### Mauler
ship_section_template = {
    key = "STZ_VIRIDISIUM_MAULER_STAGE_1_swarm"
    ship_size = mauler_stage_1
    fits_on_slot = mid
    should_draw_components = no
    icon = "GFX_ship_part_core_mid"
    entity = "mauler_stage_1_ship_entity"

    prerequisites = { stz_tech_viridisium_bio_sections }

    ai_tags = {
        brawler
        brawler_stealth
    }

    ai_weight = {

        factor = 3

        modifier = {
            factor = 10.0
            OR = {
                is_preferred_weapons = weapon_type_kinetic
                is_preferred_weapons = weapon_type_energy
            }
        }
        modifier = {
            factor = 0.1
            NOR = {
                is_preferred_weapons = weapon_type_kinetic
                is_preferred_weapons = weapon_type_energy
            }
        }
    }

    component_slot = {
        name = "TORPEDO_01"
        template = "invisible_missile_turret"
        locatorname = "root"
    }

    component_slot = {
        name = "TORPEDO_02"
        template = "invisible_missile_turret"
        locatorname = "root"
    }

    component_slot = {
        name = "SMALL_GUN_01"
        template = "invisible_small_turret"
        locatorname = "root"
    }

    small_utility_slots = 3
    aux_utility_slots = 2

    resources = {
        category = ship_sections
        cost = {
            food = @mauler_stage_1_section_cost
            mult = @alloy_to_food_cost_ratio
        }
        cost = {
            stz_sr_caerulenite = 10
            stz_sr_viridisium = 5
        }
    }
}

ship_section_template = {
    key = "STZ_VIRIDISIUM_MAULER_STAGE_1_picket"
    ship_size = mauler_stage_1
    fits_on_slot = mid
    should_draw_components = no
    icon = "GFX_ship_part_core_mid"
    entity = "mauler_stage_1_ship_entity"

    prerequisites = { stz_tech_viridisium_bio_sections }

    ai_tags = {
        screen
        screen_stealth
    }

    ai_weight = {

        factor = 3

        modifier = {
            factor = 10.0
            is_ai = yes
            is_preferred_weapons = weapon_type_strike_craft
            has_technology = tech_harbingers
        }
        modifier = {
            factor = 0.1
            NOT = { is_preferred_weapons = weapon_type_strike_craft }
        }
    }

    component_slot = {
        name = "TORPEDO_01"
        template = "invisible_missile_turret"
        locatorname = "root"
    }

    component_slot = {
        name = "TORPEDO_02"
        template = "invisible_missile_turret"
        locatorname = "root"
    }

    component_slot = {
        name = "SMALL_GUN_01"
        template = "invisible_point_defence_turret"
        locatorname = "root"
    }

    small_utility_slots = 3
    aux_utility_slots = 2

    resources = {
        category = ship_sections
        cost = {
            food = @mauler_stage_1_section_cost
            mult = @alloy_to_food_cost_ratio
        }
        cost = {
            stz_sr_caerulenite = 10
            stz_sr_viridisium = 5
        }
    }
}

ship_section_template = {
    key = "STZ_VIRIDISIUM_MAULER_STAGE_2_swarm"
    ship_size = mauler_stage_2
    fits_on_slot = mid
    should_draw_components = no
    icon = "GFX_ship_part_core_mid"
    entity = "mauler_stage_2_ship_entity"

    prerequisites = { stz_tech_viridisium_bio_sections }

    ai_tags = {
        brawler
        brawler_stealth
    }

    ai_weight = {

        factor = 3

        modifier = {
            factor = 10.0
            OR = {
                is_preferred_weapons = weapon_type_kinetic
                is_preferred_weapons = weapon_type_energy
            }
        }
        modifier = {
            factor = 0.1
            NOR = {
                is_preferred_weapons = weapon_type_kinetic
                is_preferred_weapons = weapon_type_energy
            }
        }
    }

    component_slot = {
        name = "TORPEDO_01"
        template = "invisible_missile_turret"
        locatorname = "root"
    }

    component_slot = {
        name = "TORPEDO_02"
        template = "invisible_missile_turret"
        locatorname = "root"
    }

    component_slot = {
        name = "SMALL_GUN_01"
        template = "invisible_small_turret"
        locatorname = "root"
    }

    component_slot = {
        name = "SMALL_GUN_02"
        template = "invisible_small_turret"
        locatorname = "root"
    }

    small_utility_slots = 6
    aux_utility_slots = 2

    resources = {
        category = ship_sections
        cost = {
            food = @mauler_stage_2_section_cost
            mult = @alloy_to_food_cost_ratio
        }
        cost = {
            stz_sr_caerulenite = 10
            stz_sr_viridisium = 5
        }
    }
}

ship_section_template = {
    key = "STZ_VIRIDISIUM_MAULER_STAGE_2_picket"
    ship_size = mauler_stage_2
    fits_on_slot = mid
    should_draw_components = no
    icon = "GFX_ship_part_core_mid"
    entity = "mauler_stage_2_ship_entity"

    prerequisites = { stz_tech_viridisium_bio_sections }

    ai_tags = {
        screen
        screen_stealth
    }

    ai_weight = {

        factor = 3

        modifier = {
            factor = 10.0
            is_ai = yes
            is_preferred_weapons = weapon_type_strike_craft
            has_technology = tech_harbingers
        }
        modifier = {
            factor = 0.1
            NOT = { is_preferred_weapons = weapon_type_strike_craft }
        }
    }

    component_slot = {
        name = "TORPEDO_01"
        template = "invisible_missile_turret"
        locatorname = "root"
    }

    component_slot = {
        name = "TORPEDO_02"
        template = "invisible_missile_turret"
        locatorname = "root"
    }

    component_slot = {
        name = "SMALL_GUN_01"
        template = "invisible_point_defence_turret"
        locatorname = "root"
    }

    component_slot = {
        name = "SMALL_GUN_02"
        template = "invisible_point_defence_turret"
        locatorname = "root"
    }

    small_utility_slots = 6
    aux_utility_slots = 2

    resources = {
        category = ship_sections
        cost = {
            food = @mauler_stage_2_section_cost
            mult = @alloy_to_food_cost_ratio
        }
        cost = {
            stz_sr_caerulenite = 10
            stz_sr_viridisium = 5
        }
    }
}

ship_section_template = {
    key = "STZ_VIRIDISIUM_MAULER_STAGE_3_swarm"
    ship_size = mauler_stage_3
    fits_on_slot = mid
    should_draw_components = no
    icon = "GFX_ship_part_core_mid"
    entity = "mauler_stage_3_ship_entity"

    prerequisites = { stz_tech_viridisium_bio_sections }

    ai_tags = {
        brawler
        brawler_stealth
    }

    ai_weight = {

        factor = 3

        modifier = {
            factor = 10.0
            OR = {
                is_preferred_weapons = weapon_type_kinetic
                is_preferred_weapons = weapon_type_energy
            }
        }
        modifier = {
            factor = 0.1
            NOR = {
                is_preferred_weapons = weapon_type_kinetic
                is_preferred_weapons = weapon_type_energy
            }
        }
    }

    component_slot = {
        name = "TORPEDO_01"
        template = "invisible_missile_turret"
        locatorname = "root"
    }

    component_slot = {
        name = "TORPEDO_02"
        template = "invisible_missile_turret"
        locatorname = "root"
    }

    component_slot = {
        name = "TORPEDO_03"
        template = "invisible_missile_turret"
        locatorname = "root"
    }

    component_slot = {
        name = "SMALL_GUN_01"
        template = "invisible_small_turret"
        locatorname = "root"
    }

    component_slot = {
        name = "SMALL_GUN_02"
        template = "invisible_small_turret"
        locatorname = "root"
    }

    component_slot = {
        name = "SMALL_GUN_03"
        template = "invisible_small_turret"
        locatorname = "root"
    }

    small_utility_slots = 9
    aux_utility_slots = 3

    resources = {
        category = ship_sections
        cost = {
            food = @mauler_stage_3_section_cost
            mult = @alloy_to_food_cost_ratio
        }
        cost = {
            stz_sr_caerulenite = 10
            stz_sr_viridisium = 5
        }
    }
}

ship_section_template = {
    key = "STZ_VIRIDISIUM_MAULER_STAGE_3_picket"
    ship_size = mauler_stage_3
    fits_on_slot = mid
    should_draw_components = no
    icon = "GFX_ship_part_core_mid"
    entity = "mauler_stage_3_ship_entity"

    prerequisites = { stz_tech_viridisium_bio_sections }

    ai_tags = {
        screen
        screen_stealth
    }

    ai_weight = {

        factor = 3

        modifier = {
            factor = 10.0
            is_ai = yes
            is_preferred_weapons = weapon_type_strike_craft
            has_technology = tech_harbingers
        }
        modifier = {
            factor = 0.1
            NOT = { is_preferred_weapons = weapon_type_strike_craft }
        }
    }

    component_slot = {
        name = "TORPEDO_01"
        template = "invisible_missile_turret"
        locatorname = "root"
    }

    component_slot = {
        name = "TORPEDO_02"
        template = "invisible_missile_turret"
        locatorname = "root"
    }

    component_slot = {
        name = "TORPEDO_03"
        template = "invisible_missile_turret"
        locatorname = "root"
    }

    component_slot = {
        name = "SMALL_GUN_01"
        template = "invisible_point_defence_turret"
        locatorname = "root"
    }

    component_slot = {
        name = "SMALL_GUN_02"
        template = "invisible_point_defence_turret"
        locatorname = "root"
    }

    component_slot = {
        name = "SMALL_GUN_03"
        template = "invisible_point_defence_turret"
        locatorname = "root"
    }

    small_utility_slots = 9
    aux_utility_slots = 3

    resources = {
        category = ship_sections
        cost = {
            food = @mauler_stage_3_section_cost
            mult = @alloy_to_food_cost_ratio
        }
        cost = {
            stz_sr_caerulenite = 10
            stz_sr_viridisium = 5
        }
    }
}

### Weaver
ship_section_template = {
    key = "STZ_VIRIDISIUM_WEAVER_STAGE_1_buffer"
    ship_size = weaver_stage_1
    fits_on_slot = mid
    should_draw_components = no
    icon = "GFX_ship_part_core_mid"
    entity = "weaver_stage_1_ship_entity"

    prerequisites = { stz_tech_viridisium_bio_sections }

    ai_tags = {
        buffer_role
        buffer_role_stealth
    }

    ai_weight = {
        factor = 3
        weight = 10
    }

    component_slot = {
        name = "MEDIUM_GUN_01"
        template = "invisible_medium_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "MEDIUM_GUN_02"
        template = "invisible_medium_turret"
        locatorname = "weapon_02"
    }
    component_slot = {
        name = "MEDIUM_GUN_03"
        template = "invisible_medium_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "SMALL_GUN_01"
        template = "invisible_point_defence_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "SMALL_GUN_02"
        template = "invisible_point_defence_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "SMALL_GUN_03"
        template = "invisible_point_defence_turret"
        locatorname = "weapon_02"
    }

    small_utility_slots = 9
    aux_utility_slots = 3

    resources = {
        category = ship_sections
        cost = {
            food = @weaver_stage_1_section_cost
            mult = @alloy_to_food_cost_ratio
        }
        cost = {
            stz_sr_caerulenite = 20
            stz_sr_viridisium = 10
        }
    }
}

ship_section_template = {
    key = "STZ_VIRIDISIUM_WEAVER_STAGE_1_debuffer"
    ship_size = weaver_stage_1
    fits_on_slot = mid
    should_draw_components = no
    icon = "GFX_ship_part_core_mid"
    entity = "weaver_stage_1_ship_entity"

    prerequisites = { stz_tech_viridisium_bio_sections }

    ai_tags = {
        debuffer_role
        debuffer_role_stealth
    }

    ai_weight = {
        factor = 3
        weight = 10
    }

    component_slot = {
        name = "MEDIUM_GUN_01"
        template = "invisible_medium_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "MEDIUM_GUN_02"
        template = "invisible_medium_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "MEDIUM_GUN_03"
        template = "invisible_medium_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "SMALL_GUN_01"
        template = "invisible_point_defence_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "SMALL_GUN_02"
        template = "invisible_point_defence_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "SMALL_GUN_03"
        template = "invisible_point_defence_turret"
        locatorname = "weapon_02"
    }

    small_utility_slots = 9
    aux_utility_slots = 3

    resources = {
        category = ship_sections
        cost = {
            food = @weaver_stage_1_section_cost
            mult = @alloy_to_food_cost_ratio
        }
        cost = {
            stz_sr_caerulenite = 20
            stz_sr_viridisium = 10
        }
    }
}

ship_section_template = {
    key = "STZ_VIRIDISIUM_WEAVER_STAGE_2_buffer"
    ship_size = weaver_stage_2
    fits_on_slot = mid
    should_draw_components = no
    icon = "GFX_ship_part_core_mid"
    entity = "weaver_stage_2_ship_entity"

    prerequisites = { stz_tech_viridisium_bio_sections }

    ai_tags = {
        buffer_role
        buffer_role_stealth
    }

    ai_weight = {
        factor = 3
        weight = 10
    }

    component_slot = {
        name = "MEDIUM_GUN_01"
        template = "invisible_medium_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "MEDIUM_GUN_02"
        template = "invisible_medium_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "MEDIUM_GUN_03"
        template = "invisible_medium_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "MEDIUM_GUN_04"
        template = "invisible_medium_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "SMALL_GUN_01"
        template = "invisible_point_defence_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "SMALL_GUN_02"
        template = "invisible_point_defence_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "SMALL_GUN_03"
        template = "invisible_point_defence_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "SMALL_GUN_04"
        template = "invisible_point_defence_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "SMALL_GUN_05"
        template = "invisible_point_defence_turret"
        locatorname = "weapon_02"
    }

    medium_utility_slots = 5
    aux_utility_slots = 3

    resources = {
        category = ship_sections
        cost = {
            food = @weaver_stage_2_section_cost
            mult = @alloy_to_food_cost_ratio
        }
        cost = {
            stz_sr_caerulenite = 20
            stz_sr_viridisium = 10
        }
    }
}

ship_section_template = {
    key = "STZ_VIRIDISIUM_WEAVER_STAGE_2_debuffer"
    ship_size = weaver_stage_2
    fits_on_slot = mid
    should_draw_components = no
    icon = "GFX_ship_part_core_mid"
    entity = "weaver_stage_2_ship_entity"

    prerequisites = { stz_tech_viridisium_bio_sections }

    ai_tags = {
        debuffer_role
        debuffer_role_stealth
    }

    ai_weight = {
        factor = 3
        weight = 10
    }

    component_slot = {
        name = "MEDIUM_GUN_01"
        template = "invisible_medium_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "MEDIUM_GUN_02"
        template = "invisible_medium_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "MEDIUM_GUN_03"
        template = "invisible_medium_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "MEDIUM_GUN_04"
        template = "invisible_medium_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "SMALL_GUN_01"
        template = "invisible_point_defence_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "SMALL_GUN_02"
        template = "invisible_point_defence_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "SMALL_GUN_03"
        template = "invisible_point_defence_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "SMALL_GUN_04"
        template = "invisible_point_defence_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "SMALL_GUN_05"
        template = "invisible_point_defence_turret"
        locatorname = "weapon_02"
    }

    medium_utility_slots = 5
    aux_utility_slots = 3

    resources = {
        category = ship_sections
        cost = {
            food = @weaver_stage_2_section_cost
            mult = @alloy_to_food_cost_ratio
        }
        cost = {
            stz_sr_caerulenite = 20
            stz_sr_viridisium = 10
        }
    }
}

ship_section_template = {
    key = "STZ_VIRIDISIUM_WEAVER_STAGE_3_buffer"
    ship_size = weaver_stage_3
    fits_on_slot = mid
    should_draw_components = no
    icon = "GFX_ship_part_core_mid"
    entity = "weaver_stage_3_ship_entity"

    prerequisites = { stz_tech_viridisium_bio_sections }

    ai_tags = {
        buffer_role
        buffer_role_stealth
    }

    ai_weight = {
        factor = 3
        weight = 10
    }

    component_slot = {
        name = "MEDIUM_GUN_01"
        template = "invisible_medium_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "MEDIUM_GUN_02"
        template = "invisible_medium_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "MEDIUM_GUN_03"
        template = "invisible_medium_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "MEDIUM_GUN_04"
        template = "invisible_medium_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "MEDIUM_GUN_05"
        template = "invisible_medium_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "MEDIUM_GUN_06"
        template = "invisible_medium_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "SMALL_GUN_01"
        template = "invisible_point_defence_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "SMALL_GUN_02"
        template = "invisible_point_defence_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "SMALL_GUN_03"
        template = "invisible_point_defence_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "SMALL_GUN_04"
        template = "invisible_point_defence_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "SMALL_GUN_05"
        template = "invisible_point_defence_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "SMALL_GUN_06"
        template = "invisible_point_defence_turret"
        locatorname = "weapon_02"
    }

    medium_utility_slots = 7
    aux_utility_slots = 4

    resources = {
        category = ship_sections
        cost = {
            food = @weaver_stage_3_section_cost
            mult = @alloy_to_food_cost_ratio
        }
        cost = {
            stz_sr_caerulenite = 20
            stz_sr_viridisium = 10
        }
    }
}

ship_section_template = {
    key = "STZ_VIRIDISIUM_WEAVER_STAGE_3_debuffer"
    ship_size = weaver_stage_3
    fits_on_slot = mid
    should_draw_components = no
    icon = "GFX_ship_part_core_mid"
    entity = "weaver_stage_3_ship_entity"

    prerequisites = { stz_tech_viridisium_bio_sections }

    ai_tags = {
        debuffer_role
        debuffer_role_stealth
    }

    ai_weight = {
        factor = 3
        weight = 10
    }

    component_slot = {
        name = "MEDIUM_GUN_01"
        template = "invisible_medium_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "MEDIUM_GUN_02"
        template = "invisible_medium_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "MEDIUM_GUN_03"
        template = "invisible_medium_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "MEDIUM_GUN_04"
        template = "invisible_medium_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "MEDIUM_GUN_05"
        template = "invisible_medium_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "MEDIUM_GUN_06"
        template = "invisible_medium_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "SMALL_GUN_01"
        template = "invisible_point_defence_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "SMALL_GUN_02"
        template = "invisible_point_defence_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "SMALL_GUN_03"
        template = "invisible_point_defence_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "SMALL_GUN_04"
        template = "invisible_point_defence_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "SMALL_GUN_05"
        template = "invisible_point_defence_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "SMALL_GUN_06"
        template = "invisible_point_defence_turret"
        locatorname = "weapon_02"
    }

    medium_utility_slots = 7
    aux_utility_slots = 4

    resources = {
        category = ship_sections
        cost = {
            food = @weaver_stage_3_section_cost
            mult = @alloy_to_food_cost_ratio
        }
        cost = {
            stz_sr_caerulenite = 20
            stz_sr_viridisium = 10
        }
    }
}

### Harbinger
ship_section_template = {
    key = "STZ_VIRIDISIUM_HARBINGER_STAGE_1_picket"
    ship_size = harbinger_stage_1
    fits_on_slot = mid
    should_draw_components = no
    icon = "GFX_ship_part_core_mid"
    entity = "harbinger_stage_1_ship_entity"

    prerequisites = { stz_tech_viridisium_bio_sections }

    ai_tags = {
        carrier
        carrier_stealth
    }

    ai_weight = {

        factor = 3

        modifier = {
            factor = 10.0
            is_preferred_weapons = weapon_type_strike_craft
        }
        modifier = {
            factor = 0.1
            NOT = { is_preferred_weapons = weapon_type_strike_craft }
        }
    }

    component_slot = {
        name = "STRIKE_CRAFT_01"
        template = "large_strike_craft"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "STRIKE_CRAFT_02"
        template = "large_strike_craft"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "STRIKE_CRAFT_03"
        template = "large_strike_craft"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "PD_01"
        template = "point_defence_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "PD_02"
        template = "point_defence_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "PD_03"
        template = "point_defence_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "PD_04"
        template = "point_defence_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "PD_05"
        template = "point_defence_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "PD_06"
        template = "point_defence_turret"
        locatorname = "weapon_02"
    }

    large_utility_slots = 4
    aux_utility_slots = 3

    resources = {
        category = ship_sections
        cost = {
            food = @harbinger_stage_1_section_cost
            mult = @alloy_to_food_cost_ratio
        }
        cost = {
            stz_sr_caerulenite = 100
            stz_sr_viridisium = 50
        }
    }
}

ship_section_template = {
    key = "STZ_VIRIDISIUM_HARBINGER_STAGE_1_artillery"
    ship_size = harbinger_stage_1
    fits_on_slot = mid
    should_draw_components = no
    icon = "GFX_ship_part_core_mid"
    entity = "harbinger_stage_1_ship_entity"

    ai_tags = {
        artillery
        artillery_stealth
    }

    prerequisites = {
        stz_tech_viridisium_bio_sections
        OR = {
            tech_swarmer_missiles_1
            tech_swarmer_missiles_2
            tech_scourge_missile_1
            tech_energy_torpedoes_1
            tech_energy_torpedoes_2
        }
    }

    ai_weight = {

        factor = 3

        modifier = {
            factor = 10.0
            is_preferred_weapons = weapon_type_explosive
        }
        modifier = {
            factor = 0.1
            NOT = { is_preferred_weapons = weapon_type_explosive }
        }
    }

    component_slot = {
        name = "STRIKE_CRAFT_01"
        template = "large_strike_craft"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "STRIKE_CRAFT_02"
        template = "large_strike_craft"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "STRIKE_CRAFT_03"
        template = "large_strike_craft"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "TORPEDO_01"
        template = "invisible_missile_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "TORPEDO_02"
        template = "invisible_missile_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "TORPEDO_03"
        template = "invisible_missile_turret"
        locatorname = "weapon_01"
    }

    large_utility_slots = 4
    aux_utility_slots = 3

    resources = {
        category = ship_sections
        cost = {
            food = @harbinger_stage_1_section_cost
            mult = @alloy_to_food_cost_ratio
        }
        cost = {
            stz_sr_caerulenite = 100
            stz_sr_viridisium = 50
        }
    }
}

ship_section_template = {
    key = "STZ_VIRIDISIUM_HARBINGER_STAGE_2_picket"
    ship_size = harbinger_stage_2
    fits_on_slot = mid
    should_draw_components = no
    icon = "GFX_ship_part_core_mid"
    entity = "harbinger_stage_2_ship_entity"

    prerequisites = { stz_tech_viridisium_bio_sections }

    ai_tags = {
        carrier
        carrier_stealth
    }

    ai_weight = {

        factor = 3

        modifier = {
            factor = 10.0
            is_preferred_weapons = weapon_type_strike_craft
        }
        modifier = {
            factor = 0.1
            NOT = { is_preferred_weapons = weapon_type_strike_craft }
        }
    }

    component_slot = {
        name = "STRIKE_CRAFT_01"
        template = "large_strike_craft"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "STRIKE_CRAFT_02"
        template = "large_strike_craft"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "STRIKE_CRAFT_03"
        template = "large_strike_craft"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "STRIKE_CRAFT_04"
        template = "large_strike_craft"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "STRIKE_CRAFT_05"
        template = "large_strike_craft"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "PD_01"
        template = "point_defence_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "PD_02"
        template = "point_defence_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "PD_03"
        template = "point_defence_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "PD_04"
        template = "point_defence_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "PD_05"
        template = "point_defence_turret"
        locatorname = "weapon_02"
    }

    large_utility_slots = 7
    aux_utility_slots = 3

    resources = {
        category = ship_sections
        cost = {
            food = @harbinger_stage_2_section_cost
            mult = @alloy_to_food_cost_ratio
        }
        cost = {
            stz_sr_caerulenite = 100
            stz_sr_viridisium = 50
        }
    }
}

ship_section_template = {
    key = "STZ_VIRIDISIUM_HARBINGER_STAGE_2_artillery"
    ship_size = harbinger_stage_2
    fits_on_slot = mid
    should_draw_components = no
    icon = "GFX_ship_part_core_mid"
    entity = "harbinger_stage_2_ship_entity"

    ai_tags = {
        artillery
        artillery_stealth
    }

    prerequisites = {
        stz_tech_viridisium_bio_sections
        OR = {
            tech_swarmer_missiles_1
            tech_swarmer_missiles_2
            tech_scourge_missile_1
            tech_energy_torpedoes_1
            tech_energy_torpedoes_2
        }
    }

    ai_weight = {

        factor = 3

        modifier = {
            factor = 10.0
            is_preferred_weapons = weapon_type_explosive
        }
        modifier = {
            factor = 0.1
            NOT = { is_preferred_weapons = weapon_type_explosive }
        }
    }

    component_slot = {
        name = "STRIKE_CRAFT_01"
        template = "large_strike_craft"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "STRIKE_CRAFT_02"
        template = "large_strike_craft"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "STRIKE_CRAFT_03"
        template = "large_strike_craft"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "STRIKE_CRAFT_04"
        template = "large_strike_craft"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "TORPEDO_01"
        template = "invisible_missile_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "TORPEDO_02"
        template = "invisible_missile_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "TORPEDO_03"
        template = "invisible_missile_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "TORPEDO_04"
        template = "invisible_missile_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "TORPEDO_05"
        template = "invisible_missile_turret"
        locatorname = "weapon_02"
    }

    large_utility_slots = 7
    aux_utility_slots = 3

    resources = {
        category = ship_sections
        cost = {
            food = @harbinger_stage_2_section_cost
            mult = @alloy_to_food_cost_ratio
        }
        cost = {
            stz_sr_caerulenite = 100
            stz_sr_viridisium = 50
        }
    }
}

ship_section_template = {
    key = "STZ_VIRIDISIUM_HARBINGER_STAGE_3_picket"
    ship_size = harbinger_stage_3
    fits_on_slot = mid
    should_draw_components = no
    icon = "GFX_ship_part_core_mid"
    entity = "harbinger_stage_3_ship_entity"

    prerequisites = { stz_tech_viridisium_bio_sections }

    ai_tags = {
        carrier
        carrier_stealth
    }

    ai_weight = {

        factor = 3

        modifier = {
            factor = 10.0
            is_preferred_weapons = weapon_type_strike_craft
        }
        modifier = {
            factor = 0.1
            NOT = { is_preferred_weapons = weapon_type_strike_craft }
        }
    }

    component_slot = {
        name = "STRIKE_CRAFT_01"
        template = "large_strike_craft"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "STRIKE_CRAFT_02"
        template = "large_strike_craft"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "STRIKE_CRAFT_03"
        template = "large_strike_craft"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "STRIKE_CRAFT_04"
        template = "large_strike_craft"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "STRIKE_CRAFT_05"
        template = "large_strike_craft"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "STRIKE_CRAFT_06"
        template = "large_strike_craft"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "PD_01"
        template = "point_defence_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "PD_02"
        template = "point_defence_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "PD_03"
        template = "point_defence_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "PD_04"
        template = "point_defence_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "PD_05"
        template = "point_defence_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "PD_06"
        template = "point_defence_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "PD_07"
        template = "point_defence_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "PD_08"
        template = "point_defence_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "PD_09"
        template = "point_defence_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "PD_10"
        template = "point_defence_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "PD_11"
        template = "point_defence_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "PD_12"
        template = "point_defence_turret"
        locatorname = "weapon_02"
    }

    large_utility_slots = 9
    aux_utility_slots = 4

    resources = {
        category = ship_sections
        cost = {
            food = @harbinger_stage_3_section_cost
            mult = @alloy_to_food_cost_ratio
        }
        cost = {
            stz_sr_caerulenite = 100
            stz_sr_viridisium = 50
        }
    }
}

ship_section_template = {
    key = "STZ_VIRIDISIUM_HARBINGER_STAGE_3_artillery"
    ship_size = harbinger_stage_3
    fits_on_slot = mid
    should_draw_components = no
    icon = "GFX_ship_part_core_mid"
    entity = "harbinger_stage_3_ship_entity"

    ai_tags = {
        artillery
        artillery_stealth
    }

    prerequisites = {
        stz_tech_viridisium_bio_sections
        OR = {
            tech_swarmer_missiles_1
            tech_swarmer_missiles_2
            tech_scourge_missile_1
            tech_energy_torpedoes_1
            tech_energy_torpedoes_2
        }
    }

    ai_weight = {

        factor = 3

        modifier = {
            factor = 10.0
            is_preferred_weapons = weapon_type_explosive
        }
        modifier = {
            factor = 0.1
            NOT = { is_preferred_weapons = weapon_type_explosive }
        }
    }

    component_slot = {
        name = "STRIKE_CRAFT_01"
        template = "large_strike_craft"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "STRIKE_CRAFT_02"
        template = "large_strike_craft"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "STRIKE_CRAFT_03"
        template = "large_strike_craft"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "STRIKE_CRAFT_04"
        template = "large_strike_craft"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "STRIKE_CRAFT_05"
        template = "large_strike_craft"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "STRIKE_CRAFT_06"
        template = "large_strike_craft"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "TORPEDO_01"
        template = "invisible_missile_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "TORPEDO_02"
        template = "invisible_missile_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "TORPEDO_03"
        template = "invisible_missile_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "TORPEDO_04"
        template = "invisible_missile_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "TORPEDO_05"
        template = "invisible_missile_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "TORPEDO_06"
        template = "invisible_missile_turret"
        locatorname = "weapon_02"
    }

    large_utility_slots = 9
    aux_utility_slots = 4

    resources = {
        category = ship_sections
        cost = {
            food = @harbinger_stage_3_section_cost
            mult = @alloy_to_food_cost_ratio
        }
        cost = {
            stz_sr_caerulenite = 100
            stz_sr_viridisium = 50
        }
    }
}

### Stinger
ship_section_template = {
    key = "STZ_VIRIDISIUM_STINGER_STAGE_1_line"
    ship_size = stinger_stage_1
    fits_on_slot = mid
    should_draw_components = no
    icon = "GFX_ship_part_core_mid"
    entity = "stinger_stage_1_ship_entity"

    prerequisites = { stz_tech_viridisium_bio_sections }

    ai_tags = {
        gunship
        gunship_stealth
    }

    ai_weight = {
        factor = 3
        weight = 10
    }

    component_slot = {
        name = "LARGE_GUN_01"
        template = "invisible_large_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "LARGE_GUN_02"
        template = "invisible_large_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "LARGE_GUN_03"
        template = "invisible_large_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "LARGE_GUN_04"
        template = "invisible_large_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "LARGE_GUN_05"
        template = "invisible_large_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "MEDIUM_GUN_01"
        template = "invisible_medium_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "MEDIUM_GUN_02"
        template = "invisible_medium_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "MEDIUM_GUN_03"
        template = "invisible_medium_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "MEDIUM_GUN_04"
        template = "invisible_medium_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "MEDIUM_GUN_05"
        template = "invisible_medium_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "MEDIUM_GUN_06"
        template = "invisible_medium_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "MEDIUM_GUN_07"
        template = "invisible_medium_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "MEDIUM_GUN_08"
        template = "invisible_medium_turret"
        locatorname = "weapon_02"
    }

    large_utility_slots = 7
    aux_utility_slots = 2

    resources = {
        category = ship_sections
        cost = {
            food = @stinger_stage_1_section_cost
            mult = @alloy_to_food_cost_ratio
        }
        cost = {
            stz_sr_caerulenite = 200
            stz_sr_viridisium = 100
        }
    }
}

ship_section_template = {
    key = "STZ_VIRIDISIUM_STINGER_STAGE_1_artillery"
    ship_size = stinger_stage_1
    fits_on_slot = mid
    should_draw_components = no
    icon = "GFX_ship_part_core_mid"
    entity = "stinger_stage_1_ship_entity"

    prerequisites = { stz_tech_viridisium_bio_sections }

    ai_tags = {
        artillery
        artillery_stealth
    }

    ai_weight = {
        factor = 3
        weight = 20
    }

    component_slot = {
        name = "EXTRA_LARGE_01"
        template = "invisible_extra_large_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "EXTRA_LARGE_02"
        template = "invisible_extra_large_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "EXTRA_LARGE_03"
        template = "invisible_extra_large_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "LARGE_GUN_01"
        template = "invisible_large_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "LARGE_GUN_02"
        template = "invisible_large_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "LARGE_GUN_03"
        template = "invisible_large_turret"
        locatorname = "weapon_01"
    }

    large_utility_slots = 7
    aux_utility_slots = 2

    resources = {
        category = ship_sections
        cost = {
            food = @stinger_stage_1_section_cost
            mult = @alloy_to_food_cost_ratio
        }
        cost = {
            stz_sr_caerulenite = 200
            stz_sr_viridisium = 100
        }
    }
}

ship_section_template = {
    key = "STZ_VIRIDISIUM_STINGER_STAGE_2_line"
    ship_size = stinger_stage_2
    fits_on_slot = mid
    should_draw_components = no
    icon = "GFX_ship_part_core_mid"
    entity = "stinger_stage_2_ship_entity"

    prerequisites = { stz_tech_viridisium_bio_sections }

    ai_tags = {
        gunship
        gunship_stealth
    }

    ai_weight = {
        factor = 3
        weight = 10
    }

    component_slot = {
        name = "LARGE_GUN_01"
        template = "invisible_large_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "LARGE_GUN_02"
        template = "invisible_large_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "LARGE_GUN_03"
        template = "invisible_large_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "LARGE_GUN_04"
        template = "invisible_large_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "LARGE_GUN_05"
        template = "invisible_large_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "LARGE_GUN_06"
        template = "invisible_large_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "LARGE_GUN_07"
        template = "invisible_large_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "LARGE_GUN_08"
        template = "invisible_large_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "LARGE_GUN_09"
        template = "invisible_large_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "LARGE_GUN_10"
        template = "invisible_large_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "LARGE_GUN_11"
        template = "invisible_large_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "LARGE_GUN_12"
        template = "invisible_large_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "LARGE_GUN_13"
        template = "invisible_large_turret"
        locatorname = "weapon_01"
    }

    large_utility_slots = 10
    aux_utility_slots = 3

    resources = {
        category = ship_sections
        cost = {
            food = @stinger_stage_2_section_cost
            mult = @alloy_to_food_cost_ratio
        }
        cost = {
            stz_sr_caerulenite = 200
            stz_sr_viridisium = 100
        }
    }
}

ship_section_template = {
    key = "STZ_VIRIDISIUM_STINGER_STAGE_2_artillery"
    ship_size = stinger_stage_2
    fits_on_slot = mid
    should_draw_components = no
    icon = "GFX_ship_part_core_mid"
    entity = "stinger_stage_2_ship_entity"

    prerequisites = { stz_tech_viridisium_bio_sections }

    ai_tags = {
        artillery
        artillery_stealth
    }

    ai_weight = {
        factor = 3
        weight = 20
    }

    component_slot = {
        name = "EXTRA_LARGE_01"
        template = "invisible_extra_large_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "EXTRA_LARGE_02"
        template = "invisible_extra_large_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "EXTRA_LARGE_03"
        template = "invisible_extra_large_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "EXTRA_LARGE_04"
        template = "invisible_extra_large_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "LARGE_GUN_01"
        template = "invisible_large_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "LARGE_GUN_02"
        template = "invisible_large_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "LARGE_GUN_03"
        template = "invisible_large_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "LARGE_GUN_04"
        template = "invisible_large_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "LARGE_GUN_05"
        template = "invisible_large_turret"
        locatorname = "weapon_02"
    }

    large_utility_slots = 10
    aux_utility_slots = 3

    resources = {
        category = ship_sections
        cost = {
            food = @stinger_stage_2_section_cost
            mult = @alloy_to_food_cost_ratio
        }
        cost = {
            stz_sr_caerulenite = 200
            stz_sr_viridisium = 100
        }
    }
}

ship_section_template = {
    key = "STZ_VIRIDISIUM_STINGER_STAGE_3_line"
    ship_size = stinger_stage_3
    fits_on_slot = mid
    should_draw_components = no
    icon = "GFX_ship_part_core_mid"
    entity = "stinger_stage_3_ship_entity"

    prerequisites = { stz_tech_viridisium_bio_sections }

    ai_tags = {
        gunship
        gunship_stealth
    }

    ai_weight = {
        factor = 3
        weight = 10
    }

    component_slot = {
        name = "LARGE_GUN_01"
        template = "invisible_large_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "LARGE_GUN_02"
        template = "invisible_large_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "LARGE_GUN_03"
        template = "invisible_large_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "LARGE_GUN_04"
        template = "invisible_large_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "LARGE_GUN_05"
        template = "invisible_large_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "LARGE_GUN_06"
        template = "invisible_large_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "LARGE_GUN_07"
        template = "invisible_large_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "LARGE_GUN_08"
        template = "invisible_large_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "LARGE_GUN_09"
        template = "invisible_large_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "LARGE_GUN_10"
        template = "invisible_large_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "LARGE_GUN_11"
        template = "invisible_large_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "LARGE_GUN_12"
        template = "invisible_large_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "LARGE_GUN_13"
        template = "invisible_large_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "LARGE_GUN_14"
        template = "invisible_large_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "LARGE_GUN_15"
        template = "invisible_large_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "LARGE_GUN_16"
        template = "invisible_large_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "LARGE_GUN_17"
        template = "invisible_large_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "LARGE_GUN_18"
        template = "invisible_large_turret"
        locatorname = "weapon_02"
    }

    large_utility_slots = 13
    aux_utility_slots = 4

    resources = {
        category = ship_sections
        cost = {
            food = @stinger_stage_3_section_cost
            mult = @alloy_to_food_cost_ratio
        }
        cost = {
            stz_sr_caerulenite = 200
            stz_sr_viridisium = 100
        }
    }
}

ship_section_template = {
    key = "STZ_VIRIDISIUM_STINGER_STAGE_3_artillery"
    ship_size = stinger_stage_3
    fits_on_slot = mid
    should_draw_components = no
    icon = "GFX_ship_part_core_mid"
    entity = "stinger_stage_3_ship_entity"

    prerequisites = { stz_tech_viridisium_bio_sections }

    ai_tags = {
        artillery
        artillery_stealth
    }

    ai_weight = {
        factor = 3
        weight = 20
    }

    component_slot = {
        name = "EXTRA_LARGE_01"
        template = "invisible_extra_large_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "EXTRA_LARGE_02"
        template = "invisible_extra_large_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "EXTRA_LARGE_03"
        template = "invisible_extra_large_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "EXTRA_LARGE_04"
        template = "invisible_extra_large_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "EXTRA_LARGE_05"
        template = "invisible_extra_large_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "EXTRA_LARGE_06"
        template = "invisible_extra_large_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "LARGE_GUN_01"
        template = "invisible_large_turret"
        locatorname = "weapon_01"
    }

    component_slot = {
        name = "LARGE_GUN_02"
        template = "invisible_large_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "LARGE_GUN_03"
        template = "invisible_large_turret"
        locatorname = "weapon_01"
    }


    component_slot = {
        name = "LARGE_GUN_04"
        template = "invisible_large_turret"
        locatorname = "weapon_02"
    }

    component_slot = {
        name = "LARGE_GUN_05"
        template = "invisible_large_turret"
        locatorname = "weapon_01"
    }


    component_slot = {
        name = "LARGE_GUN_06"
        template = "invisible_large_turret"
        locatorname = "weapon_02"
    }

    large_utility_slots = 13
    aux_utility_slots = 4

    resources = {
        category = ship_sections
        cost = {
            food = @stinger_stage_3_section_cost
            mult = @alloy_to_food_cost_ratio
        }
        cost = {
            stz_sr_caerulenite = 200
            stz_sr_viridisium = 100
        }
    }
}

### Titan
@tt_section_cost = 1600

### Advanced Bow Section
ship_section_template = {
    key = "STZ_BIO_TITAN_VIRIDISIUM_BOW_T1X2"
    ship_size = bio_titan
    fits_on_slot = bow
    should_draw_components = yes
    entity = "titan_bow_entity"
    icon = "GFX_ship_part_core_bow"
    ai_tags = { artillery gunship }

    prerequisites = { stz_tech_viridisium_bio_sections }

    ai_weight = {

        factor = 2

        modifier = {
            factor = 10.0
            is_preferred_weapons = weapon_type_energy
        }
        modifier = {
            factor = 0.1
            NOT = { is_preferred_weapons = weapon_type_energy }
        }
    }

    component_slot = {
        name = "TITANIC_01"
        template = "invisible_titanic_fixed"
        locatorname = "xl_gun_01"
    }
    component_slot = {
        name = "EXTRA_LARGE_01"
        template = "invisible_extra_large_fixed"
        locatorname = "xl_gun_01"
    }
    component_slot = {
        name = "EXTRA_LARGE_02"
        template = "invisible_extra_large_fixed"
        locatorname = "xl_gun_01"
    }


    large_utility_slots = 10

    resources = {
        category = ship_sections
        cost = {
            food = @tt_section_cost
            mult = @alloy_to_food_cost_ratio
        }
        cost = {
            stz_sr_caerulenite = 100
            stz_sr_viridisium = 50
        }
    }
}

ship_section_template = {
    key = "STZ_BIO_TITAN_VIRIDISIUM_BOW_T2"
    ship_size = bio_titan
    fits_on_slot = bow
    should_draw_components = yes
    entity = "titan_bow_entity"
    icon = "GFX_ship_part_core_bow"
    ai_tags = { artillery gunship }

    prerequisites = { stz_tech_viridisium_bio_sections }

    ai_weight = {

        factor = 3

        modifier = {
            factor = 10.0
            is_preferred_weapons = weapon_type_energy
        }
        modifier = {
            factor = 0.1
            NOT = { is_preferred_weapons = weapon_type_energy }
        }
    }

    component_slot = {
        name = "TITANIC_01"
        template = "invisible_titanic_fixed"
        locatorname = "xl_gun_01"
    }

    component_slot = {
        name = "TITANIC_02"
        template = "invisible_titanic_fixed"
        locatorname = "xl_gun_01"
    }

    large_utility_slots = 10

    resources = {
        category = ship_sections
        cost = {
            food = @tt_section_cost
            mult = @alloy_to_food_cost_ratio
        }
        cost = {
            stz_sr_caerulenite = 100
            stz_sr_viridisium = 50
        }
    }
}

ship_section_template = {
    key = "STZ_BIO_TITAN_VIRIDISIUM_BOW_T1H2M4"
    ship_size = bio_titan
    fits_on_slot = bow
    should_draw_components = yes
    entity = "titan_bow_entity"
    icon = "GFX_ship_part_core_bow"
    ai_tags = { carrier }

    prerequisites = { stz_tech_viridisium_bio_sections }

    ai_weight = {

        factor = 3

        modifier = {
            factor = 10.0
            is_preferred_weapons = weapon_type_strike_craft
        }
        modifier = {
            factor = 0.1
            NOT = { is_preferred_weapons = weapon_type_strike_craft }
        }
    }

    component_slot = {
        name = "TITANIC_01"
        template = "invisible_titanic_fixed"
        locatorname = "xl_gun_01"
    }

    component_slot = {
        name = "STRIKE_CRAFT_01"
        template = "large_strike_craft"
        rotation = 90
        locatorname = "xl_gun_01"
    }

    component_slot = {
        name = "STRIKE_CRAFT_02"
        template = "large_strike_craft"
        rotation = -90
        locatorname = "xl_gun_01"
    }

    component_slot = {
        name = "MEDIUM_GUN_01"
        template = "invisible_medium_turret"
        locatorname = "xl_gun_01"

    }

    component_slot = {
        name = "MEDIUM_GUN_02"
        template = "invisible_medium_turret"
        locatorname = "xl_gun_01"
    }

    component_slot = {
        name = "MEDIUM_GUN_03"
        template = "invisible_medium_turret"
        locatorname = "xl_gun_01"

    }

    component_slot = {
        name = "MEDIUM_GUN_04"
        template = "invisible_medium_turret"
        locatorname = "xl_gun_01"
    }

    large_utility_slots = 10

    resources = {
        category = ship_sections
        cost = {
            food = @tt_section_cost
            mult = @alloy_to_food_cost_ratio
        }
        cost = {
            stz_sr_caerulenite = 100
            stz_sr_viridisium = 50
        }
    }
}

ship_section_template = {
    key = "STZ_BIO_TITAN_VIRIDISIUM_BOW_T1L3M2"
    ship_size = bio_titan
    fits_on_slot = bow
    should_draw_components = yes
    entity = "titan_bow_entity"
    icon = "GFX_ship_part_core_bow"
    ai_tags = { artillery gunship }

    prerequisites = { stz_tech_viridisium_bio_sections }

    ai_weight = {

        factor = 3

        modifier = {
            factor = 10.0
            is_preferred_weapons = weapon_type_kinetic
        }
        modifier = {
            factor = 0.1
            NOT = { is_preferred_weapons = weapon_type_kinetic }
        }
    }

    component_slot = {
        name = "TITANIC_01"
        template = "invisible_titanic_fixed"
        locatorname = "xl_gun_01"
    }

    component_slot = {
        name = "LARGE_GUN_01"
        template = "invisible_large_turret"
        locatorname = "xl_gun_01"
    }

    component_slot = {
        name = "LARGE_GUN_02"
        template = "invisible_large_turret"
        locatorname = "xl_gun_01"
    }

    component_slot = {
        name = "LARGE_GUN_03"
        template = "invisible_large_turret"
        locatorname = "xl_gun_01"
    }

    component_slot = {
        name = "MEDIUM_GUN_01"
        template = "invisible_medium_turret"
        locatorname = "xl_gun_01"

    }

    component_slot = {
        name = "MEDIUM_GUN_02"
        template = "invisible_medium_turret"
        locatorname = "xl_gun_01"
    }

    large_utility_slots = 10

    resources = {
        category = ship_sections
        cost = {
            food = @tt_section_cost
            mult = @alloy_to_food_cost_ratio
        }
        cost = {
            stz_sr_caerulenite = 100
            stz_sr_viridisium = 50
        }
    }
}

### Advanced Mid Section
ship_section_template = {
    key = "STZ_BIO_TITAN_VIRIDISIUM_MID_L6M4"
    ship_size = bio_titan
    fits_on_slot = mid
    should_draw_components = yes
    entity = "titan_mid_entity"
    icon = "GFX_ship_part_core_mid"
    ai_tags = { artillery gunship }

    prerequisites = { stz_tech_viridisium_bio_sections }

    ai_weight = {

        factor = 2

        modifier = {
            factor = 10.0
            is_preferred_weapons = weapon_type_kinetic
        }
        modifier = {
            factor = 0.1
            NOT = { is_preferred_weapons = weapon_type_kinetic }
        }
    }

    component_slot = {
        name = "LARGE_GUN_01"
        template = "large_turret"
        locatorname = "large_gun_01"
    }
    component_slot = {
        name = "LARGE_GUN_02"
        template = "large_turret"
        locatorname = "large_gun_02"
    }
    component_slot = {
        name = "LARGE_GUN_03"
        template = "large_turret"
        locatorname = "large_gun_03"
    }
    component_slot = {
        name = "LARGE_GUN_04"
        template = "large_turret"
        locatorname = "large_gun_04"
    }
    component_slot = {
        name = "LARGE_GUN_05"
        template = "invisible_large_turret"
        locatorname = "large_gun_01"
    }
    component_slot = {
        name = "LARGE_GUN_06"
        template = "invisible_large_turret"
        locatorname = "large_gun_02"
    }
    component_slot = {
        name = "MEDIUM_GUN_01"
        template = "invisible_medium_turret"
        locatorname = "large_gun_01"

    }
    component_slot = {
        name = "MEDIUM_GUN_02"
        template = "invisible_medium_turret"
        locatorname = "large_gun_02"
    }
    component_slot = {
        name = "MEDIUM_GUN_03"
        template = "invisible_medium_turret"
        locatorname = "large_gun_03"

    }
    component_slot = {
        name = "MEDIUM_GUN_04"
        template = "invisible_medium_turret"
        locatorname = "large_gun_04"
    }


    large_utility_slots = 10

    resources = {
        category = ship_sections
        cost = {
            food = @tt_section_cost
            mult = @alloy_to_food_cost_ratio
        }
        cost = {
            stz_sr_caerulenite = 100
            stz_sr_viridisium = 50
        }
    }
}

ship_section_template = {
    key = "STZ_BIO_TITAN_VIRIDISIUM_MID_X4"
    ship_size = bio_titan
    fits_on_slot = mid
    should_draw_components = yes
    entity = "titan_mid_entity"
    icon = "GFX_ship_part_core_mid"
    ai_tags = { artillery gunship }

    prerequisites = { stz_tech_viridisium_bio_sections }

    ai_weight = {

        factor = 2

        modifier = {
            factor = 10.0
            is_preferred_weapons = weapon_type_energy
        }
        modifier = {
            factor = 0.1
            NOT = { is_preferred_weapons = weapon_type_energy }
        }
    }

    component_slot = {
        name = "EXTRA_LARGE_01"
        template = "extra_large_turret"
        locatorname = "large_gun_01"
    }
    component_slot = {
        name = "EXTRA_LARGE_02"
        template = "extra_large_turret"
        locatorname = "large_gun_02"
    }
    component_slot = {
        name = "EXTRA_LARGE_03"
        template = "extra_large_turret"
        locatorname = "large_gun_03"
    }
    component_slot = {
        name = "EXTRA_LARGE_04"
        template = "extra_large_turret"
        locatorname = "large_gun_04"
    }


    large_utility_slots = 10

    resources = {
        category = ship_sections
        cost = {
            food = @tt_section_cost
            mult = @alloy_to_food_cost_ratio
        }
        cost = {
            stz_sr_caerulenite = 100
            stz_sr_viridisium = 50
        }
    }
}

ship_section_template = {
    key = "STZ_BIO_TITAN_VIRIDISIUM_MID_H6M2P4"
    ship_size = bio_titan
    fits_on_slot = mid
    should_draw_components = yes
    entity = "titan_mid_entity"
    icon = "GFX_ship_part_core_mid"
    ai_tags = { carrier }

    prerequisites = { stz_tech_viridisium_bio_sections }

    ai_weight = {

        factor = 2

        modifier = {
            factor = 10.0
            is_preferred_weapons = weapon_type_strike_craft
        }
        modifier = {
            factor = 0.1
            NOT = { is_preferred_weapons = weapon_type_strike_craft }
        }
    }

    component_slot = {
        name = "STRIKE_CRAFT_01"
        template = "large_strike_craft"
        rotation = 90
        locatorname = "large_gun_01"
    }

    component_slot = {
        name = "STRIKE_CRAFT_02"
        template = "large_strike_craft"
        rotation = -90
        locatorname = "large_gun_02"
    }

    component_slot = {
        name = "STRIKE_CRAFT_03"
        template = "large_strike_craft"
        rotation = 90
        locatorname = "large_gun_03"
    }

    component_slot = {
        name = "STRIKE_CRAFT_04"
        template = "large_strike_craft"
        rotation = -90
        locatorname = "large_gun_04"
    }

    component_slot = {
        name = "MEDIUM_GUN_01"
        template = "medium_turret"
        locatorname = "large_gun_03"

    }

    component_slot = {
        name = "MEDIUM_GUN_02"
        template = "medium_turret"
        locatorname = "large_gun_04"
    }

    component_slot = {
        name = "SMALL_GUN_01"
        template = "point_defence_turret"
        locatorname = "large_gun_01"
    }

    component_slot = {
        name = "SMALL_GUN_02"
        template = "point_defence_turret"
        locatorname = "large_gun_02"

    }

    component_slot = {
        name = "SMALL_GUN_03"
        template = "invisible_point_defence_turret"
        locatorname = "large_gun_03"
    }

    component_slot = {
        name = "SMALL_GUN_04"
        template = "invisible_point_defence_turret"
        locatorname = "large_gun_04"

    }

    large_utility_slots = 10

    resources = {
        category = ship_sections
        cost = {
            food = @tt_section_cost
            mult = @alloy_to_food_cost_ratio
        }
        cost = {
            stz_sr_caerulenite = 100
            stz_sr_viridisium = 50
        }
    }
}

ship_section_template = {
    key = "STZ_BIO_TITAN_VIRIDISIUM_MID_X2L4"
    ship_size = bio_titan
    fits_on_slot = mid
    should_draw_components = yes
    entity = "titan_mid_entity"
    icon = "GFX_ship_part_core_mid"
    ai_tags = { artillery gunship }

    prerequisites = { stz_tech_viridisium_bio_sections }

    ai_weight = {

        factor = 2

        modifier = {
            factor = 10.0
            is_preferred_weapons = weapon_type_kinetic
        }
        modifier = {
            factor = 0.1
            NOT = { is_preferred_weapons = weapon_type_kinetic }
        }
    }

    component_slot = {
        name = "EXTRA_LARGE_01"
        template = "extra_large_turret"
        locatorname = "large_gun_03"
    }
    component_slot = {
        name = "EXTRA_LARGE_02"
        template = "extra_large_turret"
        locatorname = "large_gun_04"
    }
    component_slot = {
        name = "LARGE_GUN_01"
        template = "large_turret"
        locatorname = "large_gun_01"
    }
    component_slot = {
        name = "LARGE_GUN_02"
        template = "large_turret"
        locatorname = "large_gun_02"
    }
    component_slot = {
        name = "LARGE_GUN_03"
        template = "invisible_large_turret"
        locatorname = "large_gun_03"
    }
    component_slot = {
        name = "LARGE_GUN_04"
        template = "invisible_large_turret"
        locatorname = "large_gun_04"
    }

    large_utility_slots = 10

    resources = {
        category = ship_sections
        cost = {
            food = @tt_section_cost
            mult = @alloy_to_food_cost_ratio
        }
        cost = {
            stz_sr_caerulenite = 100
            stz_sr_viridisium = 50
        }
    }
}

### Advanced Stern Section
ship_section_template = {
    key = "STZ_BIO_TITAN_VIRIDISIUM_STERN_L4"
    ship_size = bio_titan
    fits_on_slot = stern
    should_draw_components = yes
    entity = "titan_stern_entity"
    icon = "GFX_ship_part_core_stern"
    ai_tags = { artillery gunship }

    prerequisites = { stz_tech_viridisium_bio_sections }

    ai_weight = {

        factor = 2

        modifier = {
            factor = 10.0
            is_preferred_weapons = weapon_type_kinetic
        }
        modifier = {
            factor = 0.1
            NOT = { is_preferred_weapons = weapon_type_kinetic }
        }
    }

    component_slot = {
        name = "LARGE_GUN_01"
        template = "large_turret"
        locatorname = "large_gun_01"
    }
    component_slot = {
        name = "LARGE_GUN_02"
        template = "large_turret"
        locatorname = "large_gun_02"
    }
    component_slot = {
        name = "LARGE_GUN_03"
        template = "invisible_large_turret"
        locatorname = "large_gun_01"
    }
    component_slot = {
        name = "LARGE_GUN_04"
        template = "invisible_large_turret"
        locatorname = "large_gun_02"
    }

    aux_utility_slots = 5

    resources = {
        category = ship_sections
        cost = {
            food = @tt_section_cost
            mult = @alloy_to_food_cost_ratio
        }
        cost = {
            stz_sr_caerulenite = 100
            stz_sr_viridisium = 50
        }
    }
}

ship_section_template = {
    key = "STZ_BIO_TITAN_VIRIDISIUM_STERN_L3M2"
    ship_size = bio_titan
    fits_on_slot = stern
    should_draw_components = yes
    entity = "titan_stern_entity"
    icon = "GFX_ship_part_core_stern"
    ai_tags = { carrier gunship }

    prerequisites = { stz_tech_viridisium_bio_sections }

    ai_weight = {

        factor = 2

        modifier = {
            factor = 10.0
            is_preferred_weapons = weapon_type_strike_craft
        }
        modifier = {
            factor = 0.1
            NOT = { is_preferred_weapons = weapon_type_strike_craft }
        }
    }

    component_slot = {
        name = "LARGE_GUN_01"
        template = "large_turret"
        locatorname = "large_gun_01"
    }
    component_slot = {
        name = "LARGE_GUN_02"
        template = "large_turret"
        locatorname = "large_gun_02"
    }
    component_slot = {
        name = "LARGE_GUN_03"
        template = "invisible_large_turret"
        locatorname = "large_gun_01"
    }
    component_slot = {
        name = "MEDIUM_GUN_01"
        template = "invisible_medium_turret"
        locatorname = "large_gun_01"

    }
    component_slot = {
        name = "MEDIUM_GUN_02"
        template = "invisible_medium_turret"
        locatorname = "large_gun_02"
    }


    aux_utility_slots = 5

    resources = {
        category = ship_sections
        cost = {
            food = @tt_section_cost
            mult = @alloy_to_food_cost_ratio
        }
        cost = {
            stz_sr_caerulenite = 100
            stz_sr_viridisium = 50
        }
    }
}

ship_section_template = {
    key = "STZ_BIO_TITAN_VIRIDISIUM_STERN_X2"
    ship_size = bio_titan
    fits_on_slot = stern
    should_draw_components = yes
    entity = "titan_stern_entity"
    icon = "GFX_ship_part_core_stern"
    ai_tags = { artillery gunship }

    prerequisites = { stz_tech_viridisium_bio_sections }

    ai_weight = {

        factor = 2

        modifier = {
            factor = 10.0
            is_preferred_weapons = weapon_type_energy
        }
        modifier = {
            factor = 0.1
            NOT = { is_preferred_weapons = weapon_type_energy }
        }
    }

    component_slot = {
        name = "EXTRA_LARGE_01"
        template = "extra_large_turret"
        locatorname = "large_gun_01"
    }
    component_slot = {
        name = "EXTRA_LARGE_02"
        template = "extra_large_turret"
        locatorname = "large_gun_02"
    }


    aux_utility_slots = 5

    resources = {
        category = ship_sections
        cost = {
            food = @tt_section_cost
            mult = @alloy_to_food_cost_ratio
        }
        cost = {
            stz_sr_caerulenite = 100
            stz_sr_viridisium = 50
        }
    }
}