#reloadable with 'reload stats'
# This file is where you start when you want to configure something new, then go to sections

####################
# NOTE FOR MODDERS #
####################
# modifier = { }					# Modifiers for values shown in the ship designer. For starbases, also supports modifiers shown in some other UIs.
# ship_modifier = { }				# Modifiers not shown in the ship designer.
# use_shipnames_from = other_size	# allows a ship size to use names from another size
# icon = ship_size_military_1
		#ship_size_military_1 is default. The following sprite keys are generated from it:
			#GFX_text_<key>
			#GFX_<key>
			#GFX_<key>_top
			#GFX_<key>_top_damaged
# icon_frame: now only used for starbases. Value of 2 or more means it shows up on the galaxy map, 1-5 denote which icon it uses on starbase sprite sheets (e.g. gfx/interface/icons/starbase_ship_sizes.dds)
# ship_class_icon_frame = 21				# Determines which frame on the ship class sprite sheets this ship uses (e.g. gfx/interface/icons/ship_classes.dds). Only shown for non-mobile fleets by default.
# force_show_ship_class_icon_frame = yes	# If yes, the ship_class_icon_frame icon is shown on the galactic map even when the fleet is mobile. Default: no.
# ai_ship_data = {					#For determining how many ships the AI wants. Ships it can't recruit (i.e. missing tech prereqs or fails potential_country or possible_country) are pre-filtered out.
# 	fraction = { }					#As standard, base, modifier = { factor }, etc. The AI will want this divided by the total fraction it is able to recruit. Note: it is the fraction of the naval cap, so the final value is divided by size_multiplier
#									#Note: if the fraction is > 0, the following lines will not be applied
#	min = 1							#Sets a minimum absolute number the country will aim to have
#	system_mult/planet_mult = 0.1	#Adds this amount for each system/colony the country owns. I.e. min + ( num colonies * planet_mult ) + ( num systems * system_mult )
#	max = 5							#Sets a maximum absolute number the country will aim to have. Note that it will still want only the minimum unless you define a system_mult or planet_mult
#}
# ship_roles = { name1 name2 } # Show up as selectable roles in the ship designer
# never_lost = <yes/no> # Removes the chance for the ship size to instantly get killed by emergency ftl. It can still be killed by the random Emergency FTL damage effect.
# triggered_ship_roles = { { name = test1 trigger = {} } { name = test1 trigger = {} } } # List of triggered ship roles, show up in the ship designer when the trigger is true, executes on country scope
# evaluation_resource = food # strategic resource to evaluate the cost of a ship design associated with this size
							 # default is energy
							 # this is used to determine if a ship design is more advanced than another:
							 #  the one that costs more is considered an upgrade compared to the cheaper one
#
# is_bio_ship = yes					# this indicates that this ship uses bioship mechanic
# is_entropy_conduit = yes			# this indicates that this ship is a type of entropy conduit ship used in the galactic hyperthermia crisis
# upgrades_to = mauler_stage_2		# the next stage of the bioship growth
#
# bioship_growth_progress_required  = 150	# for bioships: growth threshold at which the ship will grow into its next stage
#                                 			# for hero ships that are NOT bioships: if > 0 this activates the manual growth interface. threshold at which the manual growth is enabled
#											# if manual growth interface is shown on the fleet UI, leader portrait and info will be hidden
#
# hero_ship = yes/no		# If yes, enables hero ship behavior (special UI, can't be merged or disbanded)
#							# If its combat computer allows it to unlock from combat, it also exposes its actions during combat in the combat view
#							# default: no
# hero_ship = {				# Setting it this way sets it to yes and allows to specify parameters
#
# 	capabilities = {		# All of these capabilities are blocked for hero ships by default
#							# Include them in this list to enable them (other not hero-ship related restrictions may still apply)
#		can_repair
#		can_upgrade
#		can_turn_into_mercenary_enclave
#		can_transfer
#		can_split
#		can_reinforce
# 	}
#
#	custom_state_loc_prefix = "STATUS_LOC_KEY_PREFIX"	# for single-ship fleets with a single hero ship, if not empty this activates the status bar on the fleet UI
#														# if status bar is shown on the fleet UI, leader portrait and info will be hidden
#														# the status bar consists of two scripted localization driven strings (scope: selected fleet)
#														# the localization keys for those two strings result from appending to this prefix "_title" or "_value"
#														# (in this example, "STATUS_LOC_KEY_PREFIX_title" and "STATUS_LOC_KEY_PREFIX_value")
#
#	custom_class_text_color = "Color Code Key"			# Accepts a text color code for displaying the color of the ship class.
#
#	hero_ship_fleet_background = "GFX_fleet_view_behemoth_stage_4"	# Name of sprite to use as a background for Fleet UI for single-ship hero-ship fleets.
#																	# default: empty (uses default background)
# }
#
# can_lead_armada = yes		# If yes, a fleet containing a single ship of this size will be able to command fleet armadas
#							# default: no
#
# on_click_sound = "sound_clip_name"		# Sound clip to play when selecting a single fleet that contains exclusively a single ship of this size
# family_name = "bioship_family"			# root for the name used to described the whole set (so "mauler" for bantam mauler, absolute mauler, etc). This is also used to localize the variant (ie mauler_cap, mauler_pluralized, etc) through localization
# growth_stage_descriptor = "ship_growth_stage_1"	# localization for the growth stage of the current ship size (so "bantam", "absolute", etc.)
#
# # Note: These variables only apply to ships collecting from other ships'/starbases' stockpiles, not to waystations collecting from the system (waystations ignore these variables).
# # To transfer resources to this ship, if it is not a waystation, collects_stockpile_from must be non-empty and collects_stockpile_to_country must be false.
# collects_stockpile_from = {}				# List of ship classes that this ship can collect stockpiles from
# collects_stockpile_to_country = yes/no	# If yes, resources collected from a stockpile go directly to the country; otherwise to this ship's own stockpile (default: no)
# ship_stockpile_capacity = 1000.0			# Maximum total resources in this ship's stockpile
#
# construction_capabilities = {	# If class is shipclass_constructor, determines which construction orders are available and if the AI economic minister should use this ship size for the construction order.
#								# ai_ship_data should be set appropriately to ensure the AI has sufficient ships for their construction orders.
#	starbase
#	mining_station
#	research_station
#	observation_station
#	automated_construction
#	automated_collection
#	megastructure
# }
#
# scripted_action = { scripted_action_1 scripted_action_2 ... } # list of scripted actions enabled by this ship size
# automation_icon = GFX_fleet_order_auto_construct	# GFX sprite key for the automation button icon. The selected state uses <key>_selected automatically.
#													# default: GFX_fleet_order_automate / GFX_fleet_order_automate_selected
#
# carries_colony = <planet_class>			# default: empty. If filled, ship is able to carry a colony of that class and a colony is created by default when the ship is created
#								  			# (see create_ship effect for special case). Ships that are not carrying a colony when supposed to are killed on a daily basis.
#								  			# The ship size must also have "class = shipclass_starbase".
# arkship_picture = "arkship_civilian"		# Image from gfx/portraits/arkships/ships used in portrait background for arkships
#
# encampment_required_progress: 50.0	# default: 100.0. Base required progress for arkship encampment/going mobile transition.
# display_attack_neutral_fleet_button = no	# Default yes, if yes show attack neutral fleet button on military fleet UI
# construction_offset_mult = 1.0		# distance multiplier for construction ships, will multiply the default construction distance between construction ship and construction site to adapt it to the size of the ship.
# base_ship_size = "civilian_arkship_tier_1" # will set a base ship size for a ship size; it is used for ark ships so higher tier ark ships can be downgraded to the base version in empire creation


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

############
# STANDARD #
############


##########################
### FORMATION PRIORITY ###
##########################
@corvette_formation_priority = 1
@destroyer_formation_priority = 2
@cruiser_formation_priority = 3
@strikecruiser_formation_priority = 4
@battlecruiser_formation_priority = 5
@battleship_formation_priority = 6
@dreadnought_formation_priority = 7
@titan_formation_priority = 8
@flagship_formation_priority = 9
@carrier_formation_priority = 10

########################
### COLLISION RADIUS ###
########################
@corvette_collision_radius = 2
@destroyer_collision_radius = 2.5
@cruiser_collision_radius = 3.5
@battlecruiser_collision_radius = 6
@battleship_collision_radius = 6
@carrier_collision_radius = 9
@dreadnought_collision_radius = 9
@titan_collision_radius = 12
@flagship_collision_radius = 10

##########################
### BUILD BLOCK RADIUS ###
##########################
@block_radius_none = 0
@block_radius_civilian = 20
@block_radius_military = 200


corvette = {
	formation_priority = @corvette_formation_priority
	max_speed = 160
	acceleration = 0.35
	rotation_speed = 0.1
	collision_radius = @corvette_collision_radius
	max_hitpoints = 300
	modifier = {
		ship_evasion_add = 60
	}
	size_multiplier = 5
	fleet_slot_size = 1
	section_slots = { "mid" = { locator = "part1" } }
	num_target_locators = 2
	is_space_station = no
	map_counter_icon = ship_counter_1
	icon = ship_size_military_1
	base_buildtime = 60
	can_have_federation_design = yes
	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
	enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser

	role_background = "GFX_role_selection_corvette"
	ship_roles = { screen gunship artillery brawler }
	triggered_ship_roles = {
		{
			name = brawler_stealth
			trigger = { has_technology = tech_cloaking_1 }
		}
	}

	default_behavior = swarm

	prerequisites = { "tech_corvettes" }
	
	combat_disengage_chance = 1.00

	class = shipclass_military
	construction_type = starbase_shipyard
	required_component_set = "power_core"
	required_component_set = "ftl_components"
	required_component_set = "thruster_components"
	required_component_set = "sensor_components"
	required_component_set = "combat_computers"
	
	required_component_set = "special_ship_slot"

	resources = {
		category = ships
		upkeep = {
			energy = @corvette_upkeep_energy
			alloys = @corvette_upkeep_alloys
		}
		logistics = {
			trade = @corvette_logistic_upkeep_trade
		}
	}

	potential_construction = {
		OR = {
			is_scope_type = starbase
			AND = {
				is_scope_type = megastructure
				NOT = { is_megastructure_type = nsc_flagship_shipyard_complete }
			}
		}
	}

	min_upgrade_cost = {
		alloys = 1
	}

	ai_ship_data = {
		fraction = {
			base = 0
			modifier = {
				add = 15
				uses_standard_ship_sizes = yes
			}
			modifier = {
				factor = 1.5
				is_hive_empire = yes
			}
			modifier = {
				factor = 1.25
				NOT = { is_preferred_weapons = weapon_type_explosive }
			}
			modifier = {
				factor = 0.75
				is_preferred_weapons = weapon_type_strike_craft
				has_technology = tech_destroyers
			}
			modifier = {
				factor = 0.10
				has_technology = tech_Battlecruiser_1
			}
			modifier = {
				factor = 1.5
				has_valid_ai_personality = yes
				OR = {
					has_ai_personality = ruthless_capitalists #doing it cheap, or something
					has_ai_personality = hegemonic_imperialists
				}
			}
		}
	}
}

frigate = {
	formation_priority = @frigate_formation_priority
	entity = corvette_entity
	max_speed = 150
	acceleration = 0.25
	rotation_speed = 0.1
	collision_radius = @frigate_collision_radius
	max_hitpoints = 500
	modifier = {
		ship_evasion_add = 50
	}
	hull_scale = 1.25
	size_multiplier = 8
	fleet_slot_size = 2
	section_slots = { "bow" = { locator = "part1" } "stern" = { locator = "part2" } }
	num_target_locators = 2
	is_space_station = no
	map_counter_icon = ship_counter_1
	icon = ship_size_military_1_torpedo
	base_buildtime = 90
	can_have_federation_design = yes
	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
	enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser
	use_shipnames_from = corvette

	default_behavior = torpedo

	role_background = "GFX_role_selection_frigate"
	ship_roles = { explosive }
	triggered_ship_roles = {
		{
			name = explosive_stealth
			trigger = { has_technology = tech_cloaking_1 }
		}
		{
			name = energy_torpedoes
			trigger = { has_technology = tech_energy_torpedoes_1 }
		}
		{
			name = screen
			trigger = { has_technology = tech_pd_frigate_1 }
		}
		{
			name = explosive_stealth
			trigger = { has_technology = tech_cloaking_1 }
		}
		{
			name = energy_torpedoes_stealth
			trigger = {
				has_technology = tech_cloaking_3
				has_technology = tech_energy_torpedoes_1
			}
		}
	}
	
	prerequisites = { "tech_torpedoes_1" }
	
	combat_disengage_chance = 1.00

	class = shipclass_military
	construction_type = starbase_shipyard
	required_component_set = "power_core"
	required_component_set = "ftl_components"
	required_component_set = "thruster_components"
	required_component_set = "sensor_components"
	required_component_set = "combat_computers"
	
	required_component_set = "special_ship_slot"

	resources = {
		category = ships
		upkeep = {
			energy = @corvette_upkeep_energy
			alloys = @corvette_upkeep_alloys
		}
		logistics = {
			trade = @frigate_logistic_upkeep_trade
		}
	}

	potential_construction = {
		OR = {
			is_scope_type = starbase
			AND = {
				is_scope_type = megastructure
				NOT = { is_megastructure_type = nsc_flagship_shipyard_complete }
			}
		}
	}

	min_upgrade_cost = {
		alloys = 1
	}

	ai_ship_data = {
		fraction = {
			base = 0
			modifier = {
				add = 10
				uses_standard_ship_sizes = yes
			}
			modifier = {
				factor = 1.25
				is_preferred_weapons = weapon_type_explosive
			}
			modifier = {
				factor = 0.5
				has_technology = tech_battleships
			}
		}
	}
}

destroyer = {
	formation_priority = @destroyer_formation_priority
	max_speed = 140
	acceleration = 0.3
	rotation_speed = 0.2
	collision_radius = @destroyer_collision_radius
	max_hitpoints = 1000
	modifier = {
		ship_evasion_add = 35
	}
	size_multiplier = 10
	fleet_slot_size = 2
	section_slots = { "bow" = { locator = "part1" } "stern" = { locator = "part2" } }
	num_target_locators = 4
	map_counter_icon = ship_counter_2
	is_space_station = no
	base_buildtime = 120
	can_have_federation_design = yes
	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
	enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser

	default_behavior = picket

	role_background = "GFX_role_selection_destroyer"
	ship_roles = { screen gunship artillery brawler }
	triggered_ship_roles = {
		{
			name = artillery_stealth
			trigger = { has_technology = tech_cloaking_2 }
		}
		{
			name = carrier
			trigger = { has_technology = tech_escortcarrier_1 }
		}
	}
	prerequisites = { "tech_destroyers" }
	
	combat_disengage_chance = 1.50

	class = shipclass_military
	construction_type = starbase_shipyard
	required_component_set = "power_core"
	required_component_set = "ftl_components"
	required_component_set = "thruster_components"
	required_component_set = "sensor_components"
	required_component_set = "combat_computers"
	
	required_component_set = "special_ship_slot"
	required_component_set = "nsc_supportship_aura"

	resources = {
		category = ships
		upkeep = {
			energy = @destroyer_upkeep_energy
			alloys = @destroyer_upkeep_alloys
		}
		logistics = {
			trade = @destroyer_logistic_upkeep_trade
		}
	}
	
	potential_construction = {
		OR = {
			is_scope_type = starbase
			AND = {
				is_scope_type = megastructure
				NOT = { is_megastructure_type = nsc_flagship_shipyard_complete }
			}
		}
	}

	min_upgrade_cost = {
		alloys = 2
	}

	ai_ship_data = {
		fraction = {
			base = 0
			modifier = {
				add = 15
				uses_standard_ship_sizes = yes
			}
			modifier = {
				factor = 1.5
				has_valid_ai_personality = yes
				OR = {
					has_ai_personality = erudite_explorers
					has_ai_personality = federation_builders
					has_ai_personality = peaceful_traders
				}
			}
			modifier = {
				factor = 1.5
				has_valid_civic = civic_hive_devouring_swarm
			}
			modifier = {
				factor = 1.5
				has_valid_civic = civic_hive_devouring_swarm
				NOT = { has_technology = tech_battleships }
			}
			modifier = {
				factor = 0.25
				has_technology = tech_Battlecruiser_1
			}
		}
	}
}

cruiser = {
	formation_priority = @cruiser_formation_priority
	max_speed = 130
	acceleration = 0.25
	rotation_speed = 0.175
	collision_radius = @cruiser_collision_radius
	max_hitpoints = 1800
	modifier = {
		ship_evasion_add = 15
	}
	size_multiplier = 20
	fleet_slot_size = 3
	section_slots = { "bow" = { locator = "part1" } "mid" = { locator = "part2" } "stern" = { locator = "part3" } }
	num_target_locators = 4
	is_space_station = no
	map_counter_icon = ship_counter_3
	icon = ship_size_military_4
	base_buildtime = 240
	can_have_federation_design = yes
	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
	enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser

	default_behavior = line

	role_background = "GFX_role_selection_cruiser"
	ship_roles = { gunship artillery }
	triggered_ship_roles = {
		{
			name = explosive
			trigger = { has_technology = tech_torpedoes_1 }
		}
		{
			name = explosive_stealth
			trigger = { has_technology = tech_cloaking_3 }
		}
		{
			name = energy_torpedoes
			trigger = { has_technology = tech_energy_torpedoes_1 }
		}
		{
			name = energy_torpedoes_stealth
			trigger = {
				has_technology = tech_cloaking_3
				has_technology = tech_energy_torpedoes_1
			}
		}
		{
			name = artillery_stealth
			trigger = {
				has_technology = tech_cloaking_3
			}
		}
	}
	prerequisites = { "tech_cruisers" }
	
	combat_disengage_chance = 1.50

	class = shipclass_military
	construction_type = starbase_shipyard
	required_component_set = "power_core"
	required_component_set = "ftl_components"
	required_component_set = "thruster_components"
	required_component_set = "sensor_components"
	required_component_set = "combat_computers"
	
	required_component_set = "special_ship_slot"

	resources = {
		category = ships
		upkeep = {
			energy = @cruiser_upkeep_energy
			alloys = @cruiser_upkeep_alloys
		}
		logistics = {
			trade = @cruiser_logistic_upkeep_trade
		}
	}

	potential_construction = {
		OR = {
			is_scope_type = starbase
			AND = {
				is_scope_type = megastructure
				NOT = { is_megastructure_type = nsc_flagship_shipyard_complete }
			}
		}
	}

	min_upgrade_cost = {
		alloys = 4
	}

	ai_ship_data = {
		fraction = {
			base = 0
			modifier = {
				add = 25
				uses_standard_ship_sizes = yes
			}
			modifier = {
				factor = 0.50
				has_technology = tech_Battlecruiser_1
			}
			modifier = {
				factor = 1.5
				is_preferred_weapons = weapon_type_strike_craft
			}
			modifier = {
				factor = 1.5
				has_valid_ai_personality = yes
				OR = {
					has_ai_personality = evangelising_zealots
					has_ai_personality = spiritual_seekers
					has_ai_personality = slaving_despots
				}
			}
		}
	}
}


battleship = {
	formation_priority = @battleship_formation_priority
	max_speed = 100
	acceleration = 0.2
	rotation_speed = 0.15
	collision_radius = @battleship_collision_radius
	max_hitpoints = 5000
	modifier = {
		ship_evasion_add = 8
	}
	size_multiplier = 40
	fleet_slot_size = 8
	section_slots = { "bow" = { locator = "part1" } "mid" = { locator = "part2" } "stern" = { locator = "part3" } }
	num_target_locators = 4
	is_space_station = no
	map_counter_icon = ship_counter_10
	icon = ship_size_military_8
	base_buildtime = 480
	can_have_federation_design = yes
	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
	enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser

	default_behavior = artillery

	role_background = "GFX_role_selection_battleship"
	ship_roles = { artillery gunship }
	triggered_ship_roles = {
		{
			name = spitfire
			trigger = { has_technology = tech_spitfire_1 }
		}
	}

	prerequisites = { "tech_battleships" }
	
	combat_disengage_chance = 1.25

	class = shipclass_military
	construction_type = starbase_shipyard
	required_component_set = "power_core"
	required_component_set = "ftl_components"
	required_component_set = "thruster_components"
	required_component_set = "sensor_components"
	required_component_set = "combat_computers"
	
	required_component_set = "special_ship_slot"
	required_component_set = "special_ship_slot"

	resources = {
		category = ships
		upkeep = {
			energy = @battleship_upkeep_energy
			alloys = @battleship_upkeep_alloys
		}
		logistics = {
			trade = @battleship_logistic_upkeep_trade
		}
	}

	potential_construction = {
		OR = {
			is_scope_type = starbase
			AND = {
				is_scope_type = megastructure
				NOT = { is_megastructure_type = nsc_flagship_shipyard_complete }
			}
		}
	}

	min_upgrade_cost = {
		alloys = 8
	}

	ai_ship_data = {
		fraction = {
			base = 0
			modifier = {
				add = 50
				uses_standard_ship_sizes = yes
			}
			modifier = {
				factor = 1.5
				is_preferred_weapons = weapon_type_strike_craft
			}
			modifier = {
				factor = 1.5
				has_valid_civic = civic_hive_devouring_swarm
			}
			modifier = {
				factor = 1.5
				is_machine_empire = yes
			}
			modifier = {
				factor = 1.5
				has_valid_ai_personality = yes
				OR = {
					has_ai_personality = honorbound_warriors
					has_ai_personality = hegemonic_imperialists
					has_ai_personality = democratic_crusaders
					has_ai_personality = became_the_crisis
				}
			}
		}
	}
}


titan = {
	formation_priority = @titan_formation_priority
	max_speed = 90
	acceleration = 0.2
	rotation_speed = 0.15
	collision_radius = @titan_collision_radius
	max_hitpoints = 15000
	modifier = {
		ship_evasion_mult = -1
	}
	size_multiplier = 80
	fleet_slot_size = 20
	section_slots = { "bow" = { locator = "part1" } "mid" = { locator = "part2" } "stern" = { locator = "part3" } }
	num_target_locators = 4
	is_space_station = no
	map_counter_icon = ship_counter_18
	icon = ship_size_military_16
	base_buildtime = 900
	can_have_federation_design = yes
	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
	enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser
	selectable = { host_has_dlc = "Apocalypse" }

	default_behavior = artillery

	role_background = "GFX_role_selection_titan"
	ship_roles = { artillery gunship }

	prerequisites = { "tech_titans" }
	
	combat_disengage_chance = 1.25

	class = shipclass_military
	construction_type = starbase_shipyard
	
	required_component_set = "power_core"
	required_component_set = "ftl_components"
	required_component_set = "thruster_components"
	required_component_set = "sensor_components"
	required_component_set = "combat_computers"
	
	required_component_set = "special_ship_slot"
	required_component_set = "special_ship_slot"
	required_component_set = "special_ship_slot"
	required_component_set = "nsc_titan_aura"

	potential_construction = {
		titan_potential_construction = yes
	}

	possible_construction = {
		titan_possible_construction = yes
	}


	resources = {
		category = ships
		upkeep = {
			energy = @titan_upkeep_energy
			alloys = @titan_upkeep_alloys
		}
		logistics = {
			trade = @titan_logistic_upkeep_trade
		}
	}

	min_upgrade_cost = {
		alloys = 16
	}

	ai_ship_data = {
		min = 1
		max = 25
		planet_mult = 0.1
	}
}


constructor = {
	max_speed = @speed_fast
	acceleration = 0.3
	rotation_speed = 0.2
	max_hitpoints = @construction_hp
	modifier = {
		ship_evasion_add = @construction_evasion
	}
	size_multiplier = 1
	map_counter_icon = ship_counter_4
	icon = ship_size_constructor
	fleet_slot_size = 1
	section_slots = { "mid" = { locator = "part1" } }
	num_target_locators = 0
	is_space_station = no
	base_buildtime = @construction_build_time

	combat_disengage_chance = 1.0

	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
	enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser
#	prerequisites = { "tech_space_construction" }	# Commented out to hide from the technology card
	is_civilian = yes
	is_designable = no
	components_add_to_cost = no
	class = shipclass_constructor
	construction_type = { starbase_shipyard starbase_beastport }
	required_component_set = "power_core"
	required_component_set = "ftl_components"
	required_component_set = "thruster_components"
	required_component_set = "sensor_components"
	required_component_set = "science_cloaking_components"
	valid_target_aggressive_stance = no
	auto_upgrade = yes

	construction_capabilities = {
		starbase
		mining_station
		research_station
		observation_station
		automated_construction
		megastructure
	}

	resources = {
		category = ships
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = no
				}
			}
			alloys = @construction_ship_cost
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			alloys = @construction_ship_cost
			mult = 0.5
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			food = @construction_ship_cost
			mult = @halved_alloy_to_food_cost_ratio
		}

		upkeep = {
			energy = @construction_upkeep_energy
			alloys = @construction_upkeep_alloys
		}
	}

	potential_country = {
		is_nomadic = no
		OR = {
			has_technology = tech_hyper_drive_1
			has_technology = tech_hyper_drive_2
			has_technology = tech_hyper_drive_3
			has_technology = tech_jump_drive_1
			has_technology = tech_psi_jump_drive_1
		}
	}

	available_to_everyone = yes

	ai_ship_data = {
		min = value:desired_constructors_min
		system_mult = 0.15
		max = value:desired_constructors_max
	}
}

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

	combat_disengage_chance = 0.5

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

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

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

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

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

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

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

	available_to_everyone = yes

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

	ai_ship_data = {
		min = value:desired_colonizers
	}
}

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

	combat_disengage_chance = 0.5

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

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

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

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

	available_to_everyone = yes

	ai_ship_data = {
		min = value:desired_colonizers_base
	}
}

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

	combat_disengage_chance = 0.2

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

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

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

	available_to_everyone = yes

	ai_ship_data = {
		min = value:desired_colonizers_base
	}
}

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

	combat_disengage_chance = 0.5

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

	potential_country = {
		is_nomadic = no
		is_guided_sapience_empire = yes
		OR = {
			has_technology = tech_hyper_drive_1
			has_technology = tech_hyper_drive_2
			has_technology = tech_hyper_drive_3
			has_technology = tech_jump_drive_1
			has_technology = tech_psi_jump_drive_1
		}
	}

	available_to_everyone = yes

	ai_ship_data = {
		min = value:desired_colonizers_base
	}

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

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

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

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

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

science = {
	max_speed = @speed_very_fast
	acceleration = 0.3
	rotation_speed = 0.2
	max_hitpoints = @science_hp
	modifier = {
		ship_evasion_add = @science_evasion
	}
	ship_modifier = {
		ship_hyperlane_range_add = 1
	}
	size_multiplier = 1
	map_counter_icon = ship_counter_4
	icon = ship_size_science
	fleet_slot_size = 1
	section_slots = { "mid" = { locator = "part1" } }
	num_target_locators = 0
	is_space_station = no
	base_buildtime = @science_build_time

	combat_disengage_chance = 2.0

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

	resources = {
		category = ships
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = no
				}
			}
			alloys = @science_ship_cost
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			alloys = @science_ship_cost
			mult = 0.5
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			food = @science_ship_cost
			mult = @halved_alloy_to_food_cost_ratio
		}
		upkeep = {
			energy = @science_upkeep_energy
			alloys = @science_upkeep_alloys
		}
	}

	potential_country = {
		is_mercenary = no
		NOT = { is_country_type = mindwarden_enclave }
		OR = {
			has_technology = tech_hyper_drive_1
			has_technology = tech_hyper_drive_2
			has_technology = tech_hyper_drive_3
			has_technology = tech_jump_drive_1
			has_technology = tech_psi_jump_drive_1
		}
	}

	available_to_everyone = yes

	ai_ship_data = {
		min = value:desired_science_ships
		system_mult = value:desired_science_ships_system_mult
		max = value:max_science_ships
	}
}


transport = {
	max_speed = @speed_very_fast
	rotation_speed = 0.2
	acceleration = 0.6
	max_hitpoints = @transport_hp
	modifier = {
		ship_armor_add = 100
		ship_evasion_add = @transport_evasion
	}
	size_multiplier = 1
	map_counter_icon = ship_counter_4
	icon = ship_size_transport
	fleet_slot_size = 1
	section_slots = { "mid" = { locator = "part1" } }
	num_target_locators = 0
	is_space_station = no
	available_to_everyone = yes

	combat_disengage_chance = 1.5

	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
	is_designable = no
	components_add_to_cost = no
	class = shipclass_transport
	required_component_set = "power_core"
	required_component_set = "ftl_components"
	required_component_set = "thruster_components"
	required_component_set = "sensor_components"
	required_component_set = "science_cloaking_components"
	auto_upgrade = yes
}

################
# MILITARY STATIONS #
################

military_station_small = {
	max_speed = 6
	rotation_speed = 10
	acceleration = 10
	modifier = {
		ship_evasion_mult = -1
		ship_armor_add = 1000
		ships_upkeep_mult = -0.25
	}
	ship_modifier = { ship_weapon_range_mult = 0.30 }
	
	max_hitpoints = 5000
	combat_size_multiplier = 20
	size_multiplier = 1
	map_counter_icon = ship_counter_7
	fleet_slot_size = 1
	section_slots = { "west" = { locator = "part1" } "east" = { locator = "part2" } }
	num_target_locators = 5
	base_buildtime = 60
	
	is_space_station = yes
	enable_default_design = yes
	is_designable = yes
	uses_name_prefix = no
	num_target_locators = 0
	is_space_station = yes
	base_buildtime = @corvette_build_time

	role_background = "GFX_role_selection_defense_platform"
	ship_roles = { gunship screen artillery carrier energy_torpedoes }

	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
	prerequisites = { "tech_space_defense_station_1" }
	class = shipclass_military_station
	construction_type = starbase_defenses

	required_component_set = "power_core"
	required_component_set = "sensor_components"
	required_component_set = "combat_computers"

	build_block_radius = @build_block_radius_military

	potential_construction = {
		is_scope_type = starbase
		OR = {
			has_starbase_size >= starbase_outpost
			has_starbase_size >= orbital_ring_tier_1
			has_starbase_size >= starbase_deep_space_citadel_1
		}
	}

	resources = {
		category = ships
	}

	available_to_everyone = yes
}

military_station_medium = {
	max_speed = 6
	rotation_speed = 10
	acceleration = 10
	modifier = {
		ship_evasion_mult = -1
		ship_armor_add = 5000
		ship_shield_mult = 1
		ships_upkeep_mult = -0.25
	}
	ship_modifier = {
		ship_weapon_range_mult = 0.20
	}
	max_hitpoints = 10000
	combat_size_multiplier = 40
	size_multiplier = 2
	map_counter_icon = ship_counter_7
	fleet_slot_size = 2
	section_slots = { "north" = { locator = "part1" } "west" = { locator = "part1" } "east" = { locator = "part2" } "south" = { locator = "part2" } }
	num_target_locators = 5
	is_space_station = yes
	base_buildtime = 90
	role_background = "GFX_role_selection_defense_platform"
	ship_roles = { gunship screen artillery carrier energy_torpedoes }
	is_designable = yes
	uses_name_prefix = no
	use_shipnames_from = military_station_small
	takes_name_from_ship_design = yes

	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
	prerequisites = { "tech_space_defense_station_2" }
	class = shipclass_military_station
	construction_type = starbase_defenses
	required_component_set = "power_core"
	required_component_set = "sensor_components"
	required_component_set = "combat_computers"

	build_block_radius = @build_block_radius_military

	potential_construction = {
		is_scope_type = starbase
		OR = {
			has_starbase_size >= starbase_outpost
			has_starbase_size >= orbital_ring_tier_1
			has_starbase_size >= starbase_deep_space_citadel_1
		}
	}
	
	resources = {
		category = ships
	}

	available_to_everyone = yes
}

military_station_large = {
	max_speed = 6
	rotation_speed = 10
	acceleration = 10
	modifier = {
		ship_evasion_mult = -1
		ship_armor_add = 10000
		ship_shield_mult = 1
		ships_upkeep_mult = -0.25
	}
	ship_modifier = {
		ship_weapon_range_mult = 0.20
	}
	max_hitpoints = 20000
	size_multiplier = 3
	map_counter_icon = ship_counter_7
	fleet_slot_size = 3
	section_slots = { "north" = { locator = "part1" } "west" = { locator = "part1" } "east" = { locator = "part2" } "south" = { locator = "part2" } }
	num_target_locators = 5
	is_space_station = yes
	is_designable = yes
	base_buildtime = 120
	role_background = "GFX_role_selection_defense_platform"
	ship_roles = { gunship screen artillery carrier energy_torpedoes }
	uses_name_prefix = no
	use_shipnames_from = military_station_small
	takes_name_from_ship_design = yes

	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
	prerequisites = { "tech_space_defense_station_3" }
	class = shipclass_military_station
	construction_type = starbase_defenses
	required_component_set = "power_core"
	required_component_set = "sensor_components"
	required_component_set = "combat_computers"

	build_block_radius = @build_block_radius_military
	
	potential_construction = {
		is_scope_type = starbase
		OR = {
			has_starbase_size >= starbase_outpost
			has_starbase_size >= orbital_ring_tier_1
			has_starbase_size >= starbase_deep_space_citadel_1
		}
	}

	resources = {
		category = ships
	}

	available_to_everyone = yes
}

################
# CIVILIAN STATIONS #
################

mining_station = {
	max_speed = 0.0
	acceleration = 0.0
	rotation_speed = 0.0
	max_hitpoints = @station_civilian_hp
	modifier = {
		ship_armor_add = 1000
		ship_evasion_mult = -1
	}
	size_multiplier = 1
	map_counter_icon = ship_counter_4
	fleet_slot_size = 1
	section_slots = { "mid" = { locator = "part1" } }
	num_target_locators = 0
	is_space_station = yes
	build_block_radius = @build_block_radius_civilian
	is_civilian = no
	components_add_to_cost = no

	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
#	prerequisites = { "tech_space_construction" }	# Commented out to hide from the technology card
	class = shipclass_mining_station
	is_designable = no
	valid_target_aggressive_stance = no
	auto_upgrade = yes

	resources = {
		category = station_gatherers
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = no
				}
			}
			minerals = @civilian_station_cost
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			food = @civilian_station_cost
			mult = @mineral_to_food_cost_ratio
		}
		cost = {
			trigger = {
				from = {
					has_valid_civic = civic_void_hive
				}
			}
			unity = 10
		}
		upkeep = {
			energy = 1
		}
	}

	available_to_everyone = yes
}

research_station = {
	max_speed = 0.0
	acceleration = 0.0
	rotation_speed = 0.0
	max_hitpoints = @station_civilian_hp
	modifier = {
		ship_armor_add = 1000
		ship_evasion_mult = -1
	}
	size_multiplier = 1
	map_counter_icon = ship_counter_4
	fleet_slot_size = 1
	section_slots = { "mid" = { locator = "part1" } }
	num_target_locators = 1
	is_space_station = yes
	build_block_radius = @build_block_radius_civilian
	is_civilian = no
	components_add_to_cost = no

	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
#	prerequisites = { "tech_space_construction" }	# Commented out to hide from the technology card
	class = shipclass_research_station
	is_designable = no
	valid_target_aggressive_stance = no
	auto_upgrade = yes

	resources = {
		category = station_researchers
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = no
				}
			}
			minerals = @civilian_station_cost
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			food = @civilian_station_cost
			mult = @mineral_to_food_cost_ratio
		}
		cost = {
			trigger = {
				from = {
					has_valid_civic = civic_void_hive
				}
			}
			unity = 10
		}

		upkeep = {
			energy = 1
		}
	}

	available_to_everyone = yes
}

observation_station = {
	max_speed = 0.0
	acceleration = 0.0
	rotation_speed = 0.0
	max_hitpoints = @station_civilian_hp
	modifier = {
		ship_armor_add = 1000
		ship_evasion_mult = -1
	}
	size_multiplier = 1
	map_counter_icon = ship_counter_4
	fleet_slot_size = 1
	num_target_locators = 0
	is_space_station = yes
	build_block_radius = @build_block_radius_civilian
	is_civilian = yes
	auto_upgrade = yes
	components_add_to_cost = no
	is_designable = no

	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
	class = shipclass_observation_station
	valid_target_aggressive_stance = no
	required_component_set = "science_cloaking_components"

	resources = {
		category = station_observers
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = no
				}
			}
			minerals = @civilian_station_cost
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			food = @civilian_station_cost
			mult = @mineral_to_food_cost_ratio
		}
		upkeep = {
			energy = 1
		}
	}

	available_to_everyone = yes
}