#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



StrikeCruiser = {
	formation_priority = @strikecruiser_formation_priority
	max_speed = 130
	acceleration = 0.45
	rotation_speed = 0.25
	collision_radius = @cruiser_collision_radius

	modifier = {
		ship_evasion_add = 25
	}
	max_hitpoints = 2300
	size_multiplier = 25
	fleet_slot_size = 4
	section_slots = { "bow" = { locator = "part1" } "mid" = { locator = "part2" } "stern" = { locator = "part3" } }
	num_target_locators = 4
	map_counter_icon = ship_counter_6
	icon = nsc_ship_size_military_13
	base_buildtime = 330
	use_shipnames_from = cruiser
	combat_disengage_chance = 0.80

	is_space_station = no
	can_have_federation_design = yes
	enable_default_design = yes
	enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser

	default_behavior = swarm
	role_background = "GFX_role_selection_cruiser"
	ship_roles = { interdictor }
	triggered_ship_roles = {
		{
			name = explosive
			trigger = { has_technology = tech_torpedoes_1 }
		}
		{
			name = energy_torpedoes
			trigger = { has_technology = tech_energy_torpedoes_1 }
		}
	}
	
	prerequisites = { "tech_StrikeCruiser_1" }
	
	class = shipclass_military
	construction_type = starbase_shipyard
	
	resources = {
		category = ships
		upkeep = {
			energy = 1.6
			alloys = 0.6
		}
	}
	
	potential_construction = {
		OR = {
			is_scope_type = starbase
			AND = {
				is_scope_type = megastructure
				NOT = { is_megastructure_type = nsc_flagship_shipyard_complete }
			}
		}
	}
	
	min_upgrade_cost = { alloys = 5 }


	ai_ship_data = {
		fraction = {
			base = 0
			modifier = {
				add = 10 #10
				has_technology = tech_StrikeCruiser_1
			}
			modifier = {
				add = -100
				uses_standard_ship_sizes = no
			}
		}
	}

	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"
}

Battlecruiser = {
	formation_priority = @battlecruiser_formation_priority
	max_speed = 120
	acceleration = 0.25
	rotation_speed = 0.16
	collision_radius = @battlecruiser_collision_radius
	
	modifier = {
		ship_evasion_add = 8
	}
	
	max_hitpoints = 3500
	size_multiplier = 30
	fleet_slot_size = 5
	section_slots = { "bow" = { locator = "part1" } "mid1" = { locator = "part2" } "mid2" = { locator = "part3" } "stern" = { locator = "part4" } }
	num_target_locators = 4
	map_counter_icon = ship_counter_8
	icon = nsc_ship_size_military_15
	base_buildtime = 360
	use_shipnames_from = battleship
	combat_disengage_chance = 1.10
	
	is_space_station = no
	can_have_federation_design = yes
	enable_default_design = yes
	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_battleship"
	ship_roles = { artillery gunship brawler  }
	triggered_ship_roles = {
		{
			name = explosive
			trigger = { has_technology = tech_torpedoes_1 }
		}
		{
			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 = explosive_stealth
			trigger = { 
				has_technology = tech_cloaking_1
				has_technology = tech_torpedoes_1 
			}
		}
	}

	prerequisites = { "tech_Battlecruiser_1" }
	
	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"
	
	class = shipclass_military
	construction_type = starbase_shipyard
	
	resources = {
		category = ships
		upkeep = {
			energy = 1.9
			alloys = 0.7
		}
		logistics = {
			trade = @battlecruiser_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 = 6 }

	ai_ship_data = {
		fraction = {
			base = 0
			modifier = {
				add = 20 #20
				has_technology = tech_Battlecruiser_1
			}
			modifier = {
				add = 5 #25
				has_technology = tech_battleships
			}
			modifier = {
				add = -100
				uses_standard_ship_sizes = no
			}
				}
	}
}

Carrier = {
	formation_priority = @carrier_formation_priority
	max_speed = 90
	acceleration = 0.2
	rotation_speed = 0.15
	collision_radius = @carrier_collision_radius
	
	modifier = {
		ship_evasion_add = 5
	}
	
	max_hitpoints = 7000
	size_multiplier = 50
	fleet_slot_size = 10
	section_slots = { "bow" = { locator = "part1" } "mid1" = { locator = "part2" } "mid2" = { locator = "part3" } "stern" = { locator = "part4" } }
	num_target_locators = 4
	map_counter_icon = ship_counter_12
	icon = nsc_ship_size_military_16
	base_buildtime = 540
	use_shipnames_from = battleship
	combat_disengage_chance = 0.80
	
	is_space_station = no
	can_have_federation_design = yes
	enable_default_design = yes
	enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser

	default_behavior = carrier
	role_background = "GFX_role_selection_battleship"
	ship_roles = { carrier }
	triggered_ship_roles = {
		{
			name = heavy_carrier
			trigger = { has_technology = tech_heavycarrier_1 }
		}
		{
			name = super_carrier
			trigger = { has_technology = tech_supercarrier_1 }
		}
	}

	prerequisites = { "tech_Carrier_1" }
	
	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"
	
	class = shipclass_military
	construction_type = starbase_shipyard
	
	resources = {
		category = ships
		upkeep = {
			energy = 3.0
			alloys = 1.0
		}
		logistics = {
			trade = @carrier_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 = 10 }

	ai_ship_data = {
		fraction = {
			base = 0
			modifier = {
				add = 10 #10
				has_technology = tech_Carrier_1
			}
			modifier = {
				add = -100
				uses_standard_ship_sizes = no
			}
				}
	}

}

Dreadnought = {
	formation_priority = @dreadnought_formation_priority
	max_speed = 90
	acceleration = 0.2
	rotation_speed = 0.15
	collision_radius = @dreadnought_collision_radius
	
	modifier = {
		ship_evasion_mult = -1
	}
	
	max_hitpoints = 10000
	size_multiplier = 60
	fleet_slot_size = 14
	section_slots = { "bow" = { locator = "part1" } "mid1" = { locator = "part2" } "mid2" = { locator = "part3" } "mid3" = { locator = "part4" } "stern" = { locator = "part5" } }
	num_target_locators = 4
	map_counter_icon = ship_counter_14
	icon = nsc_ship_size_military_17
	base_buildtime = 600
	use_shipnames_from = battleship
	combat_disengage_chance = 0.70
	
	is_space_station = no
	can_have_federation_design = yes
	enable_default_design = yes
	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_titan"
	ship_roles = { artillery }

	prerequisites = { "tech_Dreadnought_1" }

	class = shipclass_military
	construction_type = starbase_shipyard
	
	resources = {
		category = ships
		upkeep = {
			energy = 3.4
			alloys = 1.2
		}
		logistics = {
			trade = @dreadnought_logistic_upkeep_trade
		}
	}

	min_upgrade_cost = { alloys = 12 }

	ai_ship_data = {
		fraction = {
					base = 0
					modifier = {
						add = 25 #10
						has_technology = tech_Dreadnought_1
						}
						modifier = {
							add = -100
							uses_standard_ship_sizes = no
						}
				}
	}

	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"
}


Flagship = {
	formation_priority = @flagship_formation_priority
	max_speed = 90
	acceleration = 0.2
	rotation_speed = 0.15
	collision_radius = @flagship_collision_radius

	modifier = {
		ship_evasion_mult = -1
	}
	
	max_hitpoints = 60000
	size_multiplier = 120
	fleet_slot_size = 24
	section_slots = { "bow" = { locator = "part1" } "mid1" = { locator = "part2" } "mid2" = { locator = "part3" } "mid3" = { locator = "part4" } "mid4" = { locator = "part5" } "stern" = { locator = "part6" } }
	num_target_locators = 4
	map_counter_icon = ship_counter_25
	icon = nsc_ship_size_military_18
	combat_disengage_chance = 0.50

	is_space_station = no
	can_have_federation_design = no
	enable_default_design = yes
	enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser
	never_lost = yes
	can_lead_armada = yes
	
	default_behavior = artillery
	role_background = "GFX_role_selection_titan"
	ship_roles = { artillery Brawler Gunship Carrier }
	components_add_to_cost = no

	possible_construction = {
		custom_tooltip_fail = {
			text = nsc_flagship_cannot_be_acquired_by_conventional_means.tooltip.fail
			is_scope_type = megastructure
			is_megastructure_type = nsc_flagship_shipyard_complete
		}
	}

	prerequisites = { "tech_Flagship_1" }
	class = shipclass_military
	construction_type = starbase_shipyard

	base_buildtime = 1500
	use_shipnames_from = juggernaut
	resources = {
		category = ships
		cost = {
			alloys = 10000
			influence = 500
		}
		upkeep = {
			energy = 10
			alloys = 5
		}
		produces = { 
			unity = 25
			influence = 3
		}
		logistics = {
			trade = @flagship_logistic_upkeep_trade
		}
	}
	min_upgrade_cost = { alloys = 25 }

	ai_ship_data = {
		min = 1
		max = 1
	}

	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 = "special_ship_slot"
	required_component_set = "nsc_flagship_aura"
}

explorationship = {
	max_speed = 120
	acceleration = 0.3
	rotation_speed = 0.2
	modifier = {
		ship_evasion_add = 10
		ship_disengage_opportunities_add = 1
	}
	max_hitpoints = 2000
	size_multiplier = 30
	fleet_slot_size = 5
	section_slots = { "bow" = { locator = "part1" } "mid1" = { locator = "part2" } "mid2" = { locator = "part3" } "stern" = { locator = "part4" } }
	num_target_locators = 0
	map_counter_icon = ship_counter_5
	icon = nsc_ship_size_military_14
	base_buildtime = 300
	use_shipnames_from = science
	combat_disengage_chance = 2.0
	components_add_to_cost = no
	
	is_space_station = no
	enable_default_design = yes
	enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser
	is_designable = yes
	is_civilian = yes
	
	prerequisites = { "tech_explorationship_1" }
	class = shipclass_science_ship
	construction_type = { starbase_shipyard starbase_beastport }
	ship_roles = { Brawler }
	default_behavior = Line

	resources = {
		category = ships
		upkeep = {
			energy = 5
			alloys = 5
		}
	}

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

	min_upgrade_cost = { alloys = 5 }

	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 = "science_cloaking_components"
	
	ai_ship_data = {
		min = value:desired_science_ships
		system_mult = value:desired_science_ships_system_mult
		max = 5
	}
}


####################################################################################################################################################################
### BIOSHIP CLASSES ################################################################################################################################################
####################################################################################################################################################################


bio_dreadnought = {
	graphical_culture = { "biogenesis_01" "biogenesis_02" }
	formation_priority = 55
	entity = "stinger_stage_3_entity"
	ship_category = bio_ship
	max_speed = 90
	acceleration = 0.2
	rotation_speed = 0.15
	collision_radius = 12
	max_hitpoints = 10000
	modifier = {
		ship_evasion_add = 5
	}
	size_multiplier = 45
	map_counter_icon = ship_counter_14
	icon = nsc_ship_size_military_17
	fleet_slot_size = 8
	section_slots = { "bow" = { locator = "part1" } "mid1" = { locator = "part2" } "mid2" = { locator = "part3" } "mid3" = { locator = "part4" } "stern" = { locator = "part5" } }
	num_target_locators = 4
	is_space_station = no
	base_buildtime = 600
	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 = { has_biogenesis_dlc = yes }
	use_shipnames_from = battleship
	evaluation_resource = food
	default_behavior = artillery
	is_bio_ship = yes
	
	role_background = "GFX_role_selection_stinger"
	ship_roles = { artillery gunship }

	prerequisites = { "tech_stinger_growth_2" }

	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 = "ship_aura_components"

	resources = {
		category = ships
		upkeep = {
			food = 28
			alloys = 4.0
		}
		logistics = {
			trade = 14
		}
	}

	min_upgrade_cost = {
		alloys = 12
	}

	ai_ship_data = {
		min = 10
		max = 50
		planet_mult = 0.1
	}
}


bio_explorer = {
	graphical_culture = { "biogenesis_01" "biogenesis_02" }
	entity = "science_ship_entity"
	max_speed = 120
	acceleration = 0.3
	rotation_speed = 0.2
	ship_category = bio_ship
	
	modifier = {
		ship_evasion_add = 10
		ship_disengage_opportunities_add = 1
	}
	
	max_hitpoints = 2000
	size_multiplier = 30
	fleet_slot_size = 5
	section_slots = { "bow" = { locator = "part1" } "mid1" = { locator = "part2" } "mid2" = { locator = "part3" } "stern" = { locator = "part4" } }
	num_target_locators = 0
	map_counter_icon = ship_counter_5
	icon = nsc_ship_size_military_14
	base_buildtime = 300
	use_shipnames_from = science
	combat_disengage_chance = 2.0
	components_add_to_cost = no
	selectable = { has_biogenesis_dlc = yes }
	
	is_space_station = no
	enable_default_design = yes
	enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser
	is_designable = yes
	is_civilian = yes
	is_bio_ship = yes
	
	class = shipclass_science_ship
	construction_type = { starbase_shipyard starbase_beastport }
	ship_roles = { screen gunship artillery brawler }
	default_behavior = line
	evaluation_resource = food

	resources = {
		category = ships
		upkeep = {
			food = 5
			alloys = 1.5
		}
		logistics = {
			trade = 4
		}
	}

	min_upgrade_cost = { alloys = 5 }

	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 = "science_cloaking_components"
	
	ai_ship_data = {
		min = value:desired_science_ships
		system_mult = value:desired_science_ships_system_mult
		max = 5
	}
}