_part_dark_matter_shield_noregen1"
#	icon_frame = 1
#	power = 0
#	modifier = {
#		ship_shield_regen_add_perc = -0.05
#	}
#	component_set = "ACOT_ANTI_SHIELD_REGEN_2_THETA"
#	resources = {
#		category = ship_components
#		cost = { alloys = 1 }
#	}
#
#	ai_weight = {
#		weight = 0
#		modifier = {
#			factor = 0
#			cannot_use_theta = yes
#		}
#	}
#}

