#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 = { } only takes the following modifiers
# hull, shield & armor add/mult and regen add perc/static
# evasion add/mult
# speed/base speed mult
# weapon damage mult
# upkeep mult
# for other modifiers, use ship_modifier = { }
# 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)
# 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/planet the country owns. I.e. min + ( num planets * 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
# 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

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

############
# 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 = 1
	fleet_slot_size = 1
	section_slots = { "mid" = { locator = "part1" } }
	num_target_locators = 2
	is_space_station = no
	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 = "ai_behaviour"
	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 = 2
	fleet_slot_size = 2
	section_slots = { "bow" = { locator = "part1" } "stern" = { locator = "part2" } }
	num_target_locators = 2
	is_space_station = no
	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 = "ai_behaviour"
	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 = 2
	fleet_slot_size = 2
	section_slots = { "bow" = { locator = "part1" } "stern" = { locator = "part2" } }
	num_target_locators = 4
	icon = ship_size_military_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 = "ai_behaviour"
	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 = 3
	fleet_slot_size = 3
	section_slots = { "bow" = { locator = "part1" } "mid" = { locator = "part2" } "stern" = { locator = "part3" } }
	num_target_locators = 4
	is_space_station = no
	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 = "ai_behaviour"
	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
				}
			}
		}
	}
}

StrikeCruiser = {
	formation_priority = @strikecruiser_formation_priority
	max_speed = 190
	acceleration = 0.45
	rotation_speed = 0.25
	collision_radius = @cruiser_collision_radius

	modifier = {
		ship_evasion_add = 15
	}
	max_hitpoints = 2300
	size_multiplier = 5
	fleet_slot_size = 5
	section_slots = { "bow" = { locator = "part1" } "mid" = { locator = "part2" } "stern" = { locator = "part3" } }
	num_target_locators = 4
	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 = "ai_behaviour"
	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 = 6
	fleet_slot_size = 6
	section_slots = { "bow" = { locator = "part1" } "mid1" = { locator = "part2" } "mid2" = { locator = "part3" } "stern" = { locator = "part4" } }
	num_target_locators = 4
	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 = "ai_behaviour"
	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
			}
				}
	}
}

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 = 8
	fleet_slot_size = 8
	section_slots = { "bow" = { locator = "part1" } "mid" = { locator = "part2" } "stern" = { locator = "part3" } }
	num_target_locators = 4
	is_space_station = no
	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 = "ai_behaviour"
	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
				}
			}
		}
	}
}

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 = 10
	fleet_slot_size = 10
	section_slots = { "bow" = { locator = "part1" } "mid1" = { locator = "part2" } "mid2" = { locator = "part3" } "stern" = { locator = "part4" } }
	num_target_locators = 4
	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 = "ai_behaviour"
	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 = 14
	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
	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 = "ai_behaviour"
	required_component_set = "special_ship_slot"
	required_component_set = "special_ship_slot"
}

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 = 20
	fleet_slot_size = 20
	section_slots = { "bow" = { locator = "part1" } "mid" = { locator = "part2" } "stern" = { locator = "part3" } }
	num_target_locators = 4
	is_space_station = no
	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 = "ai_behaviour"
	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 = {
		OR = {
			is_scope_type = starbase
			AND = {
				is_scope_type = megastructure
				OR = {
					is_megastructure_type = mega_shipyard_3
					is_megastructure_type = mega_shipyard_restored
					is_megastructure_type = nsc_flagship_shipyard_complete
				}
			}
		}
	}

	possible_construction = {
		custom_tooltip = {
			fail_text = starbase_citadel_trigger
			OR = {
				AND = {
					is_scope_type = megastructure
					OR = {
						is_megastructure_type = mega_shipyard_3
						is_megastructure_type = mega_shipyard_restored
						is_megastructure_type = nsc_flagship_shipyard_complete
					}
				}
				AND = {
					is_scope_type = starbase
					has_starbase_size >= starbase_citadel
				}
			}
		}
		custom_tooltip = {
			fail_text = starbase_titan_yards_trigger
			OR = {
				AND = {
					is_scope_type = megastructure
					OR = {
						is_megastructure_type = mega_shipyard_3
						is_megastructure_type = mega_shipyard_restored
						is_megastructure_type = nsc_flagship_shipyard_complete
					}
				}
				AND = {
					is_scope_type = starbase
					has_starbase_building = titan_yards
				}
			}
		}
	}


	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
	}
}

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 = 24
	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
	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

	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 = "ai_behaviour"
	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"
}

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
	fleet_slot_size = 1
	section_slots = { "mid" = { locator = "part1" } }
	num_target_locators = 0
	is_space_station = no
	icon = ship_size_constructor
	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" }
	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"
	valid_target_aggressive_stance = no
	auto_upgrade = yes

	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 = {
		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 = 1
	fleet_slot_size = 1
	section_slots = { "mid" = { locator = "part1" } }
	num_target_locators = 0
	is_space_station = no
	icon = ship_size_colonizer
	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"
	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_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 = 1
	fleet_slot_size = 1
	section_slots = { "mid" = { locator = "part1" } }
	num_target_locators = 0
	is_space_station = no
	icon = ship_size_colonizer
	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"
	valid_target_aggressive_stance = no
	auto_upgrade = yes
	use_shipnames_from = colonizer

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

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

	potential_country = {
		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 = 1
	fleet_slot_size = 1
	section_slots = { "mid" = { locator = "part1" } }
	num_target_locators = 0
	is_space_station = no
	icon = ship_size_colonizer
	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"
	valid_target_aggressive_stance = no
	auto_upgrade = yes
	use_shipnames_from = colonizer

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

	potential_country = {
		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 = 1
	fleet_slot_size = 1
	section_slots = { "mid" = { locator = "part1" } }
	num_target_locators = 0
	is_space_station = no
	icon = ship_size_colonizer
	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"
	valid_target_aggressive_stance = no
	auto_upgrade = yes
	use_shipnames_from = colonizer

	potential_country = {
		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
	fleet_slot_size = 1
	section_slots = { "mid" = { locator = "part1" } }
	num_target_locators = 0
	is_space_station = no
	icon = ship_size_science
	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
		}
	}

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

	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
	}
}

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 = 5
	fleet_slot_size = 5
	section_slots = { "bow" = { locator = "part1" } "mid1" = { locator = "part2" } "mid2" = { locator = "part3" } "stern" = { locator = "part4" } }
	num_target_locators = 0
	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"
	# required_component_set = "exploration_ship_slot"
	# required_component_set = "exploration_ship_slot"
	# required_component_set = "exploration_ship_slot"
	# required_component_set = "exploration_ship_slot"
	
	ai_ship_data = {
		min = value:desired_science_ships
		system_mult = value:desired_science_ships_system_mult
		max = 5
	}
}

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
	fleet_slot_size = 1
	section_slots = { "mid" = { locator = "part1" } }
	num_target_locators = 0
	is_space_station = no
	icon = ship_size_transport

	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
	size_multiplier = 1
	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
	size_multiplier = 2
	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
	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
	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" }
	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
	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" }
	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
	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
}
