@cost1 = 5
@cost2 = 10
@cost3 = 15
@cost4 = 20
@power0 = -5
@power1 = -10
@power2 = -15
@power3 = -20
@power4 = -30
@computer_cost0 = 0
@computer_cost1 = 5
@computer_cost2 = 10
@computer_cost3 = 20
@computer_power0 = -5
@computer_power1 = -10
@computer_power2 = -15
@computer_power3 = -25

utility_component_template = {
	key = "CORVETTE_AVC_BIOSHIP_REACTOR_6"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_6"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_6" }
	component_set = "power_core"
	
	potential = {
		ship_uses_corvette_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "CORVETTE_AVC_BIOSHIP_REACTOR_7"
	resources = {
		category = ship_components
		cost = {
			food = 37
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 0.37
		}
		upkeep = {
			food = 0.037
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 285
}

utility_component_template = {
	key = "DESTROYER_AVC_BIOSHIP_REACTOR_6"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_6"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_6" }
	component_set = "power_core"
	
	potential = {
		ship_uses_destroyer_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "DESTROYER_AVC_BIOSHIP_REACTOR_7"
	resources = {
		category = ship_components
		cost = {
			food = 74
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 0.74
		}
		upkeep = {
			food = 0.074
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 550
}

utility_component_template = {
	key = "CRUISER_AVC_BIOSHIP_REACTOR_6"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_6"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_6" }
	component_set = "power_core"
	
	potential = {
		ship_uses_cruiser_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "CRUISER_AVC_BIOSHIP_REACTOR_7"
	resources = {
		category = ship_components
		cost = {
			food = 148
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 1.48
		}
		upkeep = {
			food = 0.148
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 1030
}

utility_component_template = {
	key = "BATTLESHIP_AVC_BIOSHIP_REACTOR_6"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_6"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_6" }
	component_set = "power_core"
	
	potential = {
		ship_uses_battleship_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "BATTLESHIP_AVC_BIOSHIP_REACTOR_7"
	resources = {
		category = ship_components
		cost = {
			food = 296
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 2.96
		}
		upkeep = {
			food = 0.296
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 2000
}

utility_component_template = {
	key = "TITAN_AVC_BIOSHIP_REACTOR_6"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_6"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_6" }
	component_set = "power_core"
	
	potential = {
		ship_uses_titan_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "TITAN_AVC_BIOSHIP_REACTOR_7"
	resources = {
		category = ship_components
		cost = {
			food = 592
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 5.92
		}
		upkeep = {
			food = 0.592
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 4200
}

utility_component_template = {
	key = "COLOSSUS_AVC_BIOSHIP_REACTOR_6"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_6"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_6" }
	component_set = "power_core"
	
	potential = {
		ship_uses_colossus_components = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}
	
	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "COLOSSUS_AVC_BIOSHIP_REACTOR_7"

	ai_weight = {
		weight = 5
	}
	
	power = 10500
}

utility_component_template = {
	key = "JUGGERNAUT_AVC_BIOSHIP_REACTOR_6"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_6"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_6" }
	component_set = "power_core"
	
	potential = {
		ship_uses_juggernaut_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "JUGGERNAUT_AVC_BIOSHIP_REACTOR_7"
	resources = {
		category = ship_components
		cost = {
			food = 2080
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 20.80
		}
		upkeep = {
			food = 2.080
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 14300
	
	friendly_aura = {
		name = "juggernaut_logistics"
		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 = juggernaut_logistics
			priority = 1
		}

		modifier = {
			ships_logistics_mult = -0.75
		}
	}
}

utility_component_template = {
	key = "PLATFORM_AVC_BIOSHIP_REACTOR_6"
	size = large
	
	icon = "GFX_avc_ship_part_bioship_reactor_6"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_6" }
	component_set = "power_core"
	
	potential = {
		ship_uses_platform_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "PLATFORM_AVC_BIOSHIP_REACTOR_7"
	resources = {
		category = ship_components
		cost = {
			food = 74
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 0.74
		}
		upkeep = {
			food = 0.074
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 750
}

utility_component_template = {
	key = "ION_CANNON_AVC_BIOSHIP_REACTOR_6"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_6"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_6" }
	component_set = "power_core"
	
	potential = {
		ship_uses_ion_cannon_components = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}
	
	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "ION_CANNON_AVC_BIOSHIP_REACTOR_7"
	resources = {
		category = ship_components
		cost = {
			food = 74
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 0.74
		}
		upkeep = {
			food = 0.074
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}

	power = 2000
}

utility_component_template = {
	key = "STARBASE_AVC_BIOSHIP_REACTOR_6"
	size = large
	
	icon = "GFX_avc_ship_part_bioship_reactor_6"
	icon_frame = 1

	prerequisites = { "tech_avc_power_core_6" }
	component_set = "power_core"
	
	potential = {
		ship_uses_starbase_components = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "STARBASE_AVC_BIOSHIP_REACTOR_7"

	ai_weight = {
		weight = 5
	}
	
	power = 7125
}

utility_component_template = {
	key = "CORVETTE_AVC_BIOSHIP_REACTOR_7"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_7"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_7" }
	component_set = "power_core"
	
	potential = {
		ship_uses_corvette_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "CORVETTE_AVC_BIOSHIP_REACTOR_8"
	resources = {
		category = ship_components
		cost = {
			food = 48
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 0.48
		}
		upkeep = {
			food = 0.048
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 370
}

utility_component_template = {
	key = "DESTROYER_AVC_BIOSHIP_REACTOR_7"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_7"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_7" }
	component_set = "power_core"
	
	potential = {
		ship_uses_destroyer_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "DESTROYER_AVC_BIOSHIP_REACTOR_8"
	resources = {
		category = ship_components
		cost = {
			food = 96
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 0.96
		}
		upkeep = {
			food = 0.096
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 720
}

utility_component_template = {
	key = "CRUISER_AVC_BIOSHIP_REACTOR_7"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_7"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_7" }
	component_set = "power_core"
	
	potential = {
		ship_uses_cruiser_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "CRUISER_AVC_BIOSHIP_REACTOR_8"
	resources = {
		category = ship_components
		cost = {
			food = 192
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 1.92
		}
		upkeep = {
			food = 0.192
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 1340
}

utility_component_template = {
	key = "BATTLESHIP_AVC_BIOSHIP_REACTOR_7"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_7"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_7" }
	component_set = "power_core"
	
	potential = {
		ship_uses_battleship_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "BATTLESHIP_AVC_BIOSHIP_REACTOR_8"
	resources = {
		category = ship_components
		cost = {
			food = 385
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 3.85
		}
		upkeep = {
			food = 0.385
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 2600
}

utility_component_template = {
	key = "TITAN_AVC_BIOSHIP_REACTOR_7"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_7"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_7" }
	component_set = "power_core"
	
	potential = {
		ship_uses_titan_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "TITAN_AVC_BIOSHIP_REACTOR_8"
	resources = {
		category = ship_components
		cost = {
			food = 770
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 7.70
		}
		upkeep = {
			food = 0.770
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 5460
}

utility_component_template = {
	key = "COLOSSUS_AVC_BIOSHIP_REACTOR_7"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_7"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_7" }
	component_set = "power_core"
	
	potential = {
		ship_uses_colossus_components = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}
	
	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "COLOSSUS_AVC_BIOSHIP_REACTOR_8"

	ai_weight = {
		weight = 5
	}
	
	power = 11000
}

utility_component_template = {
	key = "JUGGERNAUT_AVC_BIOSHIP_REACTOR_7"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_7"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_7" }
	component_set = "power_core"
	
	potential = {
		ship_uses_juggernaut_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "JUGGERNAUT_AVC_BIOSHIP_REACTOR_8"
	resources = {
		category = ship_components
		cost = {
			food = 2704
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 27.04
		}
		upkeep = {
			food = 2.704
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 15000
	
	friendly_aura = {
		name = "juggernaut_logistics"
		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 = juggernaut_logistics
			priority = 1
		}

		modifier = {
			ships_logistics_mult = -0.75
		}
	}
}

utility_component_template = {
	key = "PLATFORM_AVC_BIOSHIP_REACTOR_7"
	size = large
	
	icon = "GFX_avc_ship_part_bioship_reactor_7"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_7" }
	component_set = "power_core"
	
	potential = {
		ship_uses_platform_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "PLATFORM_AVC_BIOSHIP_REACTOR_8"
	resources = {
		category = ship_components
		cost = {
			food = 96
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 0.96
		}
		upkeep = {
			food = 0.096
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 980
}

utility_component_template = {
	key = "ION_CANNON_AVC_BIOSHIP_REACTOR_7"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_7"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_7" }
	component_set = "power_core"
	
	potential = {
		ship_uses_ion_cannon_components = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}
	
	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "ION_CANNON_AVC_BIOSHIP_REACTOR_8"
	resources = {
		category = ship_components
		cost = {
			food = 96
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 0.96
		}
		upkeep = {
			food = 0.096
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}

	power = 2600
}

utility_component_template = {
	key = "STARBASE_AVC_BIOSHIP_REACTOR_7"
	size = large
	
	icon = "GFX_avc_ship_part_bioship_reactor_7"
	icon_frame = 1

	prerequisites = { "tech_avc_power_core_7" }
	component_set = "power_core"
	
	potential = {
		ship_uses_starbase_components = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "STARBASE_AVC_BIOSHIP_REACTOR_8"

	ai_weight = {
		weight = 5
	}
	
	power = 9250
}

utility_component_template = {
	key = "CORVETTE_AVC_BIOSHIP_REACTOR_8"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_8"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_8" }
	component_set = "power_core"
	
	potential = {
		ship_uses_corvette_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "CORVETTE_AVC_BIOSHIP_REACTOR_9"
	resources = {
		category = ship_components
		cost = {
			food = 62
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 0.62
		}
		upkeep = {
			food = 0.062
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 480
}

utility_component_template = {
	key = "DESTROYER_AVC_BIOSHIP_REACTOR_8"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_8"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_8" }
	component_set = "power_core"
	
	potential = {
		ship_uses_destroyer_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "DESTROYER_AVC_BIOSHIP_REACTOR_9"
	resources = {
		category = ship_components
		cost = {
			food = 125
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 1.25
		}
		upkeep = {
			food = 0.125
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 940
}

utility_component_template = {
	key = "CRUISER_AVC_BIOSHIP_REACTOR_8"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_8"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_8" }
	component_set = "power_core"
	
	potential = {
		ship_uses_cruiser_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "CRUISER_AVC_BIOSHIP_REACTOR_9"
	resources = {
		category = ship_components
		cost = {
			food = 250
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 2.50
		}
		upkeep = {
			food = 0.250
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 1740
}

utility_component_template = {
	key = "BATTLESHIP_AVC_BIOSHIP_REACTOR_8"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_8"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_8" }
	component_set = "power_core"
	
	potential = {
		ship_uses_battleship_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "BATTLESHIP_AVC_BIOSHIP_REACTOR_9"
	resources = {
		category = ship_components
		cost = {
			food = 501
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 5.01
		}
		upkeep = {
			food = 0.501
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 3380
}

utility_component_template = {
	key = "TITAN_AVC_BIOSHIP_REACTOR_8"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_8"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_8" }
	component_set = "power_core"
	
	potential = {
		ship_uses_titan_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "TITAN_AVC_BIOSHIP_REACTOR_9"
	resources = {
		category = ship_components
		cost = {
			food = 1001
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 10.01
		}
		upkeep = {
			food = 1.001
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 7100
}

utility_component_template = {
	key = "COLOSSUS_AVC_BIOSHIP_REACTOR_8"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_8"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_8" }
	component_set = "power_core"
	
	potential = {
		ship_uses_colossus_components = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}
	
	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "COLOSSUS_AVC_BIOSHIP_REACTOR_9"

	ai_weight = {
		weight = 5
	}
	
	power = 11500
}

utility_component_template = {
	key = "JUGGERNAUT_AVC_BIOSHIP_REACTOR_8"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_8"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_8" }
	component_set = "power_core"
	
	potential = {
		ship_uses_juggernaut_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "JUGGERNAUT_AVC_BIOSHIP_REACTOR_9"
	resources = {
		category = ship_components
		cost = {
			food = 3515
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 35.15
		}
		upkeep = {
			food = 3.515
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 17000
	
	friendly_aura = {
		name = "juggernaut_logistics"
		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 = juggernaut_logistics
			priority = 1
		}

		modifier = {
			ships_logistics_mult = -0.75
		}
	}
}

utility_component_template = {
	key = "PLATFORM_AVC_BIOSHIP_REACTOR_8"
	size = large
	
	icon = "GFX_avc_ship_part_bioship_reactor_8"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_8" }
	component_set = "power_core"
	
	potential = {
		ship_uses_platform_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "PLATFORM_AVC_BIOSHIP_REACTOR_9"
	resources = {
		category = ship_components
		cost = {
			food = 125
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 1.25
		}
		upkeep = {
			food = 0.125
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 1280
}

utility_component_template = {
	key = "ION_CANNON_AVC_BIOSHIP_REACTOR_8"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_8"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_8" }
	component_set = "power_core"
	
	potential = {
		ship_uses_ion_cannon_components = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}
	
	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "ION_CANNON_AVC_BIOSHIP_REACTOR_9"
	resources = {
		category = ship_components
		cost = {
			food = 125
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 1.25
		}
		upkeep = {
			food = 0.125
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}

	power = 3380
}

utility_component_template = {
	key = "STARBASE_AVC_BIOSHIP_REACTOR_8"
	size = large
	
	icon = "GFX_avc_ship_part_bioship_reactor_8"
	icon_frame = 1

	prerequisites = { "tech_avc_power_core_8" }
	component_set = "power_core"
	
	potential = {
		ship_uses_starbase_components = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "STARBASE_AVC_BIOSHIP_REACTOR_9"

	ai_weight = {
		weight = 5
	}
	
	power = 12000
}

utility_component_template = {
	key = "CORVETTE_AVC_BIOSHIP_REACTOR_9"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_9"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_9" }
	component_set = "power_core"
	
	potential = {
		ship_uses_corvette_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "CORVETTE_AVC_BIOSHIP_REACTOR_10"
	resources = {
		category = ship_components
		cost = {
			food = 81
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 0.81
		}
		upkeep = {
			food = 0.081
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 620
}

utility_component_template = {
	key = "DESTROYER_AVC_BIOSHIP_REACTOR_9"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_9"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_9" }
	component_set = "power_core"
	
	potential = {
		ship_uses_destroyer_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "DESTROYER_AVC_BIOSHIP_REACTOR_10"
	resources = {
		category = ship_components
		cost = {
			food = 163
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 1.63
		}
		upkeep = {
			food = 0.163
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 1220
}

utility_component_template = {
	key = "CRUISER_AVC_BIOSHIP_REACTOR_9"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_9"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_9" }
	component_set = "power_core"
	
	potential = {
		ship_uses_cruiser_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "CRUISER_AVC_BIOSHIP_REACTOR_10"
	resources = {
		category = ship_components
		cost = {
			food = 320
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 3.20
		}
		upkeep = {
			food = 0.320
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 2260
}

utility_component_template = {
	key = "BATTLESHIP_AVC_BIOSHIP_REACTOR_9"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_9"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_9" }
	component_set = "power_core"
	
	potential = {
		ship_uses_battleship_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "BATTLESHIP_AVC_BIOSHIP_REACTOR_10"
	resources = {
		category = ship_components
		cost = {
			food = 651
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 6.51
		}
		upkeep = {
			food = 0.651
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 4400
}

utility_component_template = {
	key = "TITAN_AVC_BIOSHIP_REACTOR_9"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_9"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_9" }
	component_set = "power_core"
	
	potential = {
		ship_uses_titan_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "TITAN_AVC_BIOSHIP_REACTOR_10"
	resources = {
		category = ship_components
		cost = {
			food = 1301
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 13.01
		}
		upkeep = {
			food = 1.301
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 9220
}

utility_component_template = {
	key = "COLOSSUS_AVC_BIOSHIP_REACTOR_9"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_9"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_9" }
	component_set = "power_core"
	
	potential = {
		ship_uses_colossus_components = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}
	
	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "COLOSSUS_AVC_BIOSHIP_REACTOR_10"

	ai_weight = {
		weight = 5
	}
	
	power = 12000
}

utility_component_template = {
	key = "JUGGERNAUT_AVC_BIOSHIP_REACTOR_9"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_9"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_9" }
	component_set = "power_core"
	
	potential = {
		ship_uses_juggernaut_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "JUGGERNAUT_AVC_BIOSHIP_REACTOR_10"
	resources = {
		category = ship_components
		cost = {
			food = 4570
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 45.70
		}
		upkeep = {
			food = 4.570
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 19000
	
	friendly_aura = {
		name = "juggernaut_logistics"
		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 = juggernaut_logistics
			priority = 1
		}

		modifier = {
			ships_logistics_mult = -0.75
		}
	}
}

utility_component_template = {
	key = "PLATFORM_AVC_BIOSHIP_REACTOR_9"
	size = large
	
	icon = "GFX_avc_ship_part_bioship_reactor_9"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_9" }
	component_set = "power_core"
	
	potential = {
		ship_uses_platform_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "PLATFORM_AVC_BIOSHIP_REACTOR_10"
	resources = {
		category = ship_components
		cost = {
			food = 163
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 1.63
		}
		upkeep = {
			food = 0.163
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 1660
}

utility_component_template = {
	key = "ION_CANNON_AVC_BIOSHIP_REACTOR_9"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_9"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_9" }
	component_set = "power_core"
	
	potential = {
		ship_uses_ion_cannon_components = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}
	
	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "ION_CANNON_AVC_BIOSHIP_REACTOR_10"
	resources = {
		category = ship_components
		cost = {
			food = 163
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 1.63
		}
		upkeep = {
			food = 0.163
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}

	power = 4400
}

utility_component_template = {
	key = "STARBASE_AVC_BIOSHIP_REACTOR_9"
	size = large
	
	icon = "GFX_avc_ship_part_bioship_reactor_9"
	icon_frame = 1

	prerequisites = { "tech_avc_power_core_9" }
	component_set = "power_core"
	
	potential = {
		ship_uses_starbase_components = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "STARBASE_AVC_BIOSHIP_REACTOR_10"

	ai_weight = {
		weight = 5
	}
	
	power = 15600
}

utility_component_template = {
	key = "CORVETTE_AVC_BIOSHIP_REACTOR_10"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_10"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_10" }
	component_set = "power_core"
	
	potential = {
		ship_uses_corvette_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "CORVETTE_AVC_BIOSHIP_DARK_MATTER_REACTOR_2"
	resources = {
		category = ship_components
		cost = {
			food = 105
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 1.05
		}
		upkeep = {
			food = 0.105
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 800
}

utility_component_template = {
	key = "DESTROYER_AVC_BIOSHIP_REACTOR_10"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_10"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_10" }
	component_set = "power_core"
	
	potential = {
		ship_uses_destroyer_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "DESTROYER_AVC_BIOSHIP_DARK_MATTER_REACTOR_2"
	resources = {
		category = ship_components
		cost = {
			food = 212
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 2.12
		}
		upkeep = {
			food = 0.212
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 1580
}

utility_component_template = {
	key = "CRUISER_AVC_BIOSHIP_REACTOR_10"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_10"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_10" }
	component_set = "power_core"
	
	potential = {
		ship_uses_cruiser_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "CRUISER_AVC_BIOSHIP_DARK_MATTER_REACTOR_2"
	resources = {
		category = ship_components
		cost = {
			food = 416
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 4.16
		}
		upkeep = {
			food = 0.416
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 2940
}

utility_component_template = {
	key = "BATTLESHIP_AVC_BIOSHIP_REACTOR_10"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_10"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_10" }
	component_set = "power_core"
	
	potential = {
		ship_uses_battleship_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "BATTLESHIP_AVC_BIOSHIP_DARK_MATTER_REACTOR_2"
	resources = {
		category = ship_components
		cost = {
			food = 846
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 8.46
		}
		upkeep = {
			food = 0.846
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 5720
}

utility_component_template = {
	key = "TITAN_AVC_BIOSHIP_REACTOR_10"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_10"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_10" }
	component_set = "power_core"
	
	potential = {
		ship_uses_titan_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "TITAN_AVC_BIOSHIP_DARK_MATTER_REACTOR_2"
	resources = {
		category = ship_components
		cost = {
			food = 1691
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 16.91
		}
		upkeep = {
			food = 1.691
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 11980
}

utility_component_template = {
	key = "COLOSSUS_AVC_BIOSHIP_REACTOR_10"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_10"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_10" }
	component_set = "power_core"
	
	potential = {
		ship_uses_colossus_components = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}
	
	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "COLOSSUS_AVC_BIOSHIP_DARK_MATTER_REACTOR_2"

	ai_weight = {
		weight = 5
	}
	
	power = 12500
}

utility_component_template = {
	key = "JUGGERNAUT_AVC_BIOSHIP_REACTOR_10"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_10"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_10" }
	component_set = "power_core"
	
	potential = {
		ship_uses_juggernaut_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "JUGGERNAUT_AVC_BIOSHIP_DARK_MATTER_REACTOR_2"
	resources = {
		category = ship_components
		cost = {
			food = 5941
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 59.41
		}
		upkeep = {
			food = 5.941
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 21000
	
	friendly_aura = {
		name = "juggernaut_logistics"
		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 = juggernaut_logistics
			priority = 1
		}

		modifier = {
			ships_logistics_mult = -0.75
		}
	}
}

utility_component_template = {
	key = "PLATFORM_AVC_BIOSHIP_REACTOR_10"
	size = large
	
	icon = "GFX_avc_ship_part_bioship_reactor_10"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_10" }
	component_set = "power_core"
	
	potential = {
		ship_uses_platform_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "PLATFORM_AVC_BIOSHIP_DARK_MATTER_REACTOR_2"
	resources = {
		category = ship_components
		cost = {
			food = 212
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 2.12
		}
		upkeep = {
			food = 0.212
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 2160
}

utility_component_template = {
	key = "ION_CANNON_AVC_BIOSHIP_REACTOR_10"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_reactor_10"
	icon_frame = 1
	
	prerequisites = { "tech_avc_power_core_10" }
	component_set = "power_core"
	
	potential = {
		ship_uses_ion_cannon_components = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}
	
	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "ION_CANNON_AVC_BIOSHIP_DARK_MATTER_REACTOR_2"
	resources = {
		category = ship_components
		cost = {
			food = 212
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 2.12
		}
		upkeep = {
			food = 0.212
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}

	power = 5720
}

utility_component_template = {
	key = "STARBASE_AVC_BIOSHIP_REACTOR_10"
	size = large
	
	icon = "GFX_avc_ship_part_bioship_reactor_10"
	icon_frame = 1

	prerequisites = { "tech_avc_power_core_10" }
	component_set = "power_core"
	
	potential = {
		ship_uses_starbase_components = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "STARBASE_AVC_BIOSHIP_DARK_MATTER_REACTOR_2"

	ai_weight = {
		weight = 5
	}
	
	power = 20280
}

utility_component_template = {
	key = "CORVETTE_AVC_BIOSHIP_DARK_MATTER_REACTOR_2"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_dark_matter_reactor_2"
	icon_frame = 1
	
	prerequisites = { "tech_avc_dark_matter_power_core_2" }
	component_set = "power_core"
	
	potential = {
		ship_uses_corvette_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	resources = {
		category = ship_components
		cost = {
			food = 137
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 1.37
		}
		upkeep = {
			food = 0.137
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 1040
}

utility_component_template = {
	key = "DESTROYER_AVC_BIOSHIP_DARK_MATTER_REACTOR_2"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_dark_matter_reactor_2"
	icon_frame = 1
	
	prerequisites = { "tech_avc_dark_matter_power_core_2" }
	component_set = "power_core"
	
	potential = {
		ship_uses_destroyer_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	resources = {
		category = ship_components
		cost = {
			food = 276
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 2.76
		}
		upkeep = {
			food = 0.276
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 2060
}

utility_component_template = {
	key = "CRUISER_AVC_BIOSHIP_DARK_MATTER_REACTOR_2"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_dark_matter_reactor_2"
	icon_frame = 1
	
	prerequisites = { "tech_avc_dark_matter_power_core_2" }
	component_set = "power_core"
	
	potential = {
		ship_uses_cruiser_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	resources = {
		category = ship_components
		cost = {
			food = 541
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 5.41
		}
		upkeep = {
			food = 0.541
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 3820
}

utility_component_template = {
	key = "BATTLESHIP_AVC_BIOSHIP_DARK_MATTER_REACTOR_2"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_dark_matter_reactor_2"
	icon_frame = 1
	
	prerequisites = { "tech_avc_dark_matter_power_core_2" }
	component_set = "power_core"
	
	potential = {
		ship_uses_battleship_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	resources = {
		category = ship_components
		cost = {
			food = 1100
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 11.00
		}
		upkeep = {
			food = 1.100
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 7440
}

utility_component_template = {
	key = "TITAN_AVC_BIOSHIP_DARK_MATTER_REACTOR_2"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_dark_matter_reactor_2"
	icon_frame = 1
	
	prerequisites = { "tech_avc_dark_matter_power_core_2" }
	component_set = "power_core"
	
	potential = {
		ship_uses_titan_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	resources = {
		category = ship_components
		cost = {
			food = 2198
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 21.98
		}
		upkeep = {
			food = 2.198
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 15580
}

utility_component_template = {
	key = "COLOSSUS_AVC_BIOSHIP_DARK_MATTER_REACTOR_2"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_dark_matter_reactor_2"
	icon_frame = 1
	
	prerequisites = { "tech_avc_dark_matter_power_core_2" }
	component_set = "power_core"
	
	potential = {
		ship_uses_colossus_components = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}
	
	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}

	ai_weight = {
		weight = 5
	}
	
	power = 13000
}

utility_component_template = {
	key = "JUGGERNAUT_AVC_BIOSHIP_DARK_MATTER_REACTOR_2"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_dark_matter_reactor_2"
	icon_frame = 1
	
	prerequisites = { "tech_avc_dark_matter_power_core_2" }
	component_set = "power_core"
	
	potential = {
		ship_uses_juggernaut_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	resources = {
		category = ship_components
		cost = {
			food = 7723
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 77.23
		}
		upkeep = {
			food = 7.723
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 23000
	
	friendly_aura = {
		name = "juggernaut_logistics"
		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 = juggernaut_logistics
			priority = 1
		}

		modifier = {
			ships_logistics_mult = -0.75
		}
	}
}

utility_component_template = {
	key = "PLATFORM_AVC_BIOSHIP_DARK_MATTER_REACTOR_2"
	size = large
	
	icon = "GFX_avc_ship_part_bioship_dark_matter_reactor_2"
	icon_frame = 1
	
	prerequisites = { "tech_avc_dark_matter_power_core_2" }
	component_set = "power_core"
	
	potential = {
		ship_uses_platform_reactors = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	resources = {
		category = ship_components
		cost = {
			food = 276
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 2.76
		}
		upkeep = {
			food = 0.276
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 2800
}

utility_component_template = {
	key = "ION_CANNON_AVC_BIOSHIP_DARK_MATTER_REACTOR_2"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_dark_matter_reactor_2"
	icon_frame = 1
	
	prerequisites = { "tech_avc_dark_matter_power_core_2" }
	component_set = "power_core"
	
	potential = {
		ship_uses_ion_cannon_components = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}
	
	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	resources = {
		category = ship_components
		cost = {
			food = 276
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = 2.76
		}
		upkeep = {
			food = 0.276
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}
	
	power = 2800
}

utility_component_template = {
	key = "STARBASE_AVC_BIOSHIP_DARK_MATTER_REACTOR_2"
	size = large
	
	icon = "GFX_avc_ship_part_bioship_dark_matter_reactor_2"
	icon_frame = 1

	prerequisites = { "tech_avc_dark_matter_power_core_2" }
	component_set = "power_core"
	
	potential = {
		ship_uses_starbase_components = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}

	ai_weight = {
		weight = 5
	}
	
	power = 26360
}

utility_component_template = {
	key = "AVC_BIOSHIP_HYPER_DRIVE_4"
	size = small

	icon = "GFX_avc_ship_part_bioship_hyper_drive_4"
	icon_frame = 1

	prerequisites = { "tech_avc_hyper_drive_4" }
	component_set = "ftl_components"
	
	potential = {
		is_eager_explorer_ship = no
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "AVC_BIOSHIP_HYPER_DRIVE_5"
	resources = {
		category = ship_components
		cost = {
			food = 20
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 4
	}

	power = -30
	ftl = yes
	ship_modifier = {
		ship_disengage_opportunities_add = 1
		ship_disengage_chance_mult = 0.25
		ship_windup_mult = -0.80
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_HYPER_DRIVE_5"
	size = small

	icon = "GFX_avc_ship_part_bioship_hyper_drive_5"
	icon_frame = 1

	prerequisites = { "tech_avc_hyper_drive_5" }
	component_set = "ftl_components"
	
	potential = {
		is_eager_explorer_ship = no
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "AVC_BIOSHIP_HYPER_DRIVE_6"
	resources = {
		category = ship_components
		cost = {
			food = 25
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}

	power = -35
	ftl = yes
	ship_modifier = {
		ship_disengage_opportunities_add = 1
		ship_disengage_chance_mult = 0.50
		ship_windup_mult = -0.90
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_HYPER_DRIVE_6"
	size = small

	icon = "GFX_avc_ship_part_bioship_hyper_drive_6"
	icon_frame = 1

	prerequisites = { "tech_avc_hyper_drive_6" }
	component_set = "ftl_components"
	
	potential = {
		is_eager_explorer_ship = no
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	resources = {
		category = ship_components
		cost = {
			food = 30
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 6
	}

	power = -40
	ftl = yes
	ship_modifier = {
		ship_disengage_opportunities_add = 1
		ship_disengage_chance_mult = 0.75
		ship_windup_mult = -1.00
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_JUMP_DRIVE_2"
	size = small

	icon = "GFX_avc_ship_part_bioship_jump_drive_2"
	icon_frame = 1

	prerequisites = { "tech_avc_jump_drive_2" }
	component_set = "ftl_components"
	
	potential = {
		ship_uses_jump_drives = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "AVC_BIOSHIP_JUMP_DRIVE_3"
	resources = {
		category = ship_components
		cost = {
			food = 25
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 5
	}

	power = -35
	ftl = yes
	jumpdrive = yes
	ship_modifier = {
		ship_disengage_opportunities_add = 1
		ship_windup_mult = -0.70
		ship_ftl_jumpdrive_range_mult = 0.25
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_JUMP_DRIVE_3"
	size = small

	icon = "GFX_avc_ship_part_bioship_jump_drive_3"
	icon_frame = 1

	prerequisites = { "tech_avc_jump_drive_3" }
	component_set = "ftl_components"
	
	potential = {
		ship_uses_jump_drives = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "AVC_BIOSHIP_JUMP_DRIVE_4"
	resources = {
		category = ship_components
		cost = {
			food = 30
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 6
	}

	power = -40
	ftl = yes
	jumpdrive = yes
	ship_modifier = {
		ship_disengage_opportunities_add = 1
		ship_windup_mult = -0.70
		ship_ftl_jumpdrive_range_mult = 0.50
	}

}

utility_component_template = {
	key = "AVC_BIOSHIP_JUMP_DRIVE_4"
	size = small

	icon = "GFX_avc_ship_part_bioship_jump_drive_4"
	icon_frame = 1

	prerequisites = { "tech_avc_jump_drive_4" }
	component_set = "ftl_components"
	
	potential = {
		ship_uses_jump_drives = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "AVC_BIOSHIP_JUMP_DRIVE_5"
	resources = {
		category = ship_components
		cost = {
			food = 35
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 7
	}

	power = -45
	ftl = yes
	jumpdrive = yes
	ship_modifier = {
		ship_disengage_opportunities_add = 1
		ship_windup_mult = -0.70
		ship_ftl_jumpdrive_range_mult = 0.75
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_JUMP_DRIVE_5"
	size = small

	icon = "GFX_avc_ship_part_bioship_jump_drive_5"
	icon_frame = 1

	prerequisites = { "tech_avc_jump_drive_5" }
	component_set = "ftl_components"
	
	potential = {
		ship_uses_jump_drives = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	resources = {
		category = ship_components
		cost = {
			food = 40
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 8
	}

	power = -50
	ftl = yes
	jumpdrive = yes
	ship_modifier = {
		ship_disengage_opportunities_add = 1
		ship_windup_mult = -0.70
		ship_ftl_jumpdrive_range_mult = 1
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_PSI_JUMP_DRIVE_2"
	size = small

	icon = "GFX_avc_ship_part_bioship_psi_jump_drive_2"
	icon_frame = 1

	prerequisites = { "tech_avc_psi_jump_drive_2" }
	component_set = "ftl_components"
	
	potential = {
		ship_uses_jump_drives = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "AVC_BIOSHIP_PSI_JUMP_DRIVE_3"
	resources = {
		category = ship_components
		cost = {
			food = 30
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 6
	}

	power = -40
	ftl = yes
	jumpdrive = yes
	ship_modifier = {
		ship_disengage_opportunities_add = 2
		ship_windup_mult = -0.80
		ship_ftl_jumpdrive_range_mult = 1
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_PSI_JUMP_DRIVE_3"
	size = small

	icon = "GFX_avc_ship_part_bioship_psi_jump_drive_3"
	icon_frame = 1

	prerequisites = { "tech_avc_psi_jump_drive_3" }
	component_set = "ftl_components"
	
	potential = {
		ship_uses_jump_drives = yes
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	resources = {
		category = ship_components
		cost = {
			food = 40
			mult = @alloy_to_food_cost_ratio
		}
	}

	ai_weight = {
		weight = 7
	}

	power = -50
	ftl = yes
	jumpdrive = yes
	ship_modifier = {
		ship_disengage_opportunities_add = 2
		ship_windup_mult = -0.80
		ship_ftl_jumpdrive_range_mult = 1
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_SWARM_4"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_swarm_4"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_4" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_swarm_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { gunship gunship_stealth brawler brawler_stealth }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_SWARM_5"
	upgrade_path = swarm
	
	resources = {
		category = ship_components
		cost = {
			food = 40
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "swarm"

	ai_weight = {
		weight = 6
		modifier = {
			factor = 0
			OR = {
				has_global_flag = ghost_signal_5_flag
				has_global_flag = ghost_signal_4_flag
				has_global_flag = ghost_signal_3_flag
				has_global_flag = ghost_signal_2_flag
				has_global_flag = ghost_signal_1_flag
				has_policy_flag = ai_outlawed
			}
		}
	}

	power = -30
	modifier = {
		ship_evasion_mult = 0.35
	}
	ship_modifier = {
		ship_fire_rate_mult = 0.20
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_SWARM_AUTONOMOUS_4"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_swarm_4"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_autonomous_4" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_swarm_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { gunship gunship_stealth brawler brawler_stealth }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_SWARM_AUTONOMOUS_5"
	upgrade_path = swarm
	
	resources = {
		category = ship_components
		cost = {
			food = 40
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "swarm"

	ai_weight = {
		weight = 6
	}

	power = -30
	modifier = {
		ship_evasion_mult = 0.35
	}
	ship_modifier = {
		ship_fire_rate_mult = 0.20
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_SWARM_5"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_swarm_5"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_5" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_swarm_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { gunship gunship_stealth brawler brawler_stealth }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_SWARM_6"
	upgrade_path = swarm
	
	resources = {
		category = ship_components
		cost = {
			food = 60
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "swarm"

	ai_weight = {
		weight = 7
		modifier = {
			factor = 0
			OR = {
				has_global_flag = ghost_signal_5_flag
				has_global_flag = ghost_signal_4_flag
				has_global_flag = ghost_signal_3_flag
				has_global_flag = ghost_signal_2_flag
				has_global_flag = ghost_signal_1_flag
				has_policy_flag = ai_outlawed
			}
		}
	}

	power = -35
	modifier = {
		ship_evasion_mult = 0.40
	}
	ship_modifier = {
		ship_fire_rate_mult = 0.25
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_SWARM_AUTONOMOUS_5"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_swarm_5"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_autonomous_5" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_swarm_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { gunship gunship_stealth brawler brawler_stealth }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_SWARM_AUTONOMOUS_6"
	upgrade_path = swarm
	
	resources = {
		category = ship_components
		cost = {
			food = 60
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "swarm"

	ai_weight = {
		weight = 7
	}

	power = -35
	modifier = {
		ship_evasion_mult = 0.40
	}
	ship_modifier = {
		ship_fire_rate_mult = 0.25
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_SWARM_6"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_swarm_6"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_6" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_swarm_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { gunship gunship_stealth brawler brawler_stealth }
	ai_tag_weight = 0
	
	upgrade_path = swarm
	
	resources = {
		category = ship_components
		cost = {
			food = 80
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "swarm"

	ai_weight = {
		weight = 8
		modifier = {
			factor = 0
			OR = {
				has_global_flag = ghost_signal_5_flag
				has_global_flag = ghost_signal_4_flag
				has_global_flag = ghost_signal_3_flag
				has_global_flag = ghost_signal_2_flag
				has_global_flag = ghost_signal_1_flag
				has_policy_flag = ai_outlawed
			}
		}
	}

	power = -40
	modifier = {
		ship_evasion_mult = 0.50
	}
	ship_modifier = {
		ship_fire_rate_mult = 0.30
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_SWARM_AUTONOMOUS_6"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_swarm_6"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_autonomous_6" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_swarm_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { gunship gunship_stealth brawler brawler_stealth }
	ai_tag_weight = 0
	
	upgrade_path = swarm
	
	resources = {
		category = ship_components
		cost = {
			food = 80
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "swarm"

	ai_weight = {
		weight = 8
	}

	power = -40
	modifier = {
		ship_evasion_mult = 0.50
	}
	ship_modifier = {
		ship_fire_rate_mult = 0.30
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_SWARM_PRECOG_2"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_swarm_precog_2"
	icon_frame = 1

	prerequisites = { "tech_avc_precognition_interface_2" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_swarm_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { gunship gunship_stealth brawler brawler_stealth }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_SWARM_PRECOG_3"
	upgrade_path = swarm
	
	resources = {
		category = ship_components
		cost = {
			food = 40
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "swarm"

	ai_weight = {
		weight = 6
	}

	power = -35
	modifier = {
		ship_evasion_mult = 0.40
		ship_speed_mult = 0.25
	}
	ship_modifier = {
		ship_fire_rate_mult = 0.25
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_SWARM_PRECOG_3"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_swarm_precog_3"
	icon_frame = 1

	prerequisites = { "tech_avc_precognition_interface_3" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_swarm_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { gunship gunship_stealth brawler brawler_stealth }
	ai_tag_weight = 0
	
	upgrade_path = swarm
	
	resources = {
		category = ship_components
		cost = {
			food = 60
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "swarm"

	ai_weight = {
		weight = 8
	}

	power = -40
	modifier = {
		ship_evasion_mult = 0.50
		ship_speed_mult = 0.30
	}
	ship_modifier = {
		ship_fire_rate_mult = 0.30
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_TORPEDO_4"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_swarm_4"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_4" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_torpedo_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { explosive explosive_stealth }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_TORPEDO_5"
	upgrade_path = torpedo
	
	resources = {
		category = ship_components
		cost = {
			food = 40
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "swarm"

	ai_weight = {
		weight = 6
		modifier = {
			factor = 0
			OR = {
				has_global_flag = ghost_signal_5_flag
				has_global_flag = ghost_signal_4_flag
				has_global_flag = ghost_signal_3_flag
				has_global_flag = ghost_signal_2_flag
				has_global_flag = ghost_signal_1_flag
				has_policy_flag = ai_outlawed
			}
		}
	}

	power = -30
	modifier = {
		ship_evasion_mult = 0.15
	}

	ship_modifier = {
		weapon_type_mandible_weapon_damage_mult = 0.20
		ship_damage_against_starbases_mult = 0.95
		ship_orbital_bombardment_mult = 0.95
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_TORPEDO_AUTONOMOUS_4"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_swarm_4"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_autonomous_4" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_torpedo_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { explosive explosive_stealth }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_TORPEDO_AUTONOMOUS_5"
	upgrade_path = torpedo
	
	resources = {
		category = ship_components
		cost = {
			food = 40
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "swarm"

	ai_weight = {
		weight = 6
	}

	power = -30
	modifier = {
		ship_evasion_mult = 0.15
	}

	ship_modifier = {
		weapon_type_mandible_weapon_damage_mult = 0.20
		ship_damage_against_starbases_mult = 0.95
		ship_orbital_bombardment_mult = 0.95
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_TORPEDO_5"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_swarm_5"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_5" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_torpedo_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { explosive explosive_stealth }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_TORPEDO_6"
	upgrade_path = torpedo
	
	resources = {
		category = ship_components
		cost = {
			food = 60
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "swarm"

	ai_weight = {
		weight = 7
		modifier = {
			factor = 0
			OR = {
				has_global_flag = ghost_signal_5_flag
				has_global_flag = ghost_signal_4_flag
				has_global_flag = ghost_signal_3_flag
				has_global_flag = ghost_signal_2_flag
				has_global_flag = ghost_signal_1_flag
				has_policy_flag = ai_outlawed
			}
		}
	}

	power = -35
	modifier = {
		ship_evasion_mult = 0.20
	}

	ship_modifier = {
		weapon_type_mandible_weapon_damage_mult = 0.25
		ship_damage_against_starbases_mult = 1.05
		ship_orbital_bombardment_mult = 1.05
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_TORPEDO_AUTONOMOUS_5"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_swarm_5"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_autonomous_5" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_torpedo_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { explosive explosive_stealth }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_TORPEDO_AUTONOMOUS_6"
	upgrade_path = torpedo
	
	resources = {
		category = ship_components
		cost = {
			food = 60
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "swarm"

	ai_weight = {
		weight = 7
	}

	power = -35
	modifier = {
		ship_evasion_mult = 0.20
	}

	ship_modifier = {
		weapon_type_mandible_weapon_damage_mult = 0.25
		ship_damage_against_starbases_mult = 1.05
		ship_orbital_bombardment_mult = 1.05
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_TORPEDO_6"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_swarm_6"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_6" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_torpedo_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { explosive explosive_stealth }
	ai_tag_weight = 0
	
	upgrade_path = torpedo
	
	resources = {
		category = ship_components
		cost = {
			food = 80
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "swarm"

	ai_weight = {
		weight = 8
		modifier = {
			factor = 0
			OR = {
				has_global_flag = ghost_signal_5_flag
				has_global_flag = ghost_signal_4_flag
				has_global_flag = ghost_signal_3_flag
				has_global_flag = ghost_signal_2_flag
				has_global_flag = ghost_signal_1_flag
				has_policy_flag = ai_outlawed
			}
		}
	}

	power = -40
	modifier = {
		ship_evasion_mult = 0.25
	}

	ship_modifier = {
		weapon_type_mandible_weapon_damage_mult = 0.30
		ship_damage_against_starbases_mult = 1.20
		ship_orbital_bombardment_mult = 1.20
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_TORPEDO_AUTONOMOUS_6"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_swarm_6"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_autonomous_6" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_torpedo_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { explosive explosive_stealth }
	ai_tag_weight = 0
	
	upgrade_path = torpedo
	
	resources = {
		category = ship_components
		cost = {
			food = 80
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "swarm"

	ai_weight = {
		weight = 8
	}

	power = -40
	modifier = {
		ship_evasion_mult = 0.25
	}

	ship_modifier = {
		weapon_type_mandible_weapon_damage_mult = 0.30
		ship_damage_against_starbases_mult = 1.20
		ship_orbital_bombardment_mult = 1.20
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_TORPEDO_PRECOG_2"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_swarm_precog_2"
	icon_frame = 1

	prerequisites = { "tech_avc_precognition_interface_2" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_torpedo_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { explosive explosive_stealth }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_TORPEDO_PRECOG_3"
	upgrade_path = torpedo
	
	resources = {
		category = ship_components
		cost = {
			food = 40
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "swarm"

	ai_weight = {
		weight = 6
	}

	power = -35
	ship_modifier = {
		weapon_type_mandible_weapon_damage_mult = 0.20
		ship_tracking_add = 15
		ship_damage_against_starbases_mult = 1.05
		ship_orbital_bombardment_mult = 1.05
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_TORPEDO_PRECOG_3"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_swarm_precog_3"
	icon_frame = 1

	prerequisites = { "tech_avc_precognition_interface_3" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_torpedo_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { explosive explosive_stealth }
	ai_tag_weight = 0
	
	upgrade_path = torpedo
	
	resources = {
		category = ship_components
		cost = {
			food = 60
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "swarm"

	ai_weight = {
		weight = 8
	}

	power = -40
	ship_modifier = {
		weapon_type_mandible_weapon_damage_mult = 0.25
		ship_tracking_add = 20
		ship_damage_against_starbases_mult = 1.20
		ship_orbital_bombardment_mult = 1.20
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_PICKET_4"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_picket_4"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_4" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_picket_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { screen screen_stealth }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_PICKET_5"
	upgrade_path = picket
	
	resources = {
		category = ship_components
		cost = {
			food = 40
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "picket"

	ai_weight = {
		weight = 6
		modifier = {
			factor = 0
			OR = {
				has_global_flag = ghost_signal_5_flag
				has_global_flag = ghost_signal_4_flag
				has_global_flag = ghost_signal_3_flag
				has_global_flag = ghost_signal_2_flag
				has_global_flag = ghost_signal_1_flag
				has_policy_flag = ai_outlawed
			}
		}
	}

	power = -30
	modifier = {
		ship_evasion_mult = 0.15
	}
	ship_modifier = {
		ship_fire_rate_mult = 0.20
		ship_tracking_add = 40
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_PICKET_AUTONOMOUS_4"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_picket_4"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_autonomous_4" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_picket_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { screen screen_stealth }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_PICKET_AUTONOMOUS_5"
	upgrade_path = picket
	
	resources = {
		category = ship_components
		cost = {
			food = 40
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "picket"

	ai_weight = {
		weight = 6
	}

	power = -30
	modifier = {
		ship_evasion_mult = 0.15
	}
	ship_modifier = {
		ship_fire_rate_mult = 0.20
		ship_tracking_add = 40
	}	
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_PICKET_5"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_picket_5"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_5" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_picket_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { screen screen_stealth }
	ai_tag_weight = 0
	
	upgrade_path = picket
	upgrades_to = "AVC_BIOSHIP_COMPUTER_PICKET_6"
	
	resources = {
		category = ship_components
		cost = {
			food = 60
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "picket"
	
	ai_weight = {
		weight = 7
		modifier = {
			factor = 0
			OR = {
				has_global_flag = ghost_signal_5_flag
				has_global_flag = ghost_signal_4_flag
				has_global_flag = ghost_signal_3_flag
				has_global_flag = ghost_signal_2_flag
				has_global_flag = ghost_signal_1_flag
				has_policy_flag = ai_outlawed
			}
		}
	}

	power = -35
	modifier = {
		ship_evasion_mult = 0.20
	}
	ship_modifier = {
		ship_fire_rate_mult = 0.25
		ship_tracking_add = 50
	}	
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_PICKET_AUTONOMOUS_5"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_picket_5"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_autonomous_5" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_picket_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { screen screen_stealth }
	ai_tag_weight = 0
	
	upgrade_path = picket
	upgrades_to = "AVC_BIOSHIP_COMPUTER_PICKET_AUTONOMOUS_6"
	
	resources = {
		category = ship_components
		cost = {
			food = 60
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "picket"
	
	ai_weight = {
		weight = 7
	}

	power = -35
	modifier = {
		ship_evasion_mult = 0.20
	}
	ship_modifier = {
		ship_fire_rate_mult = 0.25
		ship_tracking_add = 50
	}	
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_PICKET_6"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_picket_6"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_6" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_picket_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { screen screen_stealth }
	ai_tag_weight = 0
	
	upgrade_path = picket
	
	resources = {
		category = ship_components
		cost = {
			food = 80
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "picket"

	ai_weight = {
		weight = 8
		modifier = {
			factor = 0
			OR = {
				has_global_flag = ghost_signal_5_flag
				has_global_flag = ghost_signal_4_flag
				has_global_flag = ghost_signal_3_flag
				has_global_flag = ghost_signal_2_flag
				has_global_flag = ghost_signal_1_flag
				has_policy_flag = ai_outlawed
			}
		}
	}

	power = -40
	modifier = {
		ship_evasion_mult = 0.25
	}
	ship_modifier = {
		ship_fire_rate_mult = 0.30
		ship_tracking_add = 60
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_PICKET_AUTONOMOUS_6"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_picket_6"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_autonomous_6" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_picket_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { screen screen_stealth }
	ai_tag_weight = 0
	
	upgrade_path = picket
	
	resources = {
		category = ship_components
		cost = {
			food = 80
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "picket"

	ai_weight = {
		weight = 8
	}

	power = -40
	modifier = {
		ship_evasion_mult = 0.25
	}
	ship_modifier = {
		ship_fire_rate_mult = 0.30
		ship_tracking_add = 60
	}	
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_PICKET_PRECOG_2"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_picket_precog_2"
	icon_frame = 1

	prerequisites = { "tech_avc_precognition_interface_2" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_picket_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { screen screen_stealth }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_PICKET_PRECOG_3"
	upgrade_path = picket
	
	resources = {
		category = ship_components
		cost = {
			food = 40
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "picket"

	ai_weight = {
		weight = 6
	}

	power = -35
	ship_modifier = {
		ship_fire_rate_mult = 0.20
		ship_tracking_add = 60
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_PICKET_PRECOG_3"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_picket_precog_3"
	icon_frame = 1

	prerequisites = { "tech_avc_precognition_interface_3" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_picket_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { screen screen_stealth }
	ai_tag_weight = 0
	
	upgrade_path = picket
	
	resources = {
		category = ship_components
		cost = {
			food = 60
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "picket"
	
	ai_weight = {
		weight = 8
	}

	power = -40
	ship_modifier = {
		ship_fire_rate_mult = 0.25
		ship_tracking_add = 70
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_LINE_4"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_line_4"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_4" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_line_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { gunship gunship_stealth }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_LINE_5"
	upgrade_path = line
	
	resources = {
		category = ship_components
		cost = {
			food = 40
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "line"

	ai_weight = {
		weight = 6
		modifier = {
			factor = 0
			OR = {
				has_global_flag = ghost_signal_5_flag
				has_global_flag = ghost_signal_4_flag
				has_global_flag = ghost_signal_3_flag
				has_global_flag = ghost_signal_2_flag
				has_global_flag = ghost_signal_1_flag
				has_policy_flag = ai_outlawed
			}
		}
	}

	power = -30
	ship_modifier = {
		ship_fire_rate_mult = 0.30
		ship_accuracy_add = 30
	}	
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_LINE_AUTONOMOUS_4"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_line_4"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_autonomous_4" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_line_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { gunship gunship_stealth }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_LINE_AUTONOMOUS_5"
	upgrade_path = line
	
	resources = {
		category = ship_components
		cost = {
			food = 40
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "line"

	ai_weight = {
		weight = 6
	}

	power = -30
	ship_modifier = {
		ship_fire_rate_mult = 0.30
		ship_accuracy_add = 30
	}		
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_LINE_5"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_line_5"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_5" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_line_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { gunship gunship_stealth }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_LINE_6"
	upgrade_path = line
	
	resources = {
		category = ship_components
		cost = {
			food = 60
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "line"

	ai_weight = {
		weight = 7
		modifier = {
			factor = 0
			OR = {
				has_global_flag = ghost_signal_5_flag
				has_global_flag = ghost_signal_4_flag
				has_global_flag = ghost_signal_3_flag
				has_global_flag = ghost_signal_2_flag
				has_global_flag = ghost_signal_1_flag
				has_policy_flag = ai_outlawed
			}
		}
	}

	power = -35
	ship_modifier = {
		ship_fire_rate_mult = 0.40
		ship_accuracy_add = 40
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_LINE_AUTONOMOUS_5"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_line_5"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_autonomous_5" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_line_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { gunship gunship_stealth }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_LINE_AUTONOMOUS_6"
	upgrade_path = line
	
	resources = {
		category = ship_components
		cost = {
			food = 60
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "line"

	ai_weight = {
		weight = 7
	}

	power = -35
	ship_modifier = {
		ship_fire_rate_mult = 0.40
		ship_accuracy_add = 40
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_LINE_6"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_line_6"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_6" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_line_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { gunship gunship_stealth }
	ai_tag_weight = 0
	
	upgrade_path = line
	
	resources = {
		category = ship_components
		cost = {
			food = 80
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "line"

	ai_weight = {
		weight = 8
		modifier = {
			factor = 0
			OR = {
				has_global_flag = ghost_signal_5_flag
				has_global_flag = ghost_signal_4_flag
				has_global_flag = ghost_signal_3_flag
				has_global_flag = ghost_signal_2_flag
				has_global_flag = ghost_signal_1_flag
				has_policy_flag = ai_outlawed
			}
		}
	}

	power = -40
	ship_modifier = {
		ship_fire_rate_mult = 0.50
		ship_accuracy_add = 50
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_LINE_AUTONOMOUS_6"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_line_6"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_autonomous_6" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_line_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { gunship gunship_stealth }
	ai_tag_weight = 0
	
	upgrade_path = line
	
	resources = {
		category = ship_components
		cost = {
			food = 80
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "line"

	ai_weight = {
		weight = 8
	}

	power = -40
	ship_modifier = {
		ship_fire_rate_mult = 0.50
		ship_accuracy_add = 50
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_LINE_PRECOG_2"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_line_precog_2"
	icon_frame = 1

	prerequisites = { "tech_avc_precognition_interface_2" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_line_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { gunship gunship_stealth }
	ai_tag_weight = 0
	upgrades_to = "AVC_BIOSHIP_COMPUTER_LINE_PRECOG_3"
	upgrade_path = line
	resources = {
		category = ship_components
		cost = {
			food = 40
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "line"

	ai_weight = {
		weight = 6
	}

	power = -35
	ship_modifier = {
		ship_fire_rate_mult = 0.35
		ship_accuracy_add = 35
		ship_tracking_add = 20
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_LINE_PRECOG_3"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_line_precog_3"
	icon_frame = 1

	prerequisites = { "tech_avc_precognition_interface_3" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_line_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { gunship gunship_stealth }
	ai_tag_weight = 0
	upgrade_path = line
	resources = {
		category = ship_components
		cost = {
			food = 60
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "line"

	ai_weight = {
		weight = 8
	}

	power = -40
	ship_modifier = {
		ship_fire_rate_mult = 0.45
		ship_accuracy_add = 45
		ship_tracking_add = 30
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_ARTILLERY_4"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_artillery_4"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_4" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_artillery_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_ARTILLERY_5"
	upgrade_path = artillery
	
	resources = {
		category = ship_components
		cost = {
			food = 40
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "artillery"
	
	ai_weight = {
		weight = 6
		modifier = {
			factor = 0
			OR = {
				has_global_flag = ghost_signal_5_flag
				has_global_flag = ghost_signal_4_flag
				has_global_flag = ghost_signal_3_flag
				has_global_flag = ghost_signal_2_flag
				has_global_flag = ghost_signal_1_flag
				has_policy_flag = ai_outlawed
			}
		}
	}

	power = -30
	ship_modifier = {
		ship_fire_rate_mult = 0.3
		ship_weapon_range_mult = 0.3
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_ARTILLERY_AUTONOMOUS_4"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_artillery_4"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_autonomous_4" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_artillery_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_ARTILLERY_AUTONOMOUS_5"
	upgrade_path = artillery
	
	resources = {
		category = ship_components
		cost = {
			food = 40
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "artillery"
	
	ai_weight = {
		weight = 6
	}

	power = -30
	ship_modifier = {
		ship_fire_rate_mult = 0.3
		ship_weapon_range_mult = 0.3
	}	
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_ARTILLERY_5"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_artillery_5"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_5" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_artillery_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_ARTILLERY_6"
	upgrade_path = artillery
	
	resources = {
		category = ship_components
		cost = {
			food = 60
			mult = @alloy_to_food_cost_ratio
		}
	}


	ship_behavior = "artillery"

	ai_weight = {
		weight = 7
		modifier = {
			factor = 0
			OR = {
				has_global_flag = ghost_signal_5_flag
				has_global_flag = ghost_signal_4_flag
				has_global_flag = ghost_signal_3_flag
				has_global_flag = ghost_signal_2_flag
				has_global_flag = ghost_signal_1_flag
				has_policy_flag = ai_outlawed
			}
		}
	}

	power = -35
	ship_modifier = {
		ship_fire_rate_mult = 0.4
		ship_weapon_range_mult = 0.4
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_ARTILLERY_AUTONOMOUS_5"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_artillery_5"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_autonomous_5" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_artillery_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_ARTILLERY_AUTONOMOUS_6"
	upgrade_path = artillery
	
	resources = {
		category = ship_components
		cost = {
			food = 60
			mult = @alloy_to_food_cost_ratio
		}
	}


	ship_behavior = "artillery"

	ai_weight = {
		weight = 7
	}

	power = -35
	ship_modifier = {
		ship_fire_rate_mult = 0.4
		ship_weapon_range_mult = 0.4
	}	
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_ARTILLERY_6"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_artillery_6"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_6" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_artillery_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	ai_tag_weight = 0
	
	upgrade_path = artillery
	
	resources = {
		category = ship_components
		cost = {
			food = 80
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "artillery"
	
	ai_weight = {
		weight = 8
		modifier = {
			factor = 0
			OR = {
				has_global_flag = ghost_signal_5_flag
				has_global_flag = ghost_signal_4_flag
				has_global_flag = ghost_signal_3_flag
				has_global_flag = ghost_signal_2_flag
				has_global_flag = ghost_signal_1_flag
				has_policy_flag = ai_outlawed
			}
		}
	}

	power = -40
	ship_modifier = {
		ship_fire_rate_mult = 0.5
		ship_weapon_range_mult = 0.5
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_ARTILLERY_AUTONOMOUS_6"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_artillery_6"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_autonomous_6" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_artillery_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	ai_tag_weight = 0
	
	upgrade_path = artillery
	
	resources = {
		category = ship_components
		cost = {
			food = 80
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "artillery"
	
	ai_weight = {
		weight = 8
	}

	power = -40
	ship_modifier = {
		ship_fire_rate_mult = 0.5
		ship_weapon_range_mult = 0.5
	}	
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_ARTILLERY_PRECOG_2"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_artillery_precog_2"
	icon_frame = 1

	prerequisites = { "tech_avc_precognition_interface_2" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_artillery_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_ARTILLERY_PRECOG_3"
	upgrade_path = artillery
	
	resources = {
		category = ship_components
		cost = {
			food = 40
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "artillery"
	
	ai_weight = {
		weight = 6
	}

	power = -35
	ship_modifier = {
		ship_fire_rate_mult = 0.3
		ship_weapon_range_mult = 0.3
		ship_tracking_add = 20
	}	
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_ARTILLERY_PRECOG_3"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_artillery_precog_3"
	icon_frame = 1

	prerequisites = { "tech_avc_precognition_interface_3" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_artillery_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth }
	ai_tag_weight = 0
	
	upgrade_path = artillery
	
	resources = {
		category = ship_components
		cost = {
			food = 60
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "artillery"

	ai_weight = {
		weight = 8
	}

	power = -40
	ship_modifier = {
		ship_fire_rate_mult = 0.45
		ship_weapon_range_mult = 0.45
		ship_tracking_add = 30
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_CARRIER_4"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_carrier_4"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_4" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_carrier_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { carrier }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_CARRIER_5"
	upgrade_path = carrier
	
	resources = {
		category = ship_components
		cost = {
			food = 40
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "carrier"

	ai_weight = {
		weight = 6
		modifier = {
			factor = 5
			is_preferred_weapons = weapon_type_strike_craft
		}
		modifier = {
			factor = 0
			OR = {
				has_global_flag = ghost_signal_5_flag
				has_global_flag = ghost_signal_4_flag
				has_global_flag = ghost_signal_3_flag
				has_global_flag = ghost_signal_2_flag
				has_global_flag = ghost_signal_1_flag
				has_policy_flag = ai_outlawed
			}
		}
	}

	power = -30
	ship_modifier = {
		ship_engagement_range_mult = 1.5
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_CARRIER_AUTONOMOUS_4"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_carrier_4"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_autonomous_4" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_carrier_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { carrier }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_CARRIER_AUTONOMOUS_5"
	upgrade_path = carrier
	
	resources = {
		category = ship_components
		cost = {
			food = 40
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "carrier"

	ai_weight = {
		weight = 6
		modifier = {
			factor = 5
			is_preferred_weapons = weapon_type_strike_craft
		}
		
	}

	power = -30
	ship_modifier = {
		ship_engagement_range_mult = 1.5
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_CARRIER_5"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_carrier_5"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_5" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_carrier_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { carrier }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_CARRIER_6"
	upgrade_path = carrier
	
	resources = {
		category = ship_components
		cost = {
			food = 60
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "carrier"

	ai_weight = {
		weight = 7
		modifier = {
			factor = 5
			is_preferred_weapons = weapon_type_strike_craft
		}
		modifier = {
			factor = 0
			OR = {
				has_global_flag = ghost_signal_5_flag
				has_global_flag = ghost_signal_4_flag
				has_global_flag = ghost_signal_3_flag
				has_global_flag = ghost_signal_2_flag
				has_global_flag = ghost_signal_1_flag
				has_policy_flag = ai_outlawed
			}
		}
	}

	power = -35
	ship_modifier = {
		ship_engagement_range_mult = 2.0
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_CARRIER_AUTONOMOUS_5"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_carrier_5"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_autonomous_5" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_carrier_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { carrier }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_CARRIER_AUTONOMOUS_6"
	upgrade_path = carrier
	
	resources = {
		category = ship_components
		cost = {
			food = 60
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "carrier"

	ai_weight = {
		weight = 7
		modifier = {
			factor = 5
			is_preferred_weapons = weapon_type_strike_craft
		}
	}

	power = -35
	ship_modifier = {
		ship_engagement_range_mult = 2.0
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_CARRIER_6"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_carrier_6"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_6" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_carrier_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { carrier }
	ai_tag_weight = 0
	
	upgrade_path = carrier
	
	resources = {
		category = ship_components
		cost = {
			food = 80
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "carrier"

	ai_weight = {
		weight = 8
		modifier = {
			factor = 5
			is_preferred_weapons = weapon_type_strike_craft
		}
		modifier = {
			factor = 0
			OR = {
				has_global_flag = ghost_signal_5_flag
				has_global_flag = ghost_signal_4_flag
				has_global_flag = ghost_signal_3_flag
				has_global_flag = ghost_signal_2_flag
				has_global_flag = ghost_signal_1_flag
				has_policy_flag = ai_outlawed
			}
		}
	}

	power = -40
	ship_modifier = {
		ship_engagement_range_mult = 2.5
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_CARRIER_AUTONOMOUS_6"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_carrier_6"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_autonomous_6" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_carrier_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { carrier }
	ai_tag_weight = 0
	
	upgrade_path = carrier
	
	resources = {
		category = ship_components
		cost = {
			food = 80
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "carrier"

	ai_weight = {
		weight = 8
		modifier = {
			factor = 5
			is_preferred_weapons = weapon_type_strike_craft
		}
	}

	power = -40
	ship_modifier = {
		ship_engagement_range_mult = 2.5
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_CARRIER_PRECOG_2"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_carrier_precog_2"
	icon_frame = 1

	prerequisites = { "tech_avc_precognition_interface_2" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_carrier_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { carrier }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_CARRIER_PRECOG_3"
	upgrade_path = carrier
	
	resources = {
		category = ship_components
		cost = {
			food = 40
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "carrier"

	ai_weight = {
		weight = 6
		modifier = {
			factor = 5
			is_preferred_weapons = weapon_type_strike_craft
		}
	}

	power = -35
	ship_modifier = {
		ship_engagement_range_mult = 1.5
		ship_tracking_add = 15
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_CARRIER_PRECOG_3"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_carrier_precog_3"
	icon_frame = 1

	prerequisites = { "tech_avc_precognition_interface_3" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_carrier_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { carrier }
	ai_tag_weight = 0
	
	upgrade_path = carrier
	
	resources = {
		category = ship_components
		cost = {
			food = 60
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "carrier"

	ai_weight = {
		weight = 8
		modifier = {
			factor = 5
			is_preferred_weapons = weapon_type_strike_craft
		}
	}

	power = -40
	ship_modifier = {
		ship_engagement_range_mult = 2.25
		ship_tracking_add = 20
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_PLATFORM_4"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_platform_4"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_4" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_platform_computers = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_PLATFORM_5"
	
	resources = {
		category = ship_components
		cost = {
			food = 40
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "platform"
	
	ai_weight = {
		weight = 6
		modifier = {
			factor = 0
			OR = {
				has_global_flag = ghost_signal_5_flag
				has_global_flag = ghost_signal_4_flag
				has_global_flag = ghost_signal_3_flag
				has_global_flag = ghost_signal_2_flag
				has_global_flag = ghost_signal_1_flag
				has_policy_flag = ai_outlawed
			}
		}
	}

	power = -30
	ship_modifier = {
		ship_fire_rate_mult = 0.40
		ship_tracking_add = 30
		ship_accuracy_add = 10
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_PLATFORM_AUTONOMOUS_4"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_platform_4"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_autonomous_4" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_platform_computers = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_PLATFORM_AUTONOMOUS_5"
	
	resources = {
		category = ship_components
		cost = {
			food = 40
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "platform"
	
	ai_weight = {
		weight = 6
	}

	power = -30
	ship_modifier = {
		ship_fire_rate_mult = 0.40
		ship_tracking_add = 30
		ship_accuracy_add = 10
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_PLATFORM_5"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_platform_5"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_5" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_platform_computers = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_PLATFORM_6"
	
	resources = {
		category = ship_components
		cost = {
			food = 60
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "platform"

	ai_weight = {
		weight = 7
		modifier = {
			factor = 0
			OR = {
				has_global_flag = ghost_signal_5_flag
				has_global_flag = ghost_signal_4_flag
				has_global_flag = ghost_signal_3_flag
				has_global_flag = ghost_signal_2_flag
				has_global_flag = ghost_signal_1_flag
				has_policy_flag = ai_outlawed
			}
		}
	}

	power = -35
	ship_modifier = {
		ship_fire_rate_mult = 0.45
		ship_tracking_add = 35
		ship_accuracy_add = 10
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_PLATFORM_AUTONOMOUS_5"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_platform_5"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_autonomous_5" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_platform_computers = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_PLATFORM_AUTONOMOUS_6"
	
	resources = {
		category = ship_components
		cost = {
			food = 60
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "platform"

	ai_weight = {
		weight = 7
	}

	power = -35
	ship_modifier = {
		ship_fire_rate_mult = 0.45
		ship_tracking_add = 35
		ship_accuracy_add = 10
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_PLATFORM_6"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_platform_6"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_6" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_platform_computers = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	resources = {
		category = ship_components
		cost = {
			food = 80
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "platform"

	ai_weight = {
		weight = 8
		modifier = {
			factor = 0
			OR = {
				has_global_flag = ghost_signal_5_flag
				has_global_flag = ghost_signal_4_flag
				has_global_flag = ghost_signal_3_flag
				has_global_flag = ghost_signal_2_flag
				has_global_flag = ghost_signal_1_flag
				has_policy_flag = ai_outlawed
			}
		}
	}

	power = -40
	ship_modifier = {
		ship_fire_rate_mult = 0.50
		ship_tracking_add = 40
		ship_accuracy_add = 10
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_PLATFORM_AUTONOMOUS_6"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_platform_6"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_autonomous_6" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_platform_computers = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	resources = {
		category = ship_components
		cost = {
			food = 80
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "platform"

	ai_weight = {
		weight = 8
		
	}

	power = -40
	ship_modifier = {
		ship_fire_rate_mult = 0.50
		ship_tracking_add = 40
		ship_accuracy_add = 10
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_PLATFORM_PRECOG_2"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_platform_precog_2"
	icon_frame = 1

	prerequisites = { "tech_avc_precognition_interface_2" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_platform_computers = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_PLATFORM_PRECOG_3"
	
	resources = {
		category = ship_components
		cost = {
			food = 40
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "platform"

	ai_weight = {
		weight = 6
	}

	power = -35
	ship_modifier = {
		ship_fire_rate_mult = 0.40
		ship_tracking_add = 45
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_PLATFORM_PRECOG_3"
	size = small

	icon = "GFX_avc_ship_part_bioship_computer_platform_precog_3"
	icon_frame = 1

	prerequisites = { "tech_avc_precognition_interface_3" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_platform_computers = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	resources = {
		category = ship_components
		cost = {
			food = 60
			mult = @alloy_to_food_cost_ratio
		}
	}

	ship_behavior = "platform"

	ai_weight = {
		weight = 8
	}

	power = -40
	ship_modifier = {
		ship_fire_rate_mult = 0.45
		ship_tracking_add = 50
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_STARBASE_COMPUTER_4"
	size = small

	icon = "GFX_ship_part_bioship_computer_default"
	icon_frame = 1

	prerequisites = { "tech_combat_computers_3" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_starbase_components = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "AVC_BIOSHIP_STARBASE_COMPUTER_5"
	
	ship_behavior = "platform"

	ai_weight = {
		weight = 4
	}

	power = 0
	ship_modifier = {
		ship_fire_rate_mult = 0.20
		ship_tracking_add = 40
	}	
}

utility_component_template = {
	key = "AVC_BIOSHIP_STARBASE_COMPUTER_5"
	size = small

	icon = "GFX_ship_part_bioship_computer_default"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_4" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_starbase_components = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	upgrades_to = "AVC_BIOSHIP_STARBASE_COMPUTER_6"
	
	ship_behavior = "platform"

	ai_weight = {
		weight = 5
	}

	power = 0
	ship_modifier = {
		ship_fire_rate_mult = 0.25
		ship_tracking_add = 50
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_STARBASE_COMPUTER_6"
	size = small

	icon = "GFX_ship_part_bioship_computer_default"
	icon_frame = 1

	prerequisites = { "tech_avc_combat_computers_5" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_starbase_components = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	

	ship_behavior = "platform"

	ai_weight = {
		weight = 6
	}

	power = 0
	ship_modifier = {
		ship_fire_rate_mult = 0.30
		ship_tracking_add = 60
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_DEBUFFER_4"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_computer_debuffer_4"
	icon_frame = 1
	
	prerequisites = { "tech_avc_combat_computers_4" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_debuffer_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { debuffer_role debuffer_role_stealth }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_DEBUFFER_5"
	upgrade_path = debuffer
	
	resources = {
		category = ship_components
		cost = {
			food = 40
			mult = @alloy_to_food_cost_ratio
		}
	}
	
	ship_behavior = "swarm"
	
	ai_weight = {
		weight = 6
		modifier = {
			factor = 0
			OR = {
				has_global_flag = ghost_signal_5_flag
				has_global_flag = ghost_signal_4_flag
				has_global_flag = ghost_signal_3_flag
				has_global_flag = ghost_signal_2_flag
				has_global_flag = ghost_signal_1_flag
				has_policy_flag = ai_outlawed
			}
		}
	}
	
	power = -30
	ship_modifier = {
		debuffer_role_weapon_fire_rate_mult = 0.25
		ship_accuracy_add = 25
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_DEBUFFER_AUTONOMOUS_4"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_computer_debuffer_4"
	icon_frame = 1
	
	prerequisites = { "tech_avc_combat_computers_autonomous_4" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_debuffer_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { debuffer_role debuffer_role_stealth }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_DEBUFFER_AUTONOMOUS_5"
	upgrade_path = debuffer
	
	resources = {
		category = ship_components
		cost = {
			food = 40
			mult = @alloy_to_food_cost_ratio
		}
	}
	
	ship_behavior = "swarm"
	
	ai_weight = {
		weight = 6
	}
	
	power = -30
	ship_modifier = {
		debuffer_role_weapon_fire_rate_mult = 0.25
		ship_accuracy_add = 25
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_DEBUFFER_5"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_computer_debuffer_5"
	icon_frame = 1
	
	prerequisites = { "tech_avc_combat_computers_5" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_debuffer_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { debuffer_role debuffer_role_stealth }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_DEBUFFER_6"
	upgrade_path = debuffer
	
	resources = {
		category = ship_components
		cost = {
			food = 60
			mult = @alloy_to_food_cost_ratio
		}
	}
	
	ship_behavior = "swarm"
	
	ai_weight = {
		weight = 7
		modifier = {
			factor = 0
			OR = {
				has_global_flag = ghost_signal_5_flag
				has_global_flag = ghost_signal_4_flag
				has_global_flag = ghost_signal_3_flag
				has_global_flag = ghost_signal_2_flag
				has_global_flag = ghost_signal_1_flag
				has_policy_flag = ai_outlawed
			}
		}
	}
	
	power = -35
	ship_modifier = {
		debuffer_role_weapon_fire_rate_mult = 0.30
		ship_accuracy_add = 30
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_DEBUFFER_AUTONOMOUS_5"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_computer_debuffer_5"
	icon_frame = 1
	
	prerequisites = { "tech_avc_combat_computers_autonomous_5" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_debuffer_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { debuffer_role debuffer_role_stealth }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_DEBUFFER_AUTONOMOUS_6"
	upgrade_path = debuffer
	
	resources = {
		category = ship_components
		cost = {
			food = 60
			mult = @alloy_to_food_cost_ratio
		}
	}
	
	ship_behavior = "swarm"
	
	ai_weight = {
		weight = 6
	}
	
	power = -35
	ship_modifier = {
		debuffer_role_weapon_fire_rate_mult = 0.30
		ship_accuracy_add = 30
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_DEBUFFER_6"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_computer_debuffer_6"
	icon_frame = 1
	
	prerequisites = { "tech_avc_combat_computers_6" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_debuffer_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { debuffer_role debuffer_role_stealth }
	ai_tag_weight = 0
	
	upgrade_path = debuffer
	
	resources = {
		category = ship_components
		cost = {
			food = 80
			mult = @alloy_to_food_cost_ratio
		}
	}
	
	ship_behavior = "swarm"
	
	ai_weight = {
		weight = 7
		modifier = {
			factor = 0
			OR = {
				has_global_flag = ghost_signal_5_flag
				has_global_flag = ghost_signal_4_flag
				has_global_flag = ghost_signal_3_flag
				has_global_flag = ghost_signal_2_flag
				has_global_flag = ghost_signal_1_flag
				has_policy_flag = ai_outlawed
			}
		}
	}
	
	power = -40
	ship_modifier = {
		debuffer_role_weapon_fire_rate_mult = 0.35
		ship_accuracy_add = 35
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_DEBUFFER_AUTONOMOUS_6"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_computer_debuffer_6"
	icon_frame = 1
	
	prerequisites = { "tech_avc_combat_computers_autonomous_6" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_debuffer_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { debuffer_role debuffer_role_stealth }
	ai_tag_weight = 0
	
	upgrade_path = debuffer
	
	resources = {
		category = ship_components
		cost = {
			food = 80
			mult = @alloy_to_food_cost_ratio
		}
	}
	
	ship_behavior = "swarm"
	
	ai_weight = {
		weight = 6
	}
	
	power = -40
	ship_modifier = {
		debuffer_role_weapon_fire_rate_mult = 0.35
		ship_accuracy_add = 35
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_DEBUFFER_PRECOG_2"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_computer_debuffer_precog_2"
	icon_frame = 1
	
	prerequisites = { "tech_avc_precognition_interface_2" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_debuffer_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { debuffer_role debuffer_role_stealth }
	ai_tag_weight = 0
	
	upgrade_path = debuffer
	
	resources = {
		category = ship_components
		cost = {
			food = 40
			mult = @alloy_to_food_cost_ratio
		}
	}
	
	ship_behavior = "swarm"
	
	ai_weight = {
		weight = 6
	}
	
	power = -35
	ship_modifier = {
		debuffer_role_weapon_fire_rate_mult = 0.20
		ship_accuracy_add = 20
		ship_tracking_add = 15
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_DEBUFFER_PRECOG_3"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_computer_debuffer_precog_3"
	icon_frame = 1
	
	prerequisites = { "tech_avc_precognition_interface_3" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_debuffer_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { debuffer_role debuffer_role_stealth }
	ai_tag_weight = 0
	
	upgrade_path = debuffer
	
	resources = {
		category = ship_components
		cost = {
			food = 60
			mult = @alloy_to_food_cost_ratio
		}
	}
	
	ship_behavior = "swarm"
	
	ai_weight = {
		weight = 8
	}
	
	power = -40
	ship_modifier = {
		debuffer_role_weapon_fire_rate_mult = 0.25
		ship_accuracy_add = 25
		ship_tracking_add = 20
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_BUFFER_4"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_computer_buffer_4"
	icon_frame = 1
	
	prerequisites = { "tech_avc_combat_computers_4" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_debuffer_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { buffer_role buffer_role_stealth }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_BUFFER_5"
	upgrade_path = buffer
	
	resources = {
		category = ship_components
		cost = {
			food = 40
			mult = @alloy_to_food_cost_ratio
		}
	}
	
	ship_behavior = "swarm"
	target_type = target_allies
	
	ai_weight = {
		weight = 6
		modifier = {
			factor = 0
			OR = {
				has_global_flag = ghost_signal_5_flag
				has_global_flag = ghost_signal_4_flag
				has_global_flag = ghost_signal_3_flag
				has_global_flag = ghost_signal_2_flag
				has_global_flag = ghost_signal_1_flag
				has_policy_flag = ai_outlawed
			}
		}
	}
	
	power = -30
	modifier = {
		ship_evasion_mult = 0.25
	}
	ship_modifier = {
		buffer_role_weapon_fire_rate_mult = 0.25
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_BUFFER_AUTONOMOUS_4"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_computer_buffer_4"
	icon_frame = 1
	
	prerequisites = { "tech_avc_combat_computers_autonomous_4" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_debuffer_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { buffer_role buffer_role_stealth }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_BUFFER_AUTONOMOUS_5"
	upgrade_path = buffer
	
	resources = {
		category = ship_components
		cost = {
			food = 40
			mult = @alloy_to_food_cost_ratio
		}
	}
	
	ship_behavior = "swarm"
	target_type = target_allies
	
	ai_weight = {
		weight = 6
	}
	
	power = -30
	modifier = {
		ship_evasion_mult = 0.25
	}
	ship_modifier = {
		buffer_role_weapon_fire_rate_mult = 0.25
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_BUFFER_5"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_computer_buffer_5"
	icon_frame = 1
	
	prerequisites = { "tech_avc_combat_computers_5" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_debuffer_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { buffer_role buffer_role_stealth }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_BUFFER_6"
	upgrade_path = buffer
	
	resources = {
		category = ship_components
		cost = {
			food = 60
			mult = @alloy_to_food_cost_ratio
		}
	}
	
	ship_behavior = "swarm"
	target_type = target_allies
	
	ai_weight = {
		weight = 7
		modifier = {
			factor = 0
			OR = {
				has_global_flag = ghost_signal_5_flag
				has_global_flag = ghost_signal_4_flag
				has_global_flag = ghost_signal_3_flag
				has_global_flag = ghost_signal_2_flag
				has_global_flag = ghost_signal_1_flag
				has_policy_flag = ai_outlawed
			}
		}
	}
	
	power = -35
	modifier = {
		ship_evasion_mult = 0.30
	}
	ship_modifier = {
		buffer_role_weapon_fire_rate_mult = 0.30
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_BUFFER_AUTONOMOUS_5"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_computer_buffer_5"
	icon_frame = 1
	
	prerequisites = { "tech_avc_combat_computers_autonomous_5" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_debuffer_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { buffer_role buffer_role_stealth }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_BUFFER_AUTONOMOUS_6"
	upgrade_path = buffer
	
	resources = {
		category = ship_components
		cost = {
			food = 60
			mult = @alloy_to_food_cost_ratio
		}
	}
	
	ship_behavior = "swarm"
	target_type = target_allies
	
	ai_weight = {
		weight = 7
	}
	
	power = -35
	modifier = {
		ship_evasion_mult = 0.30
	}
	ship_modifier = {
		buffer_role_weapon_fire_rate_mult = 0.30
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_BUFFER_6"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_computer_buffer_6"
	icon_frame = 1
	
	prerequisites = { "tech_avc_combat_computers_6" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_debuffer_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { buffer_role buffer_role_stealth }
	ai_tag_weight = 0
	
	upgrade_path = buffer
	
	resources = {
		category = ship_components
		cost = {
			food = 80
			mult = @alloy_to_food_cost_ratio
		}
	}
	
	ship_behavior = "swarm"
	target_type = target_allies
	
	ai_weight = {
		weight = 8
		modifier = {
			factor = 0
			OR = {
				has_global_flag = ghost_signal_5_flag
				has_global_flag = ghost_signal_4_flag
				has_global_flag = ghost_signal_3_flag
				has_global_flag = ghost_signal_2_flag
				has_global_flag = ghost_signal_1_flag
				has_policy_flag = ai_outlawed
			}
		}
	}
	
	power = -40
	modifier = {
		ship_evasion_mult = 0.35
	}
	ship_modifier = {
		buffer_role_weapon_fire_rate_mult = 0.35
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_BUFFER_AUTONOMOUS_6"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_computer_buffer_6"
	icon_frame = 1
	
	prerequisites = { "tech_avc_combat_computers_autonomous_6" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_debuffer_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { buffer_role buffer_role_stealth }
	ai_tag_weight = 0
	
	upgrade_path = buffer
	
	resources = {
		category = ship_components
		cost = {
			food = 80
			mult = @alloy_to_food_cost_ratio
		}
	}
	
	ship_behavior = "swarm"
	target_type = target_allies
	
	ai_weight = {
		weight = 8
	}
	
	power = -40
	modifier = {
		ship_evasion_mult = 0.30
	}
	ship_modifier = {
		buffer_role_weapon_fire_rate_mult = 0.30
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_BUFFER_PRECOG_2"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_computer_buffer_precog_2"
	icon_frame = 1
	
	prerequisites = { "tech_avc_precognition_interface_2" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_debuffer_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { buffer_role buffer_role_stealth }
	ai_tag_weight = 0
	
	upgrades_to = "AVC_BIOSHIP_COMPUTER_BUFFER_PRECOG_3"
	upgrade_path = buffer
	
	resources = {
		category = ship_components
		cost = {
			food = 60
			mult = @alloy_to_food_cost_ratio
		}
	}
	
	ship_behavior = "swarm"
	target_type = target_allies
	
	ai_weight = {
		weight = 6
	}
	
	power = -35
	modifier = {
		ship_evasion_mult = 0.20
		ship_speed_mult = 0.25
	}
	ship_modifier = {
		buffer_role_weapon_fire_rate_mult = 0.20
	}
}

utility_component_template = {
	key = "AVC_BIOSHIP_COMPUTER_BUFFER_PRECOG_3"
	size = small
	
	icon = "GFX_avc_ship_part_bioship_computer_buffer_precog_3"
	icon_frame = 1
	
	prerequisites = { "tech_avc_precognition_interface_3" }
	component_set = "combat_computers"
	
	potential = {
		is_arkship_ship = no
		from = {
			country_uses_bio_ships = yes
		}
		ship_uses_debuffer_role = yes
	}

	show_tech_unlock_if = {
		country_uses_bio_ships = yes
	}
	
	ai_tags = { buffer_role buffer_role_stealth }
	ai_tag_weight = 0
	
	upgrade_path = buffer
	
	resources = {
		category = ship_components
		cost = {
			food = 80
			mult = @alloy_to_food_cost_ratio
		}
	}
	
	ship_behavior = "swarm"
	target_type = target_allies
	
	ai_weight = {
		weight = 8
	}
	
	power = -40
	modifier = {
		ship_evasion_mult = 0.25
		ship_speed_mult = 0.30
	}
	ship_modifier = {
		buffer_role_weapon_fire_rate_mult = 0.25
	}
}
