
colonizer = {
	max_speed = @speed_very_slow
	acceleration = 0.3
	rotation_speed = 0.2
	max_hitpoints = @colony_hp
	modifier = {
		ship_evasion_add = @colony_evasion
	}
	size_multiplier = 20
	map_counter_icon = ship_counter_16
	icon = ship_size_colonizer
	fleet_slot_size = 1
	section_slots = { "mid" = { locator = "part1" } }
	num_target_locators = 0
	is_space_station = no
	base_buildtime = @colony_build_time

	combat_disengage_chance = 0.5

	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
	enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser
	prerequisites = { "tech_colonization_1" }
	is_civilian = yes
	is_designable = no
	components_add_to_cost = no
	class = shipclass_colonizer
	construction_type = { starbase_shipyard starbase_beastport }
	required_component_set = "power_core"
	required_component_set = "ftl_components"
	required_component_set = "thruster_components"
	required_component_set = "sensor_components"
	valid_target_aggressive_stance = no
	auto_upgrade = yes

	resources = {
		category = colonies
		# Alloys
		# 200 normally
		cost = {
			trigger = {
				from = {
					is_virtual_empire = no
					country_uses_bio_ships = no
				}
			}
			alloys = @colony_cost_base
		}
		# 100 if you're a virtual empire
		cost = {
			trigger = {
				from = {
					is_virtual_empire = yes
					country_uses_bio_ships = no
				}
			}
			alloys = @colony_cost_low
		}
		# Halved if you use biological ships
		cost = {
			trigger = {
				from = {
					is_virtual_empire = no
					country_uses_bio_ships = yes
				}
			}
			alloys = @colony_cost_base
			mult = 0.5
		}
		cost = {
			trigger = {
				from = {
					is_virtual_empire = yes
					country_uses_bio_ships = yes
				}
			}
			alloys = @colony_cost_low
			mult = 0.5
		}

		# Consumer goods for non-gestalt empires
		# 200 normally
		cost = {
			trigger = {
				from = {
					is_gestalt = no
					is_virtual_empire = no
				}
			}
			consumer_goods = @colony_cost_base
		}
		# 100 if you're a virtual empire
		cost = {
			trigger = {
				from = {
					is_gestalt = no
					is_virtual_empire = yes
				}
			}
			consumer_goods = @colony_cost_low
		}
		# Food for organics
		# 200 normally
		cost = {
			trigger = {
				from = {
					is_lithoid_empire = no
					is_infernal_empire = no
					is_robot_empire = no
					is_hive_empire = no
					NOT = {
						has_origin = origin_synthetic_fertility
					}
				}
			}
			food = @colony_cost_base
		}
		# 500 if you're a hive mind
		cost = {
			trigger = {
				from = {
					is_lithoid_empire = no
					is_infernal_empire = no
					is_robot_empire = no
					is_hive_empire = yes
				}
			}
			food = @colony_cost_high
		}

		# Additional food to replace alloys if you use biological ships
		cost = {
			trigger = {
				from = {
					is_virtual_empire = no
					country_uses_bio_ships = yes
				}
			}
			food = @colony_cost_base
			mult = @halved_alloy_to_food_cost_ratio
		}
		cost = {
			trigger = {
				from = {
					is_virtual_empire = yes
					country_uses_bio_ships = yes
				}
			}
			food = @colony_cost_low
			mult = @halved_alloy_to_food_cost_ratio
		}

		# Minerals for lithoids
		# 200 normally
		cost = {
			trigger = {
				from = {
					is_lithoid_empire = yes
					is_robot_empire = no
					is_hive_empire = no
					NOT = {
						has_origin = origin_synthetic_fertility
					}
				}
			}
			minerals = @colony_cost_base
		}
		# 500 if you're a hive mind
		cost = {
			trigger = {
				from = {
					is_lithoid_empire = yes
					is_robot_empire = no
					is_hive_empire = yes
				}
			}
			minerals = @colony_cost_high
		}
		# Energy for machines
		# 200 normally
		cost = {
			trigger = {
				from = {
					is_robot_empire = yes
					is_gestalt = no
					is_virtual_empire = no
				}
			}
			energy = @colony_cost_base
		}
		# 200 for synth fert
		cost = {
			trigger = {
				from = {
					has_origin = origin_synthetic_fertility
				}
			}
			energy = @colony_cost_base
		}
		# 400 if you're a virtual empire
		cost = {
			trigger = {
				from = {
					is_robot_empire = yes
					is_gestalt = no
					is_virtual_empire = yes
				}
			}
			energy = @colony_cost_mid
		}
		# 500 if you're a machine intelligence
		cost = {
			trigger = {
				from = {
					is_robot_empire = yes
					is_gestalt = yes
					is_virtual_empire = no
				}
			}
			energy = @colony_cost_high
		}
		# 700 if you're a virtual empire
		cost = {
			trigger = {
				from = {
					is_robot_empire = yes
					is_gestalt = yes
					is_virtual_empire = yes
				}
			}
			energy = @colony_cost_very_high
		}

		# Alloys for Infernals
		# 100 normally
		cost = {
			trigger = {
				from = {
					is_infernal_empire = yes
				}
			}
			alloys = @colony_cost_low
		}
		# 400 Energy for Hives, replacing CG
		cost = {
			trigger = {
				from = {
					is_infernal_empire = yes
					is_hive_empire = yes
				}
			}
			energy = @colony_cost_mid
		}

		upkeep = {
			energy = @colony_upkeep_energy
			alloys = @colony_upkeep_alloys
		}
	}

	available_to_everyone = yes

	potential_country = {
		is_nomadic = no
		is_guided_sapience_empire = no
		is_wilderness_empire = no
		OR = {
			has_technology = tech_f93_zro_drive_1
			has_technology = tech_f93_zro_drive_2
			has_technology = tech_hyper_drive_1
			has_technology = tech_hyper_drive_2
			has_technology = tech_hyper_drive_3
			has_technology = tech_jump_drive_1
			has_technology = tech_psi_jump_drive_1
		}
	}

	ai_ship_data = {
		min = value:desired_colonizers
	}
}

sponsored_colonizer = {
	max_speed = @speed_very_slow
	acceleration = 0.3
	rotation_speed = 0.2
	max_hitpoints = @colony_hp
	modifier = {
		ship_evasion_add = @colony_evasion
	}
	size_multiplier = 20
	map_counter_icon = ship_counter_16
	icon = ship_size_colonizer
	fleet_slot_size = 1
	section_slots = { "mid" = { locator = "part1" } }
	num_target_locators = 0
	is_space_station = no
	base_buildtime = @colony_build_time

	combat_disengage_chance = 0.5

	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
	prerequisites = { "tech_colonization_1" }
	is_civilian = yes
	is_designable = no
	components_add_to_cost = no
	class = shipclass_colonizer
	construction_type = { starbase_shipyard starbase_beastport }
	required_component_set = "power_core"
	required_component_set = "ftl_components"
	required_component_set = "thruster_components"
	required_component_set = "sensor_components"
	valid_target_aggressive_stance = no
	auto_upgrade = yes
	use_shipnames_from = colonizer

	resources = {
		category = colonies
		cost = {
			trade = @colony_cost_high
		}

		upkeep = {
			trade = @colony_upkeep_energy
			alloys = @colony_upkeep_alloys
		}
	}

	potential_country = {
		is_nomadic = no
		is_guided_sapience_empire = no
		OR = {
			has_civic = civic_corporate_dominion
			has_civic = civic_private_prospectors
		}
		OR = {
			has_technology = tech_f93_zro_drive_1
			has_technology = tech_f93_zro_drive_2
			has_technology = tech_hyper_drive_1
			has_technology = tech_hyper_drive_2
			has_technology = tech_hyper_drive_3
			has_technology = tech_jump_drive_1
			has_technology = tech_psi_jump_drive_1
		}
	}

	available_to_everyone = yes

	ai_ship_data = {
		min = value:desired_colonizers_base
	}
}

lithoid_colonizer = {
	graphical_culture = no
	entity = "lithoid_01_meteor_colonyship_entity"
	max_speed = @speed_very_fast
	acceleration = 0.9
	rotation_speed = 5
	max_hitpoints = @colony_hp
	modifier = {
		ship_evasion_add = @colony_evasion
	}
	size_multiplier = 20
	map_counter_icon = ship_counter_16
	icon = ship_size_colonizer
	fleet_slot_size = 1
	section_slots = { "mid" = { locator = "part1" } }
	num_target_locators = 0
	is_space_station = no
	base_buildtime = 150

	combat_disengage_chance = 0.2

	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
	prerequisites = { "tech_colonization_1" }
	is_civilian = yes
	is_designable = no
	components_add_to_cost = no
	class = shipclass_colonizer
	construction_type = { starbase_shipyard starbase_beastport }
	required_component_set = "power_core"
	required_component_set = "ftl_components"
	required_component_set = "thruster_components"
	required_component_set = "sensor_components"
	valid_target_aggressive_stance = no
	auto_upgrade = yes
	use_shipnames_from = colonizer

	resources = {
		category = colonies
		cost = {
			minerals = @colony_cost_high
		}
	}

	potential_country = {
		is_nomadic = no
		has_origin = origin_lithoid
		is_guided_sapience_empire = no
		OR = {
			has_technology = tech_f93_zro_drive_1
			has_technology = tech_f93_zro_drive_2
			has_technology = tech_hyper_drive_1
			has_technology = tech_hyper_drive_2
			has_technology = tech_hyper_drive_3
			has_technology = tech_jump_drive_1
			has_technology = tech_psi_jump_drive_1
		}
	}

	available_to_everyone = yes

	ai_ship_data = {
		min = value:desired_colonizers_base
	}
}