############
### COST ###
############
@cost0 = 30

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

ship_section_template = {
	key = "DEFAULT_MINING_STATION_SECTION"
	ship_size = mining_station
	fits_on_slot = mid
	entity = "mining_station_section_entity"
	icon = "GFX_ship_part_core_mid"
}

ship_section_template = {
	key = "DEFAULT_RESEARCH_STATION_SECTION"
	ship_size = research_station
	fits_on_slot = mid
	entity = "research_station_section_entity"
	icon = "GFX_ship_part_core_mid"
}


#################################
### DEFENSE PLATFORM SECTIONS ###
#################################

ship_section_template = {
	key = "LIGHT_MILITARY_STATION_SECTION"
	ship_size = military_station_small
	ai_tags = { gunship }
	
	fits_on_slot = "west"
	fits_on_slot = "east"
	should_draw_components = yes

	entity = "military_station_section_light_entity"
	icon = "GFX_ship_part_core_mid"
	
	component_slot = {
		name = "SMALL_GUN_01"
		template = "small_turret"
		locatorname = "small_gun_01"
	}	
	component_slot = {
		name = "SMALL_GUN_02"
		template = "small_turret"
		locatorname = "small_gun_02"
	}
	component_slot = {
		name = "SMALL_GUN_03"
		template = "small_turret"
		locatorname = "small_gun_03"
	}	
	component_slot = {
		name = "SMALL_GUN_04"
		template = "small_turret"
		locatorname = "small_gun_04"
	}
	component_slot = {
		name = "SMALL_GUN_05"
		template = "invisible_small_turret"
		locatorname = "small_gun_01"
	}	
	component_slot = {
		name = "SMALL_GUN_06"
		template = "invisible_small_turret"
		locatorname = "small_gun_02"
	}
	component_slot = {
		name = "SMALL_GUN_07"
		template = "invisible_small_turret"
		locatorname = "small_gun_03"
	}	
	component_slot = {
		name = "SMALL_GUN_08"
		template = "invisible_small_turret"
		locatorname = "small_gun_04"
	}
	
	medium_utility_slots = 6
	aux_utility_slots = 1
	
	resources = {
		category = ship_sections
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = no
				}
			}
			alloys = @cost0
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			alloys = @cost0
			mult = 0.5
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			food = @cost0
			mult = @halved_alloy_to_food_cost_ratio
		}
	}
	
	ai_weight = {
		factor = 20
	}
}


ship_section_template = {
	key = "PD_MILITARY_STATION_SECTION"
	ship_size = military_station_small
	ai_tags = { screen }

	prerequisites = { "tech_pd_tracking_1" }
	
	fits_on_slot = "west"
	fits_on_slot = "east"
	should_draw_components = yes

	entity = "military_station_section_light_entity"
	icon = "GFX_ship_part_core_mid"
	
	component_slot = {
		name = "PD_01"
		template = "point_defence_turret"
		locatorname = "small_gun_01"
	}	
	component_slot = {
		name = "PD_02"
		template = "point_defence_turret"
		locatorname = "small_gun_02"
	}
	component_slot = {
		name = "PD_03"
		template = "point_defence_turret"
		locatorname = "small_gun_03"
	}	
	component_slot = {
		name = "PD_04"
		template = "point_defence_turret"
		locatorname = "small_gun_04"
	}
	component_slot = {
		name = "PD_05"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_01"
	}	
	component_slot = {
		name = "PD_06"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_02"
	}
	component_slot = {
		name = "PD_07"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_03"
	}	
	component_slot = {
		name = "PD_08"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_04"
	}
	
	medium_utility_slots = 6
	aux_utility_slots = 1
	
	resources = {
		category = ship_sections
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = no
				}
			}
			alloys = @cost0
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			alloys = @cost0
			mult = 0.5
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			food = @cost0
			mult = @halved_alloy_to_food_cost_ratio
		}
	}
	
	ai_weight = {
		factor = 20
	}
}


ship_section_template = {
	key = "PDSMALL_MILITARY_STATION_SECTION"
	ship_size = military_station_small
	ai_tags = { screen }

	prerequisites = { "tech_pd_tracking_1" }
	
	fits_on_slot = "west"
	fits_on_slot = "east"
	should_draw_components = yes

	entity = "military_station_section_light_entity"
	icon = "GFX_ship_part_core_mid"
	
	component_slot = {
		name = "SMALL_GUN_01"
		template = "small_turret"
		locatorname = "small_gun_01"
	}
	component_slot = {
		name = "SMALL_GUN_02"
		template = "small_turret"
		locatorname = "small_gun_03"
	}
	component_slot = {
		name = "SMALL_GUN_03"
		template = "invisible_small_turret"
		locatorname = "small_gun_01"
	}
	component_slot = {
		name = "SMALL_GUN_04"
		template = "invisible_small_turret"
		locatorname = "small_gun_03"
	}
	component_slot = {
		name = "PD_01"
		template = "point_defence_turret"
		locatorname = "small_gun_02"
	}
	component_slot = {
		name = "PD_02"
		template = "point_defence_turret"
		locatorname = "small_gun_04"
	}	
	component_slot = {
		name = "PD_03"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_02"
	}	
	component_slot = {
		name = "PD_04"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_04"
	}
	
	medium_utility_slots = 6
	aux_utility_slots = 1
	
	resources = {
		category = ship_sections
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = no
				}
			}
			alloys = @cost0
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			alloys = @cost0
			mult = 0.5
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			food = @cost0
			mult = @halved_alloy_to_food_cost_ratio
		}
	}
	
	ai_weight = {
		factor = 20
	}
}


ship_section_template = {
	key = "MEDIUM_MILITARY_STATION_SECTION"
	ship_size = military_station_small
	ai_tags = { gunship }

	fits_on_slot = "west"
	fits_on_slot = "east"
	should_draw_components = yes

	entity = "military_station_section_medium_entity"
	icon = "GFX_ship_part_core_mid"	
		
	component_slot = {
		name = "MEDIUM_GUN_01"
		template = "medium_turret"
		locatorname = "medium_gun_01"
	}
	component_slot = {
		name = "MEDIUM_GUN_02"
		template = "medium_turret"
		locatorname = "medium_gun_02"
	}
	component_slot = {
		name = "MEDIUM_GUN_03"
		template = "invisible_medium_turret"
		locatorname = "medium_gun_01"
	}
	component_slot = {
		name = "MEDIUM_GUN_04"
		template = "invisible_medium_turret"
		locatorname = "medium_gun_02"
	}
			
	medium_utility_slots = 6
	aux_utility_slots = 1
	
	resources = {
		category = ship_sections
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = no
				}
			}
			alloys = @cost0
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			alloys = @cost0
			mult = 0.5
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			food = @cost0
			mult = @halved_alloy_to_food_cost_ratio
		}
	}
	
	ai_weight = {
		factor = 20
	}
}

ship_section_template = {
	key = "MEDTORP_MILITARY_STATION_SECTION"
	ship_size = military_station_small
	ai_tags = { gunship }
	
	prerequisites = { tech_torpedoes_1 }

	fits_on_slot = "west"
	fits_on_slot = "east"
	should_draw_components = yes

	entity = "military_station_section_medium_entity"
	icon = "GFX_ship_part_core_mid"	
		
	component_slot = {
		name = "MEDIUM_GUN_01"
		template = "medium_turret"
		locatorname = "medium_gun_01"
	}
	component_slot = {
		name = "MEDIUM_GUN_02"
		template = "invisible_medium_turret"
		locatorname = "medium_gun_02"
	}
	component_slot = {
		name = "TORPEDO_01"
		template = "invisible_missile_turret"
		locatorname = "medium_gun_01"
	}
	component_slot = {
		name = "TORPEDO_02"
		template = "medium_missile_turret"
		locatorname = "medium_gun_02"
	}
			
	medium_utility_slots = 6
	aux_utility_slots = 1
	
	resources = {
		category = ship_sections
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = no
				}
			}
			alloys = @cost0
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			alloys = @cost0
			mult = 0.5
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			food = @cost0
			mult = @halved_alloy_to_food_cost_ratio
		}
	}
	
	ai_weight = {
		factor = 20
	}
}


ship_section_template = {
	key = "MISSILE_MILITARY_STATION_SECTION"
	ship_size = military_station_small
	ai_tags = { explosive energy_torpedoes }
	
	prerequisites = { tech_torpedoes_1 }

	fits_on_slot = "west"
	fits_on_slot = "east"
	should_draw_components = yes

	entity = "military_station_section_medium_entity"
	icon = "GFX_ship_part_core_mid"	
		
	component_slot = {
		name = "TORPEDO_01"
		template = "medium_missile_turret"
		locatorname = "medium_gun_01"
	}
	component_slot = {
		name = "TORPEDO_02"
		template = "medium_missile_turret"
		locatorname = "medium_gun_02"
	}
	component_slot = {
		name = "TORPEDO_03"
		template = "invisible_missile_turret"
		locatorname = "medium_gun_01"
	}
	component_slot = {
		name = "TORPEDO_04"
		template = "invisible_missile_turret"
		locatorname = "medium_gun_02"
	}
			
	medium_utility_slots = 6
	aux_utility_slots = 1
	
	resources = {
		category = ship_sections
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = no
				}
			}
			alloys = @cost0
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			alloys = @cost0
			mult = 0.5
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			food = @cost0
			mult = @halved_alloy_to_food_cost_ratio
		}
	}
	
	ai_weight = {
		factor = 20
	}
}


ship_section_template = {
	key = "HEAVY_MILITARY_STATION_SECTION"
	ship_size = military_station_small
	ai_tags = { artillery }

	fits_on_slot = "west"
	fits_on_slot = "east"
	should_draw_components = yes

	entity = "military_station_section_heavy_entity"
	icon = "GFX_ship_part_core_mid"	
		
	component_slot = {
		name = "LARGE_GUN_01"
		template = "large_turret"
		locatorname = "large_gun_01"
	}
	component_slot = {
		name = "LARGE_GUN_02"
		template = "invisible_large_turret"
		locatorname = "large_gun_01"
	}
			
	medium_utility_slots = 6
	aux_utility_slots = 1
	
	resources = {
		category = ship_sections
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = no
				}
			}
			alloys = @cost0
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			alloys = @cost0
			mult = 0.5
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			food = @cost0
			mult = @halved_alloy_to_food_cost_ratio
		}
	}
	
	ai_weight = {
		factor = 20
	}
}


ship_section_template = {
	key = "HANGAR_MILITARY_STATION_SECTION"
	ship_size = military_station_small
	ai_tags = { carrier }
	prerequisites = {
		OR = {
			tech_strike_craft_1
			tech_strike_craft_2
			tech_strike_craft_3
			tech_strike_craft_skrand
		}
	}

	fits_on_slot = "west"
	fits_on_slot = "east"
	should_draw_components = yes

	entity = "military_station_section_hangar_entity"
	icon = "GFX_ship_part_core_mid"	
		
	component_slot = {
		name = "STRIKE_CRAFT_01"
		template = "large_strike_craft"
		rotation = 0
		locatorname = "large_gun_01"
	}
	component_slot = {
		name = "STRIKE_CRAFT_02"
		template = "large_strike_craft"
		rotation = 90
		locatorname = "large_gun_01"
	}
			
	medium_utility_slots = 6
	aux_utility_slots = 1
	
	resources = {
		category = ship_sections
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = no
				}
			}
			alloys = @cost0
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			alloys = @cost0
			mult = 0.5
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			food = @cost0
			mult = @halved_alloy_to_food_cost_ratio
		}
	}
	
	ai_weight = {
		factor = 20
	}
}




################################
### DEFENSE STATION SECTIONS ###
################################

ship_section_template = {
	key = "LIGHT_MILITARY_STATION_SECTION_2"
	ship_size = military_station_medium
	ai_tags = { gunship }
	
	fits_on_slot = "north"
	fits_on_slot = "west"
	fits_on_slot = "east"
	fits_on_slot = "south"
	should_draw_components = yes

	entity = "military_station_section_light_entity"
	icon = "GFX_ship_part_core_mid"
	
	component_slot = {
		name = "SMALL_GUN_01"
		template = "small_turret"
		locatorname = "small_gun_01"
	}	
	component_slot = {
		name = "SMALL_GUN_02"
		template = "small_turret"
		locatorname = "small_gun_02"
	}
	component_slot = {
		name = "SMALL_GUN_03"
		template = "small_turret"
		locatorname = "small_gun_03"
	}	
	component_slot = {
		name = "SMALL_GUN_04"
		template = "small_turret"
		locatorname = "small_gun_04"
	}
	component_slot = {
		name = "SMALL_GUN_05"
		template = "invisible_small_turret"
		locatorname = "small_gun_01"
	}	
	component_slot = {
		name = "SMALL_GUN_06"
		template = "invisible_small_turret"
		locatorname = "small_gun_02"
	}
	component_slot = {
		name = "SMALL_GUN_07"
		template = "invisible_small_turret"
		locatorname = "small_gun_03"
	}	
	component_slot = {
		name = "SMALL_GUN_08"
		template = "invisible_small_turret"
		locatorname = "small_gun_04"
	}
	component_slot = {
		name = "SMALL_GUN_09"
		template = "invisible_small_turret"
		locatorname = "small_gun_01"
	}	
	component_slot = {
		name = "SMALL_GUN_10"
		template = "invisible_small_turret"
		locatorname = "small_gun_02"
	}
	component_slot = {
		name = "SMALL_GUN_11"
		template = "invisible_small_turret"
		locatorname = "small_gun_03"
	}	
	component_slot = {
		name = "SMALL_GUN_12"
		template = "invisible_small_turret"
		locatorname = "small_gun_04"
	}
	
	medium_utility_slots = 6
	aux_utility_slots = 1
	
	resources = {
		category = ship_sections
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = no
				}
			}
			alloys = @cost0
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			alloys = @cost0
			mult = 0.5
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			food = @cost0
			mult = @halved_alloy_to_food_cost_ratio
		}
	}
	
	ai_weight = {
		factor = 20
	}
}


ship_section_template = {
	key = "PD_MILITARY_STATION_SECTION_2"
	ship_size = military_station_medium
	ai_tags = { screen }

	prerequisites = { "tech_pd_tracking_1" }
	
	fits_on_slot = "north"
	fits_on_slot = "west"
	fits_on_slot = "east"
	fits_on_slot = "south"
	should_draw_components = yes

	entity = "military_station_section_light_entity"
	icon = "GFX_ship_part_core_mid"
	
	component_slot = {
		name = "PD_01"
		template = "point_defence_turret"
		locatorname = "small_gun_01"
	}	
	component_slot = {
		name = "PD_02"
		template = "point_defence_turret"
		locatorname = "small_gun_02"
	}
	component_slot = {
		name = "PD_03"
		template = "point_defence_turret"
		locatorname = "small_gun_03"
	}	
	component_slot = {
		name = "PD_04"
		template = "point_defence_turret"
		locatorname = "small_gun_04"
	}
	component_slot = {
		name = "PD_05"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_01"
	}	
	component_slot = {
		name = "PD_06"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_02"
	}
	component_slot = {
		name = "PD_07"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_03"
	}	
	component_slot = {
		name = "PD_08"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_04"
	}
	component_slot = {
		name = "PD_09"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_01"
	}	
	component_slot = {
		name = "PD_10"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_02"
	}
	component_slot = {
		name = "PD_11"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_03"
	}	
	component_slot = {
		name = "PD_12"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_04"
	}
	
	medium_utility_slots = 6
	aux_utility_slots = 1
	
	resources = {
		category = ship_sections
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = no
				}
			}
			alloys = @cost0
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			alloys = @cost0
			mult = 0.5
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			food = @cost0
			mult = @halved_alloy_to_food_cost_ratio
		}
	}
	
	ai_weight = {
		factor = 20
	}
}


ship_section_template = {
	key = "PDSMALL_MILITARY_STATION_SECTION_2"
	ship_size = military_station_medium
	ai_tags = { screen }

	prerequisites = { "tech_pd_tracking_1" }
	
	fits_on_slot = "north"
	fits_on_slot = "west"
	fits_on_slot = "east"
	fits_on_slot = "south"
	should_draw_components = yes

	entity = "military_station_section_light_entity"
	icon = "GFX_ship_part_core_mid"
	
	component_slot = {
		name = "SMALL_GUN_01"
		template = "small_turret"
		locatorname = "small_gun_01"
	}
	component_slot = {
		name = "SMALL_GUN_02"
		template = "small_turret"
		locatorname = "small_gun_03"
	}
	component_slot = {
		name = "SMALL_GUN_03"
		template = "invisible_small_turret"
		locatorname = "small_gun_01"
	}
	component_slot = {
		name = "SMALL_GUN_04"
		template = "invisible_small_turret"
		locatorname = "small_gun_03"
	}
	component_slot = {
		name = "SMALL_GUN_05"
		template = "invisible_small_turret"
		locatorname = "small_gun_01"
	}
	component_slot = {
		name = "SMALL_GUN_06"
		template = "invisible_small_turret"
		locatorname = "small_gun_03"
	}
	component_slot = {
		name = "PD_01"
		template = "point_defence_turret"
		locatorname = "small_gun_02"
	}
	component_slot = {
		name = "PD_02"
		template = "point_defence_turret"
		locatorname = "small_gun_04"
	}	
	component_slot = {
		name = "PD_03"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_02"
	}	
	component_slot = {
		name = "PD_04"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_04"
	}
	component_slot = {
		name = "PD_05"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_02"
	}
	component_slot = {
		name = "PD_06"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_04"
	}
	
	medium_utility_slots = 6
	aux_utility_slots = 1
	
	resources = {
		category = ship_sections
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = no
				}
			}
			alloys = @cost0
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			alloys = @cost0
			mult = 0.5
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			food = @cost0
			mult = @halved_alloy_to_food_cost_ratio
		}
	}
	
	ai_weight = {
		factor = 20
	}
}


ship_section_template = {
	key = "MEDIUM_MILITARY_STATION_SECTION_2"
	ship_size = military_station_medium
	ai_tags = { gunship }
	
	prerequisites = { tech_torpedoes_1 }

	fits_on_slot = "north"
	fits_on_slot = "west"
	fits_on_slot = "east"
	fits_on_slot = "south"
	should_draw_components = yes

	entity = "military_station_section_medium_entity"
	icon = "GFX_ship_part_core_mid"	
		
	component_slot = {
		name = "MEDIUM_GUN_01"
		template = "medium_turret"
		locatorname = "medium_gun_01"
	}
	component_slot = {
		name = "MEDIUM_GUN_02"
		template = "medium_turret"
		locatorname = "medium_gun_02"
	}
	component_slot = {
		name = "MEDIUM_GUN_03"
		template = "invisible_medium_turret"
		locatorname = "medium_gun_01"
	}
	component_slot = {
		name = "MEDIUM_GUN_04"
		template = "invisible_medium_turret"
		locatorname = "medium_gun_02"
	}
	component_slot = {
		name = "MEDIUM_GUN_05"
		template = "invisible_medium_turret"
		locatorname = "medium_gun_01"
	}
	component_slot = {
		name = "MEDIUM_GUN_06"
		template = "invisible_medium_turret"
		locatorname = "medium_gun_02"
	}
			
	component_slot = {
		name = "TORPEDO_01"
		template = "medium_missile_turret"
		locatorname = "medium_gun_01"
	}
	component_slot = {
		name = "TORPEDO_02"
		template = "medium_missile_turret"
		locatorname = "medium_gun_02"
	}
	component_slot = {
		name = "TORPEDO_03"
		template = "invisible_missile_turret"
		locatorname = "medium_gun_01"
	}
	component_slot = {
		name = "TORPEDO_04"
		template = "invisible_missile_turret"
		locatorname = "medium_gun_02"
	}
	component_slot = {
		name = "TORPEDO_05"
		template = "invisible_missile_turret"
		locatorname = "medium_gun_01"
	}
	component_slot = {
		name = "TORPEDO_06"
		template = "invisible_missile_turret"
		locatorname = "medium_gun_02"
	}
			
	medium_utility_slots = 6
	aux_utility_slots = 1
	
	resources = {
		category = ship_sections
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = no
				}
			}
			alloys = @cost0
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			alloys = @cost0
			mult = 0.5
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			food = @cost0
			mult = @halved_alloy_to_food_cost_ratio
		}
	}
	
	ai_weight = {
		factor = 20
	}
}


ship_section_template = {
	key = "HEAVY_MILITARY_STATION_SECTION_2"
	ship_size = military_station_medium
	ai_tags = { artillery }

	fits_on_slot = "north"
	fits_on_slot = "west"
	fits_on_slot = "east"
	fits_on_slot = "south"
	should_draw_components = yes

	entity = "military_station_section_heavy_entity"
	icon = "GFX_ship_part_core_mid"	
		
	component_slot = {
		name = "LARGE_GUN_01"
		template = "large_turret"
		locatorname = "large_gun_01"
	}
	component_slot = {
		name = "LARGE_GUN_02"
		template = "invisible_large_turret"
		locatorname = "large_gun_01"
	}
	component_slot = {
		name = "LARGE_GUN_03"
		template = "invisible_large_turret"
		locatorname = "large_gun_01"
	}
			
	medium_utility_slots = 6
	aux_utility_slots = 1
	
	resources = {
		category = ship_sections
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = no
				}
			}
			alloys = @cost0
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			alloys = @cost0
			mult = 0.5
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			food = @cost0
			mult = @halved_alloy_to_food_cost_ratio
		}
	}
	
	ai_weight = {
		factor = 20
	}
}


ship_section_template = {
	key = "HANGAR_MILITARY_STATION_SECTION_2"
	ship_size = military_station_medium
	ai_tags = { carrier }
	prerequisites = {
		OR = {
			tech_strike_craft_1
			tech_strike_craft_2
			tech_strike_craft_3
			tech_strike_craft_skrand
		}
	}

	fits_on_slot = "north"
	fits_on_slot = "west"
	fits_on_slot = "east"
	fits_on_slot = "south"
	should_draw_components = yes

	entity = "military_station_section_light_entity"
	icon = "GFX_ship_part_core_mid"	
		
	component_slot = {
		name = "STRIKE_CRAFT_01"
		template = "large_strike_craft"
		rotation = 0
		locatorname = "small_gun_01"
	}
	component_slot = {
		name = "STRIKE_CRAFT_02"
		template = "large_strike_craft"
		rotation = 90
		locatorname = "small_gun_01"
	}
	component_slot = {
		name = "STRIKE_CRAFT_03"
		template = "large_strike_craft"
		rotation = 0
		locatorname = "small_gun_01"
	}
			
	medium_utility_slots = 6
	aux_utility_slots = 1
	
	resources = {
		category = ship_sections
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = no
				}
			}
			alloys = @cost0
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			alloys = @cost0
			mult = 0.5
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			food = @cost0
			mult = @halved_alloy_to_food_cost_ratio
		}
	}
	
	ai_weight = {
		factor = 20
	}
}




#################################
### DEFENSE FORTRESS SECTIONS ###
#################################

ship_section_template = {
	key = "LIGHT_MILITARY_STATION_SECTION_3"
	ship_size = military_station_large
	ai_tags = { gunship }
	
	fits_on_slot = "north"
	fits_on_slot = "west"
	fits_on_slot = "east"
	fits_on_slot = "south"
	should_draw_components = yes

	entity = "military_station_section_light_entity"
	icon = "GFX_ship_part_core_mid"
	
	component_slot = {
		name = "SMALL_GUN_01"
		template = "small_turret"
		locatorname = "small_gun_01"
		
	}	
	component_slot = {
		name = "SMALL_GUN_02"
		template = "small_turret"
		locatorname = "small_gun_02"
		
	}
	component_slot = {
		name = "SMALL_GUN_03"
		template = "small_turret"
		locatorname = "small_gun_03"
		
	}	
	component_slot = {
		name = "SMALL_GUN_04"
		template = "small_turret"
		locatorname = "small_gun_04"
		
	}
	component_slot = {
		name = "SMALL_GUN_05"
		template = "small_turret"
		locatorname = "small_gun_01"
		
	}	
	component_slot = {
		name = "SMALL_GUN_06"
		template = "small_turret"
		locatorname = "small_gun_02"
		
	}
	component_slot = {
		name = "SMALL_GUN_07"
		template = "small_turret"
		locatorname = "small_gun_03"
		
	}	
	component_slot = {
		name = "SMALL_GUN_08"
		template = "small_turret"
		locatorname = "small_gun_04"
		
	}
	component_slot = {
		name = "SMALL_GUN_09"
		template = "invisible_small_turret"
		locatorname = "small_gun_01"
		
	}	
	component_slot = {
		name = "SMALL_GUN_10"
		template = "invisible_small_turret"
		locatorname = "small_gun_02"
		
	}
	component_slot = {
		name = "SMALL_GUN_11"
		template = "invisible_small_turret"
		locatorname = "small_gun_03"
		
	}	
	component_slot = {
		name = "SMALL_GUN_12"
		template = "invisible_small_turret"
		locatorname = "small_gun_04"
		
	}
	component_slot = {
		name = "SMALL_GUN_13"
		template = "invisible_small_turret"
		locatorname = "small_gun_01"
		
	}	
	component_slot = {
		name = "SMALL_GUN_14"
		template = "invisible_small_turret"
		locatorname = "small_gun_02"
		
	}
	component_slot = {
		name = "SMALL_GUN_15"
		template = "invisible_small_turret"
		locatorname = "small_gun_03"
		
	}	
	component_slot = {
		name = "SMALL_GUN_16"
		template = "invisible_small_turret"
		locatorname = "small_gun_04"
		
	}
	component_slot = {
		name = "SMALL_GUN_17"
		template = "invisible_small_turret"
		locatorname = "small_gun_01"
		
	}	
	component_slot = {
		name = "SMALL_GUN_18"
		template = "invisible_small_turret"
		locatorname = "small_gun_02"
		
	}
	component_slot = {
		name = "SMALL_GUN_19"
		template = "invisible_small_turret"
		locatorname = "small_gun_03"
		
	}	
	component_slot = {
		name = "SMALL_GUN_20"
		template = "invisible_small_turret"
		locatorname = "small_gun_04"
		
	}
	component_slot = {
		name = "SMALL_GUN_21"
		template = "invisible_small_turret"
		locatorname = "small_gun_01"
		
	}	
	component_slot = {
		name = "SMALL_GUN_22"
		template = "invisible_small_turret"
		locatorname = "small_gun_02"
		
	}
	component_slot = {
		name = "SMALL_GUN_23"
		template = "invisible_small_turret"
		locatorname = "small_gun_03"
		
	}	
	component_slot = {
		name = "SMALL_GUN_24"
		template = "invisible_small_turret"
		locatorname = "small_gun_04"
		
	}
	
	large_utility_slots = 10
	aux_utility_slots = 2
	
	resources = {
		category = ship_sections
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = no
				}
			}
			alloys = @cost0
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			alloys = @cost0
			mult = 0.5
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			food = @cost0
			mult = @halved_alloy_to_food_cost_ratio
		}
	}
	
	ai_weight = {
		factor = 20
	}
}


ship_section_template = {
	key = "PD_MILITARY_STATION_SECTION_3"
	ship_size = military_station_large
	ai_tags = { screen }

	prerequisites = { "tech_pd_tracking_1" }
	
	fits_on_slot = "north"
	fits_on_slot = "west"
	fits_on_slot = "east"
	fits_on_slot = "south"
	should_draw_components = yes

	entity = "military_station_section_light_entity"
	icon = "GFX_ship_part_core_mid"
	
	component_slot = {
		name = "PD_01"
		template = "point_defence_turret"
		locatorname = "small_gun_01"
		
	}	
	component_slot = {
		name = "PD_02"
		template = "point_defence_turret"
		locatorname = "small_gun_02"
		
	}
	component_slot = {
		name = "PD_03"
		template = "point_defence_turret"
		locatorname = "small_gun_03"
		
	}	
	component_slot = {
		name = "PD_04"
		template = "point_defence_turret"
		locatorname = "small_gun_04"
		
	}
	component_slot = {
		name = "PD_05"
		template = "point_defence_turret"
		locatorname = "small_gun_01"
		
	}	
	component_slot = {
		name = "PD_06"
		template = "point_defence_turret"
		locatorname = "small_gun_02"
		
	}
	component_slot = {
		name = "PD_07"
		template = "point_defence_turret"
		locatorname = "small_gun_03"
		
	}	
	component_slot = {
		name = "PD_08"
		template = "point_defence_turret"
		locatorname = "small_gun_04"
		
	}
	component_slot = {
		name = "PD_09"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_01"
		
	}	
	component_slot = {
		name = "PD_10"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_02"
		
	}
	component_slot = {
		name = "PD_11"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_03"
		
	}	
	component_slot = {
		name = "PD_12"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_04"
		
	}
	component_slot = {
		name = "PD_13"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_01"
		
	}	
	component_slot = {
		name = "PD_14"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_02"
		
	}
	component_slot = {
		name = "PD_15"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_03"
		
	}	
	component_slot = {
		name = "PD_16"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_04"
		
	}
	component_slot = {
		name = "PD_17"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_01"
		
	}	
	component_slot = {
		name = "PD_18"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_02"
		
	}
	component_slot = {
		name = "PD_19"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_03"
		
	}	
	component_slot = {
		name = "PD_20"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_04"
		
	}
	component_slot = {
		name = "PD_21"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_01"
		
	}	
	component_slot = {
		name = "PD_22"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_02"
		
	}
	component_slot = {
		name = "PD_23"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_03"
		
	}	
	component_slot = {
		name = "PD_24"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_04"
		
	}
	
	large_utility_slots = 10
	aux_utility_slots = 2
	
	resources = {
		category = ship_sections
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = no
				}
			}
			alloys = @cost0
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			alloys = @cost0
			mult = 0.5
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			food = @cost0
			mult = @halved_alloy_to_food_cost_ratio
		}
	}
	
	ai_weight = {
		factor = 20
	}
}


ship_section_template = {
	key = "PDSMALL_MILITARY_STATION_SECTION_3"
	ship_size = military_station_large
	ai_tags = { screen }

	prerequisites = { "tech_pd_tracking_1" }
	
	fits_on_slot = "north"
	fits_on_slot = "west"
	fits_on_slot = "east"
	fits_on_slot = "south"
	should_draw_components = yes

	entity = "military_station_section_light_entity"
	icon = "GFX_ship_part_core_mid"
	
	component_slot = {
		name = "SMALL_GUN_01"
		template = "small_turret"
		locatorname = "small_gun_01"
		
	}
	component_slot = {
		name = "SMALL_GUN_02"
		template = "small_turret"
		locatorname = "small_gun_03"
		
	}
	component_slot = {
		name = "SMALL_GUN_03"
		template = "small_turret"
		locatorname = "small_gun_01"
		
	}
	component_slot = {
		name = "SMALL_GUN_04"
		template = "small_turret"
		locatorname = "small_gun_03"
		
	}
	component_slot = {
		name = "SMALL_GUN_05"
		template = "invisible_small_turret"
		locatorname = "small_gun_01"
		
	}
	component_slot = {
		name = "SMALL_GUN_06"
		template = "invisible_small_turret"
		locatorname = "small_gun_03"
		
	}
	component_slot = {
		name = "SMALL_GUN_07"
		template = "invisible_small_turret"
		locatorname = "small_gun_01"
		
	}
	component_slot = {
		name = "SMALL_GUN_08"
		template = "invisible_small_turret"
		locatorname = "small_gun_03"
		
	}
	component_slot = {
		name = "SMALL_GUN_09"
		template = "invisible_small_turret"
		locatorname = "small_gun_01"
		
	}
	component_slot = {
		name = "SMALL_GUN_10"
		template = "invisible_small_turret"
		locatorname = "small_gun_03"
		
	}
	component_slot = {
		name = "SMALL_GUN_11"
		template = "invisible_small_turret"
		locatorname = "small_gun_01"
		
	}
	component_slot = {
		name = "SMALL_GUN_12"
		template = "invisible_small_turret"
		locatorname = "small_gun_03"
		
	}
	component_slot = {
		name = "PD_01"
		template = "point_defence_turret"
		locatorname = "small_gun_02"
		
	}
	component_slot = {
		name = "PD_02"
		template = "point_defence_turret"
		locatorname = "small_gun_04"
		
	}	
	component_slot = {
		name = "PD_03"
		template = "point_defence_turret"
		locatorname = "small_gun_02"
		
	}	
	component_slot = {
		name = "PD_04"
		template = "point_defence_turret"
		locatorname = "small_gun_04"
		
	}
	component_slot = {
		name = "PD_05"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_02"
		
	}
	component_slot = {
		name = "PD_06"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_04"
		
	}
	component_slot = {
		name = "PD_07"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_02"
		
	}
	component_slot = {
		name = "PD_08"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_04"
		
	}
	component_slot = {
		name = "PD_09"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_02"
		
	}
	component_slot = {
		name = "PD_10"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_04"
		
	}
	component_slot = {
		name = "PD_11"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_02"
		
	}
	component_slot = {
		name = "PD_12"
		template = "invisible_point_defence_turret"
		locatorname = "small_gun_04"
		
	}
	
	large_utility_slots = 10
	aux_utility_slots = 2
	
	resources = {
		category = ship_sections
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = no
				}
			}
			alloys = @cost0
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			alloys = @cost0
			mult = 0.5
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			food = @cost0
			mult = @halved_alloy_to_food_cost_ratio
		}
	}
	
	ai_weight = {
		factor = 20
	}
}


ship_section_template = {
	key = "MEDIUM_MILITARY_STATION_SECTION_3"
	ship_size = military_station_large
	ai_tags = { gunship }

	fits_on_slot = "north"
	fits_on_slot = "west"
	fits_on_slot = "east"
	fits_on_slot = "south"
	should_draw_components = yes

	entity = "military_station_section_medium_entity"
	icon = "GFX_ship_part_core_mid"	
		
	component_slot = {
		name = "MEDIUM_GUN_01"
		template = "medium_turret"
		locatorname = "medium_gun_01"
		
	}
	component_slot = {
		name = "MEDIUM_GUN_02"
		template = "medium_turret"
		locatorname = "medium_gun_02"
		
	}
	component_slot = {
		name = "MEDIUM_GUN_03"
		template = "medium_turret"
		locatorname = "medium_gun_01"
		
	}
	component_slot = {
		name = "MEDIUM_GUN_04"
		template = "medium_turret"
		locatorname = "medium_gun_02"
		
	}
	component_slot = {
		name = "MEDIUM_GUN_05"
		template = "invisible_medium_turret"
		locatorname = "medium_gun_01"
		
	}
	component_slot = {
		name = "MEDIUM_GUN_06"
		template = "invisible_medium_turret"
		locatorname = "medium_gun_02"
		
	}
	component_slot = {
		name = "MEDIUM_GUN_07"
		template = "invisible_medium_turret"
		locatorname = "medium_gun_01"
		
	}
	component_slot = {
		name = "MEDIUM_GUN_08"
		template = "invisible_medium_turret"
		locatorname = "medium_gun_02"
		
	}
	component_slot = {
		name = "MEDIUM_GUN_09"
		template = "invisible_medium_turret"
		locatorname = "medium_gun_01"
		
	}
	component_slot = {
		name = "MEDIUM_GUN_10"
		template = "invisible_medium_turret"
		locatorname = "medium_gun_02"
		
	}
	component_slot = {
		name = "MEDIUM_GUN_11"
		template = "invisible_medium_turret"
		locatorname = "medium_gun_01"
		
	}
	component_slot = {
		name = "MEDIUM_GUN_12"
		template = "invisible_medium_turret"
		locatorname = "medium_gun_02"
		
	}
			
	large_utility_slots = 10
	aux_utility_slots = 2
	
	resources = {
		category = ship_sections
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = no
				}
			}
			alloys = @cost0
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			alloys = @cost0
			mult = 0.5
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			food = @cost0
			mult = @halved_alloy_to_food_cost_ratio
		}
	}
	
	ai_weight = {
		factor = 20
	}
}



ship_section_template = {
	key = "MEDTORP_MILITARY_STATION_SECTION_3"
	ship_size = military_station_large
	ai_tags = { gunship }

	fits_on_slot = "north"
	fits_on_slot = "west"
	fits_on_slot = "east"
	fits_on_slot = "south"
	should_draw_components = yes
	
	prerequisites = { tech_torpedoes_1 }

	entity = "military_station_section_medium_entity"
	icon = "GFX_ship_part_core_mid"	
		
	component_slot = {
		name = "MEDIUM_GUN_01"
		template = "medium_turret"
		locatorname = "medium_gun_01"
		
	}
	component_slot = {
		name = "MEDIUM_GUN_02"
		template = "medium_turret"
		locatorname = "medium_gun_02"
		
	}
	component_slot = {
		name = "MEDIUM_GUN_03"
		template = "invisible_medium_turret"
		locatorname = "medium_gun_01"
		
	}
	component_slot = {
		name = "MEDIUM_GUN_04"
		template = "invisible_medium_turret"
		locatorname = "medium_gun_02"
		
	}
	component_slot = {
		name = "MEDIUM_GUN_05"
		template = "invisible_medium_turret"
		locatorname = "medium_gun_01"
		
	}
	component_slot = {
		name = "MEDIUM_GUN_06"
		template = "invisible_medium_turret"
		locatorname = "medium_gun_02"
		
	}
	component_slot = {
		name = "TORPEDO_01"
		template = "invisible_missile_turret"
		locatorname = "medium_gun_01"
		
	}
	component_slot = {
		name = "TORPEDO_02"
		template = "invisible_missile_turret"
		locatorname = "medium_gun_02"
		
	}
	component_slot = {
		name = "TORPEDO_03"
		template = "medium_missile_turret"
		locatorname = "medium_gun_01"
		
	}
	component_slot = {
		name = "TORPEDO_04"
		template = "medium_missile_turret"
		locatorname = "medium_gun_02"
		
	}
	component_slot = {
		name = "TORPEDO_05"
		template = "medium_missile_turret"
		locatorname = "medium_gun_01"
		
	}
	component_slot = {
		name = "TORPEDO_06"
		template = "medium_missile_turret"
		locatorname = "medium_gun_02"
		
	}
			
	large_utility_slots = 10
	aux_utility_slots = 2
	
	resources = {
		category = ship_sections
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = no
				}
			}
			alloys = @cost0
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			alloys = @cost0
			mult = 0.5
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			food = @cost0
			mult = @halved_alloy_to_food_cost_ratio
		}
	}
	
	ai_weight = {
		factor = 20
	}
}


ship_section_template = {
	key = "MISSILE_MILITARY_STATION_SECTION_3"
	ship_size = military_station_large
	ai_tags = { explosive energy_torpedoes }

	fits_on_slot = "north"
	fits_on_slot = "west"
	fits_on_slot = "east"
	fits_on_slot = "south"
	should_draw_components = yes
	
	prerequisites = { tech_torpedoes_1 }

	entity = "military_station_section_medium_entity"
	icon = "GFX_ship_part_core_mid"	
	
		
	component_slot = {
		name = "TORPEDO_01"
		template = "medium_missile_turret"
		locatorname = "medium_gun_01"
		
	}
	component_slot = {
		name = "TORPEDO_02"
		template = "medium_missile_turret"
		locatorname = "medium_gun_02"
		
	}
	component_slot = {
		name = "TORPEDO_03"
		template = "medium_missile_turret"
		locatorname = "medium_gun_01"
		
	}
	component_slot = {
		name = "TORPEDO_04"
		template = "medium_missile_turret"
		locatorname = "medium_gun_02"
		
	}
	component_slot = {
		name = "TORPEDO_05"
		template = "invisible_missile_turret"
		locatorname = "medium_gun_01"
		
	}
	component_slot = {
		name = "TORPEDO_06"
		template = "invisible_missile_turret"
		locatorname = "medium_gun_02"
		
	}
	component_slot = {
		name = "TORPEDO_07"
		template = "invisible_missile_turret"
		locatorname = "medium_gun_01"
		
	}
	component_slot = {
		name = "TORPEDO_08"
		template = "invisible_missile_turret"
		locatorname = "medium_gun_02"
		
	}
	component_slot = {
		name = "TORPEDO_09"
		template = "invisible_missile_turret"
		locatorname = "medium_gun_01"
		
	}
	component_slot = {
		name = "TORPEDO_10"
		template = "invisible_missile_turret"
		locatorname = "medium_gun_02"
		
	}
	component_slot = {
		name = "TORPEDO_11"
		template = "invisible_missile_turret"
		locatorname = "medium_gun_01"
		
	}
	component_slot = {
		name = "TORPEDO_12"
		template = "invisible_missile_turret"
		locatorname = "medium_gun_02"
		
	}
			
	large_utility_slots = 10
	aux_utility_slots = 2
	
	resources = {
		category = ship_sections
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = no
				}
			}
			alloys = @cost0
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			alloys = @cost0
			mult = 0.5
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			food = @cost0
			mult = @halved_alloy_to_food_cost_ratio
		}
	}
	
	ai_weight = {
		factor = 20
	}
}


ship_section_template = {
	key = "HEAVY_MILITARY_STATION_SECTION_3"
	ship_size = military_station_large
	ai_tags = { artillery }

	fits_on_slot = "north"
	fits_on_slot = "west"
	fits_on_slot = "east"
	fits_on_slot = "south"
	should_draw_components = yes

	entity = "military_station_section_heavy_entity"
	icon = "GFX_ship_part_core_mid"	
		
	component_slot = {
		name = "LARGE_GUN_01"
		template = "large_turret"
		locatorname = "large_gun_01"
		
	}
	component_slot = {
		name = "LARGE_GUN_02"
		template = "large_turret"
		locatorname = "large_gun_01"
		
	}
	component_slot = {
		name = "LARGE_GUN_03"
		template = "invisible_large_turret"
		locatorname = "large_gun_01"
		
	}
	component_slot = {
		name = "LARGE_GUN_04"
		template = "invisible_large_turret"
		locatorname = "large_gun_01"
		
	}
	component_slot = {
		name = "LARGE_GUN_05"
		template = "invisible_large_turret"
		locatorname = "large_gun_01"
		
	}
	component_slot = {
		name = "LARGE_GUN_06"
		template = "invisible_large_turret"
		locatorname = "large_gun_01"
		
	}
			
	large_utility_slots = 10
	aux_utility_slots = 2
	
	resources = {
		category = ship_sections
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = no
				}
			}
			alloys = @cost0
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			alloys = @cost0
			mult = 0.5
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			food = @cost0
			mult = @halved_alloy_to_food_cost_ratio
		}
	}
	
	ai_weight = {
		factor = 20
	}
}


ship_section_template = {
	key = "HANGAR_MILITARY_STATION_SECTION_3"
	ship_size = military_station_large
	ai_tags = { carrier }
	prerequisites = {
		OR = {
			tech_strike_craft_1
			tech_strike_craft_2
			tech_strike_craft_3
			tech_strike_craft_skrand
		}
	}

	fits_on_slot = "north"
	fits_on_slot = "west"
	fits_on_slot = "east"
	fits_on_slot = "south"
	should_draw_components = yes

	entity = "military_station_section_light_entity"
	icon = "GFX_ship_part_core_mid"	
		
	component_slot = {
		name = "STRIKE_CRAFT_01"
		template = "large_strike_craft"
		rotation = 0
		locatorname = "small_gun_01"
		
	}
	component_slot = {
		name = "STRIKE_CRAFT_02"
		template = "large_strike_craft"
		rotation = 90
		locatorname = "small_gun_01"
		
	}
	component_slot = {
		name = "STRIKE_CRAFT_03"
		template = "large_strike_craft"
		rotation = 0
		locatorname = "small_gun_01"
		
	}
	component_slot = {
		name = "STRIKE_CRAFT_04"
		template = "large_strike_craft"
		rotation = 90
		locatorname = "small_gun_01"
		
	}
	component_slot = {
		name = "STRIKE_CRAFT_05"
		template = "large_strike_craft"
		rotation = 0
		locatorname = "small_gun_01"
		
	}
	component_slot = {
		name = "STRIKE_CRAFT_06"
		template = "large_strike_craft"
		rotation = 90
		locatorname = "small_gun_01"
		
	}
			
	large_utility_slots = 10
	aux_utility_slots = 2
	
	resources = {
		category = ship_sections
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = no
				}
			}
			alloys = @cost0
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			alloys = @cost0
			mult = 0.5
		}
		cost = {
			trigger = {
				from = {
					country_uses_bio_ships = yes
				}
			}
			food = @cost0
			mult = @halved_alloy_to_food_cost_ratio
		}
	}
	
	ai_weight = {
		factor = 20
	}
}



#############
### OTHER ###
#############
ship_section_template = {
	key = "abandoned_ship_section"
	ship_size = abandoned_ship
	fits_on_slot = mid
	entity = "abandoned_ship_section_entity"
	icon = "GFX_ship_part_core_mid"
	
	component_slot = {
		name = "LARGE_GUN_01"
		template = "large_turret"
		locatorname = "root"
	}
	component_slot = {
		name = "LARGE_GUN_02"
		template = "invisible_large_turret"
		locatorname = "root"
	}
	component_slot = {
		name = "MEDIUM_GUN_01"
		template = "medium_turret"
		locatorname = "root"
	}
	component_slot = {
		name = "MEDIUM_GUN_02"
		template = "invisible_medium_turret"
		locatorname = "root"
	}
	component_slot = {
		name = "MEDIUM_GUN_03"
		template = "invisible_medium_turret"
		locatorname = "root"
	}
	
	large_utility_slots = 1
	medium_utility_slots = 3
}

ship_section_template = {
	key = "probe_section"
	ship_size = probe
	fits_on_slot = mid
	entity = "probe_section_entity"
	icon = "GFX_ship_part_core_mid"
	
	component_slot = {
		name = "MEDIUM_GUN_01"
		template = "medium_turret"
		locatorname = "root"
	}
	component_slot = {
		name = "MEDIUM_GUN_02"
		template = "invisible_medium_turret"
		locatorname = "root"
	}
	
	small_utility_slots = 1
	medium_utility_slots = 1
	large_utility_slots = 1
}

ship_section_template = {
	key = "alien_racing_section"
	ship_size = alien_racing_ship
	fits_on_slot = mid
	entity = "eventship_06_entity"
	icon = "GFX_ship_part_core_mid"
	
	small_utility_slots = 2
	medium_utility_slots = 2
	large_utility_slots = 1
}

## Nanite Swarmer

ship_section_template = {
	key = "nanite_swarmer_torpedo_key"
	ship_size = nanite_swarmer
	fits_on_slot = mid
	entity = "gatebuilder_01_cruiser_section_entity"
	icon = "GFX_ship_part_core_mid"
	ai_tags = { explosive }

	component_slot = {
		name = "TORPEDO_01"
		template = "invisible_missile_turret"
		locatorname = "turret_01"
	}

	component_slot = {
		name = "TORPEDO_02"
		template = "invisible_missile_turret"
		locatorname = "turret_01"
	}

	small_utility_slots = 0
	aux_utility_slots = 1
}

ship_section_template = {
	key = "nanite_swarmer_medium_key"
	ship_size = nanite_swarmer
	fits_on_slot = mid
	entity = "gatebuilder_01_cruiser_section_entity"
	icon = "GFX_ship_part_core_mid"
	ai_tags = { gunship }

	component_slot = {
		name = "MEDIUM_01"
		template = "invisible_medium_turret"
		locatorname = "turret_01"
	}

	component_slot = {
		name = "MEDIUM_02"
		template = "invisible_medium_turret"
		locatorname = "turret_01"
	}

	small_utility_slots = 0
	aux_utility_slots = 1
}

ship_section_template = {
	key = "nanite_swarmer_flak_key"
	ship_size = nanite_swarmer
	fits_on_slot = mid
	entity = "gatebuilder_01_cruiser_section_entity"
	icon = "GFX_ship_part_core_mid"
	ai_tags = { screen }

	component_slot = {
		name = "SMALL_GUN_01"
		template = "invisible_point_defence_turret"
		locatorname = "turret_01"
	}

	component_slot = {
		name = "SMALL_GUN_02"
		template = "invisible_point_defence_turret"
		locatorname = "turret_01"
	}

	component_slot = {
		name = "SMALL_GUN_03"
		template = "invisible_point_defence_turret"
		locatorname = "turret_01"
	}

	component_slot = {
		name = "SMALL_GUN_04"
		template = "invisible_point_defence_turret"
		locatorname = "turret_01"
	}

	small_utility_slots = 0
	aux_utility_slots = 1
}

ship_section_template = {
	key = "nanite_swarmer_carrier_key"
	ship_size = nanite_swarmer
	fits_on_slot = mid
	entity = "gatebuilder_01_cruiser_section_entity"
	icon = "GFX_ship_part_core_mid"
	ai_tags = { carrier }
	prerequisites = {
		OR = {
			tech_strike_craft_1
			tech_strike_craft_2
			tech_strike_craft_3
			tech_strike_craft_skrand
		}
	}

	component_slot = {
		name = "STRIKE_CRAFT_01"
		template = "large_strike_craft"
		locatorname = "turret_01"
	}

	small_utility_slots = 0
	aux_utility_slots = 1
}

## Playable Nanite Interdictor

ship_section_template = { #Carrier section
	key = "nanite_interdictor_carrier_key"
	ship_size = nanite_interdictor
	fits_on_slot = mid
	entity = "gatebuilder_01_mothership_section_entity"
	icon = "GFX_ship_part_core_mid"
	ai_tags = { carrier }

	component_slot = {
		name = "LARGE_GUN_01"
		template = "invisible_large_turret"
		locatorname = "xl_gun_01"
	}

	component_slot = {
		name = "SMALL_GUN_01"
		template = "invisible_point_defence_turret"
		locatorname = "xl_gun_01"
	}

	component_slot = {
		name = "SMALL_GUN_02"
		template = "invisible_point_defence_turret"
		locatorname = "xl_gun_01"
	}

	component_slot = {
		name = "STRIKE_CRAFT_01"
		template = "large_strike_craft"
		locatorname = "xl_gun_01"
	}
	component_slot = {
		name = "STRIKE_CRAFT_02"
		template = "large_strike_craft"
		locatorname = "xl_gun_01"
	}
	component_slot = {
		name = "STRIKE_CRAFT_03"
		template = "large_strike_craft"
		locatorname = "xl_gun_01"
	}
	component_slot = {
		name = "STRIKE_CRAFT_04"
		template = "large_strike_craft"
		locatorname = "xl_gun_01"
	}

	large_utility_slots = 3
	aux_utility_slots = 1
}

ship_section_template = { #Torpedo section
	key = "nanite_interdictor_torpedo_key"
	ship_size = nanite_interdictor
	fits_on_slot = mid
	entity = "gatebuilder_01_mothership_section_entity"
	icon = "GFX_ship_part_core_mid"
	ai_tags = { energy_torpedoes explosive }

	component_slot = {
		name = "TORPEDO_01"
		template = "invisible_missile_turret"
		locatorname = "xl_gun_01"
	}
	component_slot = {
		name = "TORPEDO_02"
		template = "invisible_missile_turret"
		locatorname = "xl_gun_01"
	}
	component_slot = {
		name = "TORPEDO_03"
		template = "invisible_missile_turret"
		locatorname = "xl_gun_01"
	}
	component_slot = {
		name = "TORPEDO_04"
		template = "invisible_missile_turret"
		locatorname = "xl_gun_01"
	}
	component_slot = {
		name = "TORPEDO_05"
		template = "invisible_missile_turret"
		locatorname = "xl_gun_01"
	}

	component_slot = {
		name = "SMALL_GUN_01"
		template = "invisible_small_turret"
		locatorname = "xl_gun_01"
	}

	component_slot = {
		name = "SMALL_GUN_02"
		template = "invisible_small_turret"
		locatorname = "xl_gun_01"
	}

	component_slot = {
		name = "SMALL_GUN_03"
		template = "invisible_small_turret"
		locatorname = "xl_gun_01"
	}

	component_slot = {
		name = "SMALL_GUN_04"
		template = "invisible_small_turret"
		locatorname = "xl_gun_01"
	}

	large_utility_slots = 3
	aux_utility_slots = 1
}