ship_section_template = {
	key = "OFFSPRING_MAULER_STAGE_1_swarm"
	ship_size = offspring_mauler_stage_1
	fits_on_slot = mid
	should_draw_components = no
	icon = "GFX_ship_part_core_mid"
	entity = "mauler_stage_1_ship_entity"

	ai_tags = {
		brawler
		brawler_stealth
	}

	ai_weight = {
		modifier = {
			factor = 10.0
			OR = {
				is_preferred_weapons = weapon_type_kinetic
				is_preferred_weapons = weapon_type_energy
			}
		}
		modifier = {
			factor = 0.1
			NOR = {
				is_preferred_weapons = weapon_type_kinetic
				is_preferred_weapons = weapon_type_energy
			}
		}
	}

	component_slot = {
		name = "TORPEDO_01"
		template = "invisible_missile_turret"
		locatorname = "root"
	}
	
	component_slot = {
		name = "TORPEDO_02"
		template = "invisible_missile_turret"
		locatorname = "root"
	}

	component_slot = {
		name = "SMALL_GUN_01"
		template = "invisible_small_turret"
		locatorname = "root"
	}
	
	component_slot = {
		name = "SMALL_GUN_02"
		template = "invisible_small_turret"
		locatorname = "root"
	}

	small_utility_slots = 4
	aux_utility_slots = 1

	resources = {
		category = ship_sections
		cost = {
			food = @mauler_stage_1_ship_section_cost
			mult = @alloy_to_food_cost_ratio
		}
	}
}

ship_section_template = {
	key = "OFFSPRING_mauler_stage_1_ship_picket"
	ship_size = offspring_mauler_stage_1_ship
	fits_on_slot = mid
	should_draw_components = no
	icon = "GFX_ship_part_core_mid"
	entity = "mauler_stage_1_ship_entity"

	ai_tags = {
		screen
		screen_stealth
	}

	ai_weight = {
		modifier = {
			factor = 10.0
			is_ai = yes
			is_preferred_weapons = weapon_type_strike_craft
			has_technology = tech_harbingers
		}
		modifier = {
			factor = 0.1
			NOT = { is_preferred_weapons = weapon_type_strike_craft }
		}
	}

	component_slot = {
		name = "TORPEDO_01"
		template = "invisible_missile_turret"
		locatorname = "root"
	}
	
	component_slot = {
		name = "TORPEDO_02"
		template = "invisible_missile_turret"
		locatorname = "root"
	}

	component_slot = {
		name = "SMALL_GUN_01"
		template = "invisible_point_defence_turret"
		locatorname = "root"
	}
	
	component_slot = {
		name = "SMALL_GUN_02"
		template = "invisible_point_defence_turret"
		locatorname = "root"
	}

	small_utility_slots = 4
	aux_utility_slots = 1

	resources = {
		category = ship_sections
		cost = {
			food = @mauler_stage_1_ship_section_cost
			mult = @alloy_to_food_cost_ratio
		}
	}
}

ship_section_template = {
	key = "OFFSPRING_MAULER_STAGE_2_swarm"
	ship_size = offspring_mauler_stage_2
	fits_on_slot = mid
	should_draw_components = no
	icon = "GFX_ship_part_core_mid"
	entity = "mauler_stage_2_ship_entity"

	ai_tags = {
		brawler
		brawler_stealth
	}

	ai_weight = {
		modifier = {
			factor = 10.0
			OR = {
				is_preferred_weapons = weapon_type_kinetic
				is_preferred_weapons = weapon_type_energy
			}
		}
		modifier = {
			factor = 0.1
			NOR = {
				is_preferred_weapons = weapon_type_kinetic
				is_preferred_weapons = weapon_type_energy
			}
		}
	}

	component_slot = {
		name = "TORPEDO_01"
		template = "invisible_missile_turret"
		locatorname = "root"
	}
	
	component_slot = {
		name = "TORPEDO_02"
		template = "invisible_missile_turret"
		locatorname = "root"
	}
	
	component_slot = {
		name = "TORPEDO_03"
		template = "invisible_missile_turret"
		locatorname = "root"
	}

	component_slot = {
		name = "SMALL_GUN_01"
		template = "invisible_small_turret"
		locatorname = "root"
	}

	component_slot = {
		name = "SMALL_GUN_02"
		template = "invisible_small_turret"
		locatorname = "root"
	}
	
	component_slot = {
		name = "SMALL_GUN_03"
		template = "invisible_small_turret"
		locatorname = "root"
	}

	component_slot = {
		name = "SMALL_GUN_04"
		template = "invisible_small_turret"
		locatorname = "root"
	}

	small_utility_slots = 7
	aux_utility_slots = 1

	resources = {
		category = ship_sections
		cost = {
			food = @mauler_stage_2_section_cost
			mult = @alloy_to_food_cost_ratio
		}
	}
}

ship_section_template = {
	key = "OFFSPRING_MAULER_STAGE_2_picket"
	ship_size = offspring_mauler_stage_2
	fits_on_slot = mid
	should_draw_components = no
	icon = "GFX_ship_part_core_mid"
	entity = "mauler_stage_2_ship_entity"

	ai_tags = {
		screen
		screen_stealth
	}

	ai_weight = {
		modifier = {
			factor = 10.0
			is_ai = yes
			is_preferred_weapons = weapon_type_strike_craft
			has_technology = tech_harbingers
		}
		modifier = {
			factor = 0.1
			NOT = { is_preferred_weapons = weapon_type_strike_craft }
		}
	}

	component_slot = {
		name = "TORPEDO_01"
		template = "invisible_missile_turret"
		locatorname = "root"
	}
	
	component_slot = {
		name = "TORPEDO_02"
		template = "invisible_missile_turret"
		locatorname = "root"
	}
	
	component_slot = {
		name = "TORPEDO_03"
		template = "invisible_missile_turret"
		locatorname = "root"
	}

	component_slot = {
		name = "SMALL_GUN_01"
		template = "invisible_point_defence_turret"
		locatorname = "root"
	}

	component_slot = {
		name = "SMALL_GUN_02"
		template = "invisible_point_defence_turret"
		locatorname = "root"
	}
	
	component_slot = {
		name = "SMALL_GUN_03"
		template = "invisible_point_defence_turret"
		locatorname = "root"
	}

	component_slot = {
		name = "SMALL_GUN_04"
		template = "invisible_point_defence_turret"
		locatorname = "root"
	}
	
	small_utility_slots = 7
	aux_utility_slots = 1

	resources = {
		category = ship_sections
		cost = {
			food = @mauler_stage_2_section_cost
			mult = @alloy_to_food_cost_ratio
		}
	}
}

ship_section_template = {
	key = "OFFSPRING_MAULER_STAGE_3_swarm"
	ship_size = offspring_mauler_stage_3
	fits_on_slot = mid
	should_draw_components = no
	icon = "GFX_ship_part_core_mid"
	entity = "mauler_stage_3_ship_entity"

	ai_tags = {
		brawler
		brawler_stealth
	}

	ai_weight = {
		modifier = {
			factor = 10.0
			OR = {
				is_preferred_weapons = weapon_type_kinetic
				is_preferred_weapons = weapon_type_energy
			}
		}
		modifier = {
			factor = 0.1
			NOR = {
				is_preferred_weapons = weapon_type_kinetic
				is_preferred_weapons = weapon_type_energy
			}
		}
	}

	component_slot = {
		name = "TORPEDO_01"
		template = "invisible_missile_turret"
		locatorname = "root"
	}
	
	component_slot = {
		name = "TORPEDO_02"
		template = "invisible_missile_turret"
		locatorname = "root"
	}
	
	component_slot = {
		name = "TORPEDO_03"
		template = "invisible_missile_turret"
		locatorname = "root"
	}
	component_slot = {
		name = "TORPEDO_04"
		template = "invisible_missile_turret"
		locatorname = "root"
	}

	component_slot = {
		name = "MEDIUM_GUN_01"
		template = "invisible_medium_turret"
		locatorname = "root"
	}

	component_slot = {
		name = "MEDIUM_GUN_02"
		template = "invisible_medium_turret"
		locatorname = "root"
	}
	
	component_slot = {
		name = "SMALL_GUN_01"
		template = "invisible_small_turret"
		locatorname = "root"
	}

	component_slot = {
		name = "SMALL_GUN_02"
		template = "invisible_small_turret"
		locatorname = "root"
	}

	small_utility_slots = 9
	aux_utility_slots = 2

	resources = {
		category = ship_sections
		cost = {
			food = @mauler_stage_3_section_cost
			mult = @alloy_to_food_cost_ratio
		}
	}
}

ship_section_template = {
	key = "OFFSPRING_MAULER_STAGE_3_picket"
	ship_size = offspring_mauler_stage_3
	fits_on_slot = mid
	should_draw_components = no
	icon = "GFX_ship_part_core_mid"
	entity = "mauler_stage_3_ship_entity"

	ai_tags = {
		screen
		screen_stealth
	}

	ai_weight = {
		modifier = {
			factor = 10.0
			is_ai = yes
			is_preferred_weapons = weapon_type_strike_craft
			has_technology = tech_harbingers
		}
		modifier = {
			factor = 0.1
			NOT = { is_preferred_weapons = weapon_type_strike_craft }
		}
	}

	component_slot = {
		name = "TORPEDO_01"
		template = "invisible_missile_turret"
		locatorname = "root"
	}
	
	component_slot = {
		name = "TORPEDO_02"
		template = "invisible_missile_turret"
		locatorname = "root"
	}
	
	component_slot = {
		name = "TORPEDO_03"
		template = "invisible_missile_turret"
		locatorname = "root"
	}
	component_slot = {
		name = "TORPEDO_04"
		template = "invisible_missile_turret"
		locatorname = "root"
	}

	component_slot = {
		name = "MEDIUM_GUN_01"
		template = "invisible_medium_turret"
		locatorname = "root"
	}

	component_slot = {
		name = "MEDIUM_GUN_02"
		template = "invisible_medium_turret"
		locatorname = "root"
	}
	
	component_slot = {
		name = "SMALL_GUN_01"
		template = "invisible_point_defence_turret"
		locatorname = "root"
	}

	component_slot = {
		name = "SMALL_GUN_02"
		template = "invisible_point_defence_turret"
		locatorname = "root"
	}

	small_utility_slots = 9
	aux_utility_slots = 2

	resources = {
		category = ship_sections
		cost = {
			food = @mauler_stage_3_section_cost
			mult = @alloy_to_food_cost_ratio
		}
	}
}
