####################
# Reactor Booster #
####################

utility_component_template = {
	key = "REACTOR_BOOSTER_3"
	size = aux
	icon = "GFX_ship_part_reactor_booster_3"
	icon_frame = 1
	resources = {
		category = ship_components
		cost = {
			alloys = 15
		}
	}

	prerequisites = { "tech_reactor_boosters_3" }
	component_set = "REACTOR_BOOSTER_3"
	upgrades_to = "AVC_REACTOR_BOOSTER_4"

	modifier = {
		ship_reactor_power_mult = 0.50
	}

	ai_weight = {
		weight = 5
	}
}

utility_component_template = {
	key = "SHIELD_BOOSTER"
	size = aux
	icon = "GFX_ship_part_shield_recharger"
	icon_frame = 1
	power = -20
	resources = {
		category = ship_components
		cost = {
			alloys = 10
			exotic_gases = 1
		}
	}

	prerequisites = { "tech_shield_rechargers_1" }
	component_set = "SHIELD_BOOSTER"
	upgrades_to = "AVC_SHIELD_BOOSTER_2"

	modifier = {
		ship_shield_mult = 0.1
	}

	ai_weight = {
		weight = 10
		modifier = {
			factor = 2.0
			is_preferred_weapons = weapon_type_energy
			is_country_type = default
			has_monthly_income = { resource = exotic_gases value > 0 }
		}

		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = exotic_gases }
		}
	}
}

utility_component_template = {
	key = "AUTO_REPAIR"
	size = aux
	icon = "GFX_ship_part_auto_repair"
	icon_frame = 1
	power = -10
	resources = {
		category = ship_components
		cost = {
			alloys = 20
		}
	}

	modifier = {
		ship_hull_regen_add_perc = 0.05
		ship_armor_regen_add_perc = 0.1
	}

	prerequisites = { tech_regenerative_hull_tissue }
	component_set = "AUTO_REPAIR"
	upgrades_to = "AVC_REGEN_HULL_TISSUE_2"

	ai_weight = {
		weight = 10
		modifier = {
			factor = 2.0
			is_preferred_weapons = weapon_type_explosive
		}
	}
}

utility_component_template = {
	key = "FIRE_CONTROL_1"
	size = aux
	icon = "GFX_ship_part_computer_default"
	icon_frame = 1
	power = -10
	resources = {
		category = ship_components
		cost = {
			alloys = 10
		}
	}

	ship_modifier = {
		ship_accuracy_add = 5
	}

	prerequisites = { tech_auxiliary_fire_control }
	component_set = "FIRE_CONTROL_1"
	upgrades_to = "AVC_AUX_FIRE_CONTROL_2"

	ai_weight = {
		weight = 10
		modifier = {
			factor = 3.0
			is_preferred_weapons = weapon_type_kinetic
		}
	}
}
