@build_block_radius_civilian = 20

### Overlord ###

offspring_corvette = {
	formation_priority = @corvette_formation_priority
	entity = corvette_entity
	max_speed = @speed_very_fast
	acceleration = 0.35
	rotation_speed = 0.1
	collision_radius = 2.5
	max_hitpoints = @corvette_hp
	modifier = {
		ship_evasion_add = @corvette_evasion
		#ship_piracy_suppression_add = 10
		ship_hull_mult = 0.5
		ship_weapon_range_mult = 0.25
		ship_shield_mult = 0.5
		ship_armor_mult = 0.5
	}
	size_multiplier = 1
	hull_scale = 1.5
	fleet_slot_size = 1
	section_slots = { "mid" = { locator = "part1" } }
	num_target_locators = 2
	is_space_station = no
	icon = ship_size_military_1
	base_buildtime = @corvette_build_time
	can_have_federation_design = no
	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
	use_shipnames_from = corvette

	default_behavior = swarm
	ship_roles = { screen gunship artillery brawler }

	triggered_ship_roles = {
		{
			name = brawler_stealth
			trigger = { has_technology = tech_cloaking_1 }
		}
		{
			name = explosive
			trigger = { has_technology = tech_torpedoes_1 }
		}
		{
			name = explosive_stealth
			trigger = {
				has_technology = tech_cloaking_1
				has_technology = tech_torpedoes_1 
			}
		}
		{
			name = energy_torpedoes
			trigger = { has_technology = tech_energy_torpedoes_1 }
		}
	}

	prerequisites = { "tech_corvettes" }
	potential_country = { has_origin = origin_progenitor_hive }

	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 = "ship_aura_components"
	required_component_set = "special_ship_slot"

	resources = {
		category = ships
		cost = {
			alloys = 30
		}
		upkeep = {
			energy = @corvette_upkeep_energy
			alloys = @corvette_upkeep_alloys
			mult = 2
		}
		logistics = {
			trade = @corvette_logistic_upkeep_trade
		}
	}

	min_upgrade_cost = {
		alloys = 1
	}

	ai_ship_data = {
		fraction = {
			base = 0
			modifier = {
				add = 50
				uses_standard_ship_sizes = yes
			}
		}
	}
}

offspring_destroyer = {
	entity = destroyer_entity
	formation_priority = @destroyer_formation_priority
	max_speed = @speed_fast
	acceleration = 0.3
	rotation_speed = 0.2
	collision_radius = 3
	max_hitpoints = @destroyer_hp
	modifier = {
		ship_evasion_add = @destroyer_evasion
		#ship_piracy_suppression_add = 8
		ship_hull_mult = 0.5
		ship_weapon_range_mult = 0.25
		ship_shield_mult = 0.5
		ship_armor_mult = 0.5
	}
	size_multiplier = 2
	hull_scale = 1.5
	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 = @destroyer_build_time
	can_have_federation_design = no
	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
	use_shipnames_from = destroyer

	default_behavior = picket
	ship_roles = { gunship artillery screen brawler }

	triggered_ship_roles = {
		{
			name = artillery_stealth
			trigger = { has_technology = tech_cloaking_2 }
		}
	}

	prerequisites = { "tech_destroyers" }
	potential_country = { has_origin = origin_progenitor_hive }

	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 = "ship_aura_components"
	required_component_set = "special_ship_slot"
	required_component_set = "special_ship_slot"

	resources = {
		category = ships
		cost = {
			alloys = 60
		}
		upkeep = {
			energy = @destroyer_upkeep_energy
			alloys = @destroyer_upkeep_alloys
			mult = 2
		}
		logistics = {
			trade = @destroyer_logistic_upkeep_trade
		}
	}
	min_upgrade_cost = {
		alloys = 2
	}
}

offspring_cruiser = {
	entity = cruiser_entity
	formation_priority = @cruiser_formation_priority
	max_speed = @speed_default
	acceleration = 0.25
	rotation_speed = 0.175
	collision_radius = 4
	max_hitpoints = @cruiser_hp
	modifier = {
		ship_evasion_add = @cruiser_evasion
		#ship_piracy_suppression_add = 6
		ship_hull_mult = 0.5
		ship_weapon_range_mult = 0.25
		ship_shield_mult = 0.5
		ship_armor_mult = 0.5
	}
	size_multiplier = 4
	hull_scale = 1.5
	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 = @cruiser_build_time
	can_have_federation_design = no
	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
	use_shipnames_from = cruiser

	default_behavior = line
	ship_roles = { gunship carrier explosive artillery }
	triggered_ship_roles = {
		{
			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" }
	potential_country = { has_origin = origin_progenitor_hive }

	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 = "ship_aura_components"
	required_component_set = "special_ship_slot"
	required_component_set = "special_ship_slot"
	required_component_set = "special_ship_slot"

	resources = {
		category = ships
		cost = {
			alloys = 120
		}
		upkeep = {
			energy = @cruiser_upkeep_energy
			alloys = @cruiser_upkeep_alloys
			mult = 2
		}
		logistics = {
			trade = @cruiser_logistic_upkeep_trade
		}
	}

	min_upgrade_cost = {
		alloys = 4
	}
}

offspring_battleship = {
	entity = battleship_entity
	formation_priority = @battleship_formation_priority
	max_speed = @speed_slow
	acceleration = 0.2
	rotation_speed = 0.15
	collision_radius = 4.5
	max_hitpoints = @battleship_hp
	modifier = {
		ship_evasion_add = @battleship_evasion
		#ship_piracy_suppression_add = 4
		ship_hull_mult = 0.5
		ship_weapon_range_mult = 0.25
		ship_shield_mult = 0.5
		ship_armor_mult = 0.5
	}
	size_multiplier = 8
	hull_scale = 1.5
	fleet_slot_size = 4
	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 = @battleship_build_time
	can_have_federation_design = no
	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
	use_shipnames_from = battleship

	default_behavior = artillery
	ship_roles = { artillery carrier gunship }

	prerequisites = { "tech_battleships" }
	potential_country = { has_origin = origin_progenitor_hive }

	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 = "ship_aura_components"
	required_component_set = "special_ship_slot"
	required_component_set = "special_ship_slot"
	required_component_set = "special_ship_slot"
	required_component_set = "special_ship_slot"

	resources = {
		category = ships
		cost = {
			alloys = 240
		}
		upkeep = {
			energy = @battleship_upkeep_energy
			alloys = @battleship_upkeep_alloys
			mult = 2
		}
		logistics = {
			trade = @battleship_logistic_upkeep_trade
		}
	}

	min_upgrade_cost = {
		alloys = 8
	}
}

# Enclaves

enclave_mercenary_station = {
	entity = enclave_mercenary_station_entity
	is_space_object = no
	graphical_culture = no
	max_speed = 0.0
	acceleration = 0.0
	rotation_speed = 0.002
	modifier = {
		ship_evasion_mult = -1
		ship_armor_mult = 1
		ship_shield_mult = 1
		ship_fire_rate_mult = 1
		starbase_shipyard_capacity_add = 4
		starbase_defense_platform_capacity_add = 8
	}
	max_hitpoints = @station_enclave_hp
	combat_size_multiplier = 20
	size_multiplier = 8
	fleet_slot_size = 4
	section_slots = { "mid" = { locator = "part1" } }
	num_target_locators = 0
	can_disable = no
	is_space_station = yes
	build_block_radius = @build_block_radius_civilian
	icon = ship_size_military_station

	use_shipnames_from = military_station_small

	class = shipclass_starbase
	construction_type = starbase_shipyard

	required_component_set = "power_core"
	required_component_set = "sensor_components"

	is_designable = no
}

enclave_salvager_station = {
	entity = salvager_station_01_entity
	graphical_culture = no
	# is_space_object = yes
	max_speed = 0.0
	acceleration = 0.0
	rotation_speed = 0.002
	modifier = {
		ship_evasion_mult = -1
		ship_armor_mult = 1
		ship_shield_mult = 1
		ship_fire_rate_mult = 1
		starbase_shipyard_capacity_add = 4
		starbase_defense_platform_capacity_add = 8
	}
	max_hitpoints = @station_enclave_hp
	combat_size_multiplier = 20
	size_multiplier = 8
	fleet_slot_size = 4
	section_slots = {
		"mid" = { locator = "part1" }
	}
	num_target_locators = 0
	can_disable = no
	is_space_station = yes
	build_block_radius = @build_block_radius_civilian

	use_shipnames_from = military_station_small

	class = shipclass_starbase
	is_designable = no
	icon = ship_size_military_station
	construction_type = starbase_shipyard

	required_component_set = "power_core"
	required_component_set = "sensor_components"
}

enclave_shroudwalker_station = {
	# is_space_object = yes
	graphical_culture = no
	max_speed = 0.0
	acceleration = 0.0
	rotation_speed = 0.002
	modifier = {
		ship_evasion_mult = -1
		ship_armor_mult = 1
		ship_shield_mult = 1
		ship_fire_rate_mult = 1
		starbase_shipyard_capacity_add = 4
		starbase_defense_platform_capacity_add = 8
	}
	max_hitpoints = @station_enclave_hp
	combat_size_multiplier = 20
	size_multiplier = 8
	fleet_slot_size = 4
	section_slots = { "mid" = { locator = "part1" } }
	num_target_locators = 0
	can_disable = no
	is_space_station = yes
	build_block_radius = @build_block_radius_civilian
	icon = ship_size_military_station

	use_shipnames_from = military_station_small

	class = shipclass_starbase
	construction_type = starbase_shipyard

	required_component_set = "power_core"
	required_component_set = "sensor_components"

	is_designable = no
}

offspring_mauler_stage_1 = {
	graphical_culture = { "biogenesis_01" "biogenesis_02" }
	ship_category = bio_ship					# Used to filter ships sizes for graphical cultures
	entity = mauler_stage_1_entity
	formation_priority = @mauler_formation_priority
	max_speed = @speed_fast
	acceleration = 0.25
	rotation_speed = 0.1
	collision_radius = @mauler_stage_1_collision_radius
	max_hitpoints = @mauler_stage_1_hp
	ship_family_name = offspring_mauler_class
	growth_stage_descriptor = "ship_growth_stage_1"
	modifier = {
		ship_evasion_add = @mauler_stage_1_evasion
		ship_hull_mult = 0.5
		ship_weapon_range_mult = 0.25
		ship_shield_mult = 0.5
		ship_armor_mult = 0.5
	}
	size_multiplier = 1
	fleet_slot_size = 1
	hull_scale = 1.5
	section_slots = { "mid" = { locator = "root" } }
	num_target_locators = 2
	is_space_station = no
	icon = ship_size_mauler_stage_1
	base_buildtime = @mauler_stage_1_build_time
	can_have_federation_design = no
	enable_default_design = yes
	enable_3dview_in_ship_browser = no
	selectable = { has_biogenesis_dlc = yes }
	use_shipnames_from = corvette
	evaluation_resource = food

	default_behavior = torpedo

	role_background = "GFX_role_selection_mauler"
	ship_roles = { brawler screen }
	triggered_ship_roles = {
		{
			name = brawler_stealth
			trigger = { has_technology = tech_cloaking_1 }
		}
		{
			name = screen_stealth
			trigger = { has_technology = tech_cloaking_1 }
		}
	}
	prerequisites = { "tech_maulers" }
	potential_country = { has_origin = origin_progenitor_hive }

	combat_disengage_chance = @mauler_disengage_chance

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

	is_bio_ship = yes					# this indicates that this ship uses bioship mechanic
	bioship_growth_progress_required = @mauler_stage_1_growth_threshold
	upgrades_to = offspring_mauler_stage_2		# what ship size to use when upgrading this ship size

	resources = {
		category = ships
		cost = {
			food = @mauler_stage_1_section_cost
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			alloys = @mauler_stage_1_upkeep_alloys
			food = @mauler_stage_1_upkeep_food
			mult = 2
		}
		logistics = {
			trade = @mauler_stage_1_upkeep_logistic
		}
	}

	min_upgrade_cost = {
		alloys = @mauler_stage_1_min_upgrade_cost
	}

	ai_ship_data = {
		fraction = {
			base = 0
			modifier = {
				add = 12.5
				country_uses_bio_ships = yes
			}
			modifier = {
				factor = 1.25
				is_preferred_weapons = weapon_type_kinetic
			}
		}
	}
}

offspring_mauler_stage_2 = {
	graphical_culture = { "biogenesis_01" "biogenesis_02"}
	ship_category = bio_ship					# Used to filter ships sizes for graphical cultures
	entity = mauler_stage_2_entity
	formation_priority = @mauler_formation_priority
	max_speed = @speed_fast
	acceleration = 0.25
	rotation_speed = 0.1
	collision_radius = @mauler_stage_2_collision_radius
	max_hitpoints = @mauler_stage_2_hp
	ship_family_name = offspring_mauler_class
	growth_stage_descriptor = "ship_growth_stage_2"
	modifier = {
		ship_evasion_add = @mauler_stage_2_evasion
		ship_hull_mult = 0.5
		ship_weapon_range_mult = 0.25
		ship_shield_mult = 0.5
		ship_armor_mult = 0.5
	}
	ship_modifier = {
		mod_ship_naval_cap_usage_mult = 0.50
	}
	size_multiplier = 1
	fleet_slot_size = 1
	hull_scale = 1.5
	section_slots = { "mid" = { locator = "root" } }
	num_target_locators = 2
	is_space_station = no
	icon = ship_size_mauler_stage_2
	base_buildtime = @mauler_stage_2_build_time
	can_have_federation_design = no
	enable_default_design = yes
	enable_3dview_in_ship_browser = no
	selectable = { has_biogenesis_dlc = yes }
	use_shipnames_from = corvette
	evaluation_resource = food

	default_behavior = torpedo

	role_background = "GFX_role_selection_mauler"
	ship_roles = { brawler screen }
	triggered_ship_roles = {
		{
			name = brawler_stealth
			trigger = { has_technology = tech_cloaking_1 }
		}
		{
			name = screen_stealth
			trigger = { has_technology = tech_cloaking_1 }
		}
	}
	prerequisites = { "tech_mauler_growth_1" }
	potential_country = { has_origin = origin_progenitor_hive }

	combat_disengage_chance = @mauler_disengage_chance

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

	is_bio_ship = yes					# this indicates that this ship uses bioship mechanic
	bioship_growth_progress_required = @mauler_stage_2_growth_threshold
	upgrades_to = offspring_mauler_stage_3		# what ship size to use when upgrading this ship size

	resources = {
		category = ships
		cost = {
			food = @mauler_stage_2_section_cost
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			alloys = @mauler_stage_2_upkeep_alloys
			food = @mauler_stage_2_upkeep_food
			mult = 2
		}
		logistics = {
			trade = @mauler_stage_2_upkeep_logistic
		}
	}

	min_upgrade_cost = {
		alloys = @mauler_stage_2_min_upgrade_cost
	}

	ai_ship_data = {
		fraction = {
			base = 0
			modifier = {
				add = 7.5
				country_uses_bio_ships = yes
			}
			modifier = {
				factor = 1.25
				is_preferred_weapons = weapon_type_kinetic
			}
		}
	}
}

offspring_mauler_stage_3 = {
	graphical_culture = { "biogenesis_01" "biogenesis_02" }
	ship_category = bio_ship					# Used to filter ships sizes for graphical cultures
	entity = mauler_stage_3_entity
	formation_priority = @mauler_formation_priority
	max_speed = @speed_fast
	acceleration = 0.25
	rotation_speed = 0.1
	collision_radius = @mauler_stage_3_collision_radius
	max_hitpoints = @mauler_stage_3_hp
	ship_family_name = offspring_mauler_class
	growth_stage_descriptor = "ship_growth_stage_3"
	modifier = {
		ship_evasion_add = @mauler_stage_3_evasion
		ship_hull_mult = 0.5
		ship_weapon_range_mult = 0.25
		ship_shield_mult = 0.5
		ship_armor_mult = 0.5
	}
	ship_modifier = {
		mod_ship_naval_cap_usage_mult = 1.0
	}
	size_multiplier = 1
	fleet_slot_size = 1
	hull_scale = 1.5
	section_slots = { "mid" = { locator = "root" } }
	num_target_locators = 2
	is_space_station = no
	icon = ship_size_mauler_stage_3
	base_buildtime = @mauler_stage_3_build_time
	can_have_federation_design = no
	enable_default_design = yes
	enable_3dview_in_ship_browser = no
	selectable = { has_biogenesis_dlc = yes }
	use_shipnames_from = corvette
	evaluation_resource = food

	default_behavior = torpedo

	role_background = "GFX_role_selection_mauler"
	ship_roles = { brawler screen }
	triggered_ship_roles = {
		{
			name = brawler_stealth
			trigger = { has_technology = tech_cloaking_1 }
		}
		{
			name = screen_stealth
			trigger = { has_technology = tech_cloaking_1 }
		}
	}
	prerequisites = { "tech_mauler_growth_2" }
	potential_country = { has_origin = origin_progenitor_hive }

	combat_disengage_chance = @mauler_disengage_chance

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

	is_bio_ship = yes					# this indicates that this ship uses bioship mechanic

	resources = {
		category = ships
		cost = {
			food = @mauler_stage_3_section_cost
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			alloys = @mauler_stage_3_upkeep_alloys
			food = @mauler_stage_3_upkeep_food
			mult = 2
		}
		logistics = {
			trade = @mauler_stage_3_upkeep_logistic
		}
	}

	min_upgrade_cost = {
		alloys = @mauler_stage_3_min_upgrade_cost
	}

	ai_ship_data = {
		fraction = {
			base = 0
			modifier = {
				add = 5
				country_uses_bio_ships = yes
			}
			modifier = {
				factor = 1.25
				is_preferred_weapons = weapon_type_kinetic
			}
		}
	}
}

offspring_weaver_stage_1 = {
	graphical_culture = { "biogenesis_01" "biogenesis_02" }
	ship_category = bio_ship					# Used to filter ships sizes for graphical cultures
	entity = weaver_stage_1_entity
	formation_priority = @weaver_formation_priority
	max_speed = @speed_fast
	acceleration = 0.3
	rotation_speed = 0.2
	collision_radius = @weaver_stage_1_collision_radius
	max_hitpoints = @weaver_stage_1_hp
	ship_family_name = offspring_weaver_class
	growth_stage_descriptor = "ship_growth_stage_1"
	modifier = {
		ship_evasion_add = @weaver_stage_1_evasion
		ship_hull_mult = 0.5
		ship_weapon_range_mult = 0.25
		ship_shield_mult = 0.5
		ship_armor_mult = 0.5
	}
	size_multiplier = 2
	fleet_slot_size = 2
	hull_scale = 1.5
	section_slots = { "mid" = { locator = "root" } }
	num_target_locators = 4
	icon = ship_size_weaver_stage_1
	base_buildtime = @weaver_stage_1_build_time
	can_have_federation_design = no
	enable_default_design = yes
	enable_3dview_in_ship_browser = no
	selectable = { has_biogenesis_dlc = yes }
	use_shipnames_from = destroyer
	evaluation_resource = food

	default_behavior = line

	role_background = "GFX_role_selection_weaver"
	ship_roles = { buffer_role debuffer_role }
	triggered_ship_roles = {
		{
			name = buffer_role_stealth
			trigger = { has_technology = tech_cloaking_2 }
		}
		{
			name = debuffer_role_stealth
			trigger = { has_technology = tech_cloaking_2 }
		}
	}
	prerequisites = { "tech_weavers" }
	potential_country = { has_origin = origin_progenitor_hive }

	combat_disengage_chance = @weaver_disengage_chance

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

	is_bio_ship = yes					# this indicates that this ship uses bioship mechanic
	bioship_growth_progress_required = @weaver_stage_1_growth_threshold
	upgrades_to = offspring_weaver_stage_2		# what ship size to use when upgrading this ship size

	resources = {
		category = ships
		cost = {
			food = @weaver_stage_1_section_cost
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			alloys = @weaver_stage_1_upkeep_alloys
			food = @weaver_stage_1_upkeep_food
			mult = 2
		}
		logistics = {
			trade = @weaver_stage_1_upkeep_logistic
		}
	}

	min_upgrade_cost = {
		alloys = @weaver_stage_1_min_upgrade_cost
	}

	ai_ship_data = {
		fraction = {
			base = 0
			modifier = {
				add = 15
				country_uses_bio_ships = 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 = hive_mind
					has_ai_personality = hive_mind_friend
					has_ai_personality = benevolent_wilderness
					has_ai_personality = rampant_wilderness
				}
			}
			modifier = {
				factor = 1.5
				has_valid_civic = civic_hive_devouring_swarm
			}
		}
	}
}

offspring_weaver_stage_2 = {
	graphical_culture = { "biogenesis_01" "biogenesis_02"}
	ship_category = bio_ship					# Used to filter ships sizes for graphical cultures
	entity = weaver_stage_2_entity
	formation_priority = @weaver_formation_priority
	max_speed = @speed_fast
	acceleration = 0.3
	rotation_speed = 0.2
	collision_radius = @weaver_stage_2_collision_radius
	max_hitpoints = @weaver_stage_2_hp
	ship_family_name = offspring_weaver_class
	growth_stage_descriptor = "ship_growth_stage_2"
	modifier = {
		ship_evasion_add = @weaver_stage_2_evasion
		ship_hull_mult = 0.5
		ship_weapon_range_mult = 0.25
		ship_shield_mult = 0.5
		ship_armor_mult = 0.5
	}
	ship_modifier = {
		mod_ship_naval_cap_usage_mult = 0.50
	}
	size_multiplier = 2
	fleet_slot_size = 2
	hull_scale = 1.5
	section_slots = { "mid" = { locator = "root" } }
	num_target_locators = 4
	icon = ship_size_weaver_stage_2
	base_buildtime = @weaver_stage_2_build_time
	can_have_federation_design = no
	enable_default_design = yes
	enable_3dview_in_ship_browser = no
	selectable = { has_biogenesis_dlc = yes }
	use_shipnames_from = destroyer
	evaluation_resource = food

	default_behavior = line

	role_background = "GFX_role_selection_weaver"
	ship_roles = { buffer_role debuffer_role }
	triggered_ship_roles = {
		{
			name = buffer_role_stealth
			trigger = { has_technology = tech_cloaking_2 }
		}
		{
			name = debuffer_role_stealth
			trigger = { has_technology = tech_cloaking_2 }
		}
	}
	prerequisites = { "tech_weaver_growth_1" }
	potential_country = { has_origin = origin_progenitor_hive }

	combat_disengage_chance = @weaver_disengage_chance

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

	is_bio_ship = yes					# this indicates that this ship uses bioship mechanic
	bioship_growth_progress_required = @weaver_stage_2_growth_threshold
	upgrades_to = offspring_weaver_stage_3		# what ship size to use when upgrading this ship size

	resources = {
		category = ships
		cost = {
			food = @weaver_stage_2_section_cost
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			alloys = @weaver_stage_2_upkeep_alloys
			food = @weaver_stage_2_upkeep_food
			mult = 2
		}
		logistics = {
			trade = @weaver_stage_2_upkeep_logistic
		}
	}

	min_upgrade_cost = {
		alloys = @weaver_stage_2_min_upgrade_cost
	}

	ai_ship_data = {
		fraction = {
			base = 0
			modifier = {
				add = 10
				country_uses_bio_ships = 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 = hive_mind
					has_ai_personality = hive_mind_friend
					has_ai_personality = benevolent_wilderness
					has_ai_personality = rampant_wilderness
				}
			}
			modifier = {
				factor = 1.5
				has_valid_civic = civic_hive_devouring_swarm
			}
		}
	}
}

offspring_weaver_stage_3 = {
	graphical_culture = { "biogenesis_01" "biogenesis_02" }
	ship_category = bio_ship					# Used to filter ships sizes for graphical cultures
	entity = weaver_stage_3_entity
	formation_priority = @weaver_formation_priority
	max_speed = @speed_fast
	acceleration = 0.3
	rotation_speed = 0.2
	collision_radius = @weaver_stage_3_collision_radius
	max_hitpoints = @weaver_stage_3_hp
	ship_family_name = offspring_weaver_class
	growth_stage_descriptor = "ship_growth_stage_3"
	modifier = {
		ship_evasion_add = @weaver_stage_3_evasion
		ship_hull_mult = 0.5
		ship_weapon_range_mult = 0.25
		ship_shield_mult = 0.5
		ship_armor_mult = 0.5
	}
	ship_modifier = {
		mod_ship_naval_cap_usage_mult = 1.0
	}
	size_multiplier = 2
	fleet_slot_size = 2
	hull_scale = 1.5
	section_slots = { "mid" = { locator = "root" } }
	num_target_locators = 4
	icon = ship_size_weaver_stage_3
	base_buildtime = @weaver_stage_3_build_time
	can_have_federation_design = no
	enable_default_design = yes
	enable_3dview_in_ship_browser = no
	selectable = { has_biogenesis_dlc = yes }
	use_shipnames_from = destroyer
	evaluation_resource = food

	default_behavior = line

	role_background = "GFX_role_selection_weaver"
	ship_roles = { buffer_role debuffer_role }
	triggered_ship_roles = {
		{
			name = buffer_role_stealth
			trigger = { has_technology = tech_cloaking_2 }
		}
		{
			name = debuffer_role_stealth
			trigger = { has_technology = tech_cloaking_2 }
		}
	}
	prerequisites = { "tech_weaver_growth_2" }
	potential_country = { has_origin = origin_progenitor_hive }

	combat_disengage_chance = @weaver_disengage_chance

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

	is_bio_ship = yes					# this indicates that this ship uses bioship mechanic

	resources = {
		category = ships
		cost = {
			food = @weaver_stage_3_section_cost
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			alloys = @weaver_stage_3_upkeep_alloys
			food = @weaver_stage_3_upkeep_food
			mult = 2
		}
		logistics = {
			trade = @weaver_stage_3_upkeep_logistic
		}
	}

	min_upgrade_cost = {
		alloys = @weaver_stage_3_min_upgrade_cost
	}

	ai_ship_data = {
		fraction = {
			base = 0
			modifier = {
				add = 10
				country_uses_bio_ships = 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 = hive_mind
					has_ai_personality = hive_mind_friend
					has_ai_personality = benevolent_wilderness
					has_ai_personality = rampant_wilderness
				}
			}
			modifier = {
				factor = 1.5
				has_valid_civic = civic_hive_devouring_swarm
			}
		}
	}
}

offspring_harbinger_stage_1 = {
	graphical_culture = { "biogenesis_01" "biogenesis_02" }
	ship_category = bio_ship					# Used to filter ships sizes for graphical cultures
	entity = harbinger_stage_1_entity
	formation_priority = @harbinger_formation_priority
	max_speed = @speed_default
	acceleration = 0.25
	rotation_speed = 0.175
	collision_radius = @harbinger_stage_1_collision_radius
	max_hitpoints = @harbinger_stage_1_hp
	ship_family_name = offspring_harbinger_class
	growth_stage_descriptor = "ship_growth_stage_1"
	modifier = {
		ship_evasion_add = @harbinger_stage_1_evasion
		ship_hull_mult = 0.5
		ship_weapon_range_mult = 0.25
		ship_shield_mult = 0.5
		ship_armor_mult = 0.5
	}
	size_multiplier = 4
	fleet_slot_size = 3
	hull_scale = 1.5
	section_slots = { "mid" = { locator = "root" } }
	num_target_locators = 4
	icon = ship_size_harbinger_stage_1
	is_space_station = no
	base_buildtime = @harbinger_stage_1_build_time
	can_have_federation_design = no
	enable_default_design = yes
	enable_3dview_in_ship_browser = no
	selectable = { has_biogenesis_dlc = yes }
	use_shipnames_from = cruiser
	evaluation_resource = food

	default_behavior = carrier

	role_background = "GFX_role_selection_harbinger"
	ship_roles = { carrier }
	triggered_ship_roles = {
		{
			name = artillery
			trigger = {
				OR = {
					has_technology = tech_swarmer_missiles_1
					has_technology = tech_swarmer_missiles_2
					has_technology = tech_scourge_missile_1
					has_technology = tech_energy_torpedoes_1
					has_technology = tech_energy_torpedoes_2
				}
			}
		}
		{
			name = artillery_stealth
			trigger = {
				has_technology = tech_cloaking_3
				OR = {
					has_technology = tech_swarmer_missiles_1
					has_technology = tech_swarmer_missiles_2
					has_technology = tech_scourge_missile_1
					has_technology = tech_energy_torpedoes_1
					has_technology = tech_energy_torpedoes_2
				}
			}
		}
		{
			name = carrier_stealth
			trigger = { has_technology = tech_cloaking_3 }
		}
	}
	prerequisites = { "tech_harbingers" }
	potential_country = { has_origin = origin_progenitor_hive }

	combat_disengage_chance = @harbinger_disengage_chance

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

	is_bio_ship = yes					# this indicates that this ship uses bioship mechanic
	bioship_growth_progress_required = @harbinger_stage_1_growth_threshold
	upgrades_to = offspring_harbinger_stage_2		# what ship size to use when upgrading this ship size

	resources = {
		category = ships
		cost = {
			food = @harbinger_stage_1_section_cost
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			alloys = @harbinger_stage_1_upkeep_alloys
			food = @harbinger_stage_1_upkeep_food
			mult = 2
		}
		logistics = {
			trade = @harbinger_stage_1_upkeep_logistic
		}
	}

	min_upgrade_cost = {
		alloys = @harbinger_stage_1_min_upgrade_cost
	}

	ai_ship_data = {
		fraction = {
			base = 0
			modifier = {
				add = 7.5
				country_uses_bio_ships = 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
				has_valid_ai_personality = yes
				OR = {
					has_ai_personality = honorbound_warriors
					has_ai_personality = hegemonic_imperialists
					has_ai_personality = democratic_crusaders
					has_ai_personality = hive_mind
					has_ai_personality = hive_mind_friend
					has_ai_personality = benevolent_wilderness
					has_ai_personality = rampant_wilderness
				}
			}
		}
	}
}

offspring_harbinger_stage_2 = {
	graphical_culture = { "biogenesis_01" "biogenesis_02" }
	ship_category = bio_ship					# Used to filter ships sizes for graphical cultures
	entity = harbinger_stage_2_entity
	formation_priority = @harbinger_formation_priority
	max_speed = @speed_default
	acceleration = 0.25
	rotation_speed = 0.175
	collision_radius = @harbinger_stage_2_collision_radius
	max_hitpoints = @harbinger_stage_2_hp
	ship_family_name = offspring_harbinger_class
	growth_stage_descriptor = "ship_growth_stage_2"
	modifier = {
		ship_evasion_add = @harbinger_stage_2_evasion
		ship_hull_mult = 0.5
		ship_weapon_range_mult = 0.25
		ship_shield_mult = 0.5
		ship_armor_mult = 0.5
	}
	ship_modifier = {
		mod_ship_naval_cap_usage_mult = 0.50
	}
	size_multiplier = 4
	fleet_slot_size = 3
	hull_scale = 1.5
	section_slots = { "mid" = { locator = "root" } }
	num_target_locators = 4
	icon = ship_size_harbinger_stage_2
	base_buildtime = @harbinger_stage_2_build_time
	can_have_federation_design = no
	enable_default_design = yes
	enable_3dview_in_ship_browser = no
	selectable = { has_biogenesis_dlc = yes }
	use_shipnames_from = cruiser
	evaluation_resource = food

	default_behavior = carrier

	role_background = "GFX_role_selection_harbinger"
	ship_roles = { carrier }
	triggered_ship_roles = {
		{
			name = artillery
			trigger = {
				OR = {
					has_technology = tech_swarmer_missiles_1
					has_technology = tech_swarmer_missiles_2
					has_technology = tech_scourge_missile_1
					has_technology = tech_energy_torpedoes_1
					has_technology = tech_energy_torpedoes_2
				}
			}
		}
		{
			name = artillery_stealth
			trigger = {
				has_technology = tech_cloaking_3
				OR = {
					has_technology = tech_swarmer_missiles_1
					has_technology = tech_swarmer_missiles_2
					has_technology = tech_scourge_missile_1
					has_technology = tech_energy_torpedoes_1
					has_technology = tech_energy_torpedoes_2
				}
			}
		}
		{
			name = carrier_stealth
			trigger = { has_technology = tech_cloaking_3 }
		}
	}
	prerequisites = { "tech_harbinger_growth_1" }
	potential_country = { has_origin = origin_progenitor_hive }

	combat_disengage_chance = @harbinger_disengage_chance

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

	is_bio_ship = yes					# this indicates that this ship uses bioship mechanic
	bioship_growth_progress_required = @harbinger_stage_2_growth_threshold
	upgrades_to = offspring_harbinger_stage_3		# what ship size to use when upgrading this ship size

	resources = {
		category = ships
		cost = {
			food = @harbinger_stage_2_section_cost
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			alloys = @harbinger_stage_2_upkeep_alloys
			food = @harbinger_stage_2_upkeep_food
			mult = 2
		}
		logistics = {
			trade = @harbinger_stage_2_upkeep_logistic
		}
	}

	min_upgrade_cost = {
		alloys = @harbinger_stage_2_min_upgrade_cost
	}

	ai_ship_data = {
		fraction = {
			base = 0
			modifier = {
				add = 5
				country_uses_bio_ships = 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
				has_valid_ai_personality = yes
				OR = {
					has_ai_personality = honorbound_warriors
					has_ai_personality = hegemonic_imperialists
					has_ai_personality = democratic_crusaders
					has_ai_personality = hive_mind
					has_ai_personality = hive_mind_friend
					has_ai_personality = benevolent_wilderness
					has_ai_personality = rampant_wilderness
				}
			}
		}
	}
}

offspring_harbinger_stage_3 = {
	graphical_culture = { "biogenesis_01" "biogenesis_02" }
	ship_category = bio_ship					# Used to filter ships sizes for graphical cultures
	entity = harbinger_stage_3_entity
	formation_priority = @harbinger_formation_priority
	max_speed = @speed_default
	acceleration = 0.25
	rotation_speed = 0.175
	collision_radius = @harbinger_stage_3_collision_radius
	max_hitpoints = @harbinger_stage_3_hp
	ship_family_name = offspring_harbinger_class
	growth_stage_descriptor = "ship_growth_stage_3"
	modifier = {
		ship_evasion_add = @harbinger_stage_3_evasion
		ship_hull_mult = 0.5
		ship_weapon_range_mult = 0.25
		ship_shield_mult = 0.5
		ship_armor_mult = 0.5
	}
	ship_modifier = {
		mod_ship_naval_cap_usage_mult = 1.0
	}
	size_multiplier = 4
	fleet_slot_size = 3
	hull_scale = 1.5
	section_slots = { "mid" = { locator = "root" } }
	num_target_locators = 4
	icon = ship_size_harbinger_stage_3
	base_buildtime = @harbinger_stage_3_build_time
	can_have_federation_design = no
	enable_default_design = yes
	enable_3dview_in_ship_browser = no
	selectable = { has_biogenesis_dlc = yes }
	use_shipnames_from = cruiser
	evaluation_resource = food

	default_behavior = carrier

	role_background = "GFX_role_selection_harbinger"
	ship_roles = { carrier }
	triggered_ship_roles = {
		{
			name = artillery
			trigger = {
				OR = {
					has_technology = tech_swarmer_missiles_1
					has_technology = tech_swarmer_missiles_2
					has_technology = tech_scourge_missile_1
					has_technology = tech_energy_torpedoes_1
					has_technology = tech_energy_torpedoes_2
				}
			}
		}
		{
			name = artillery_stealth
			trigger = {
				has_technology = tech_cloaking_3
				OR = {
					has_technology = tech_swarmer_missiles_1
					has_technology = tech_swarmer_missiles_2
					has_technology = tech_scourge_missile_1
					has_technology = tech_energy_torpedoes_1
					has_technology = tech_energy_torpedoes_2
				}
			}
		}
		{
			name = carrier_stealth
			trigger = { has_technology = tech_cloaking_3 }
		}
	}
	prerequisites = { "tech_harbinger_growth_2" }
	potential_country = { has_origin = origin_progenitor_hive }

	combat_disengage_chance = @harbinger_disengage_chance

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

	is_bio_ship = yes					# this indicates that this ship uses bioship mechanic

	resources = {
		category = ships
		cost = {
			food = @harbinger_stage_3_section_cost
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			alloys = @harbinger_stage_3_upkeep_alloys
			food = @harbinger_stage_3_upkeep_food
			mult = 2
		}
		logistics = {
			trade = @harbinger_stage_3_upkeep_logistic
		}
	}

	min_upgrade_cost = {
		alloys = @harbinger_stage_3_min_upgrade_cost
	}

	ai_ship_data = {
		fraction = {
			base = 0
			modifier = {
				add = 2.5
				country_uses_bio_ships = 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
				has_valid_ai_personality = yes
				OR = {
					has_ai_personality = honorbound_warriors
					has_ai_personality = hegemonic_imperialists
					has_ai_personality = democratic_crusaders
					has_ai_personality = hive_mind
					has_ai_personality = hive_mind_friend
					has_ai_personality = benevolent_wilderness
					has_ai_personality = rampant_wilderness
				}
			}
		}
	}
}

offspring_stinger_stage_1 = {
	graphical_culture = { "biogenesis_01" "biogenesis_02" }
	ship_category = bio_ship					# Used to filter ships sizes for graphical cultures
	entity = stinger_stage_1_entity
	formation_priority = @stinger_formation_priority
	max_speed = @speed_slow
	acceleration = 0.2
	rotation_speed = 0.15
	collision_radius = @stinger_stage_1_collision_radius
	max_hitpoints = @stinger_stage_1_hp
	ship_family_name = offspring_stinger_class
	growth_stage_descriptor = "ship_growth_stage_1"
	modifier = {
		ship_evasion_add = @stinger_stage_1_evasion
		ship_hull_mult = 0.5
		ship_weapon_range_mult = 0.25
		ship_shield_mult = 0.5
		ship_armor_mult = 0.5
	}
	size_multiplier = 8
	fleet_slot_size = 4
	hull_scale = 1.5
	section_slots = { "mid" = { locator = "root" } }
	num_target_locators = 4
	icon = ship_size_stinger_stage_1
	base_buildtime = @stinger_stage_1_build_time
	can_have_federation_design = no
	enable_default_design = yes
	enable_3dview_in_ship_browser = no
	selectable = { has_biogenesis_dlc = yes }
	use_shipnames_from = battleship
	evaluation_resource = food

	default_behavior = artillery

	role_background = "GFX_role_selection_stinger"
	ship_roles = { artillery gunship }
	triggered_ship_roles = {
		{
			name = artillery_stealth
			trigger = { has_battleship_cloaking_tech = yes }
		}
		{
			name = gunship_stealth
			trigger = { has_battleship_cloaking_tech = yes }
		}
	}
	prerequisites = { "tech_stingers" }
	potential_country = { has_origin = origin_progenitor_hive }

	combat_disengage_chance = @stinger_disengage_chance

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

	is_bio_ship = yes					# this indicates that this ship uses bioship mechanic
	bioship_growth_progress_required = @stinger_stage_1_growth_threshold
	upgrades_to = offspring_stinger_stage_2		# what ship size to use when upgrading this ship size

	resources = {
		category = ships
		cost = {
			food = @stinger_stage_1_section_cost
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			alloys = @stinger_stage_1_upkeep_alloys
			food = @stinger_stage_1_upkeep_food
			mult = 2
		}
		logistics = {
			trade = @stinger_stage_1_upkeep_logistic
		}
	}

	min_upgrade_cost = {
		alloys = @stinger_stage_1_min_upgrade_cost
	}

	ai_ship_data = {
		fraction = {
			base = 0
			modifier = {
				add = 30
				country_uses_bio_ships = yes
			}
			modifier = {
				factor = 1.5
				is_preferred_weapons = weapon_type_energy
			}
			modifier = {
				factor = 1.5
				is_preferred_weapons = weapon_type_kinetic
			}
			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
					has_ai_personality = hive_mind
					has_ai_personality = hive_mind_friend
					has_ai_personality = benevolent_wilderness
					has_ai_personality = rampant_wilderness
				}
			}
		}
	}
}

offspring_stinger_stage_2 = {
	graphical_culture = { "biogenesis_01" "biogenesis_02" }
	ship_category = bio_ship					# Used to filter ships sizes for graphical cultures
	entity = stinger_stage_2_entity
	formation_priority = @stinger_formation_priority
	max_speed = @speed_slow
	acceleration = 0.2
	rotation_speed = 0.15
	collision_radius = @stinger_stage_2_collision_radius
	max_hitpoints = @stinger_stage_2_hp
	ship_family_name = offspring_stinger_class
	growth_stage_descriptor = "ship_growth_stage_1"
	modifier = {
		ship_evasion_add = @stinger_stage_2_evasion
		ship_hull_mult = 0.5
		ship_weapon_range_mult = 0.25
		ship_shield_mult = 0.5
		ship_armor_mult = 0.5
	}
	ship_modifier = {
		mod_ship_naval_cap_usage_mult = 0.50
	}
	size_multiplier = 8
	fleet_slot_size = 4
	hull_scale = 1.5
	section_slots = { "mid" = { locator = "root" } }
	num_target_locators = 4
	icon = ship_size_stinger_stage_2
	base_buildtime = @stinger_stage_2_build_time
	can_have_federation_design = no
	enable_default_design = yes
	enable_3dview_in_ship_browser = no
	selectable = { has_biogenesis_dlc = yes }
	use_shipnames_from = battleship
	evaluation_resource = food

	default_behavior = artillery

	role_background = "GFX_role_selection_stinger"
	ship_roles = { artillery gunship }
	triggered_ship_roles = {
		{
			name = artillery_stealth
			trigger = { has_battleship_cloaking_tech = yes }
		}
		{
			name = gunship_stealth
			trigger = { has_battleship_cloaking_tech = yes }
		}
	}
	prerequisites = { "tech_stinger_growth_1" }
	potential_country = { has_origin = origin_progenitor_hive }

	combat_disengage_chance = @stinger_disengage_chance

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

	is_bio_ship = yes					# this indicates that this ship uses bioship mechanic
	bioship_growth_progress_required = @stinger_stage_2_growth_threshold
	upgrades_to = offspring_stinger_stage_3		# what ship size to use when upgrading this ship size

	resources = {
		category = ships
		cost = {
			food = @stinger_stage_2_section_cost
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			alloys = @stinger_stage_2_upkeep_alloys
			food = @stinger_stage_2_upkeep_food
			mult = 2
		}
		logistics = {
			trade = @stinger_stage_2_upkeep_logistic
		}
	}

	min_upgrade_cost = {
		alloys = @stinger_stage_2_min_upgrade_cost
	}

	ai_ship_data = {
		fraction = {
			base = 0
			modifier = {
				add = 20
				country_uses_bio_ships = yes
			}
			modifier = {
				factor = 1.5
				is_preferred_weapons = weapon_type_energy
			}
			modifier = {
				factor = 1.5
				is_preferred_weapons = weapon_type_kinetic
			}
			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
					has_ai_personality = hive_mind
					has_ai_personality = hive_mind_friend
					has_ai_personality = benevolent_wilderness
					has_ai_personality = rampant_wilderness
				}
			}
		}
	}
}

offspring_stinger_stage_3 = {
	graphical_culture = { "biogenesis_01" "biogenesis_02"}
	ship_category = bio_ship					# Used to filter ships sizes for graphical cultures
	entity = stinger_stage_3_entity
	formation_priority = @stinger_formation_priority
	max_speed = @speed_slow
	acceleration = 0.2
	rotation_speed = 0.15
	collision_radius = @stinger_stage_3_collision_radius
	max_hitpoints = @stinger_stage_3_hp
	ship_family_name = offspring_stinger_class
	growth_stage_descriptor = "ship_growth_stage_1"
	modifier = {
		ship_evasion_add = @stinger_stage_3_evasion
		ship_hull_mult = 0.5
		ship_weapon_range_mult = 0.25
		ship_shield_mult = 0.5
		ship_armor_mult = 0.5
	}
	ship_modifier = {
		mod_ship_naval_cap_usage_mult = 1.0
	}
	size_multiplier = 8
	fleet_slot_size = 4
	hull_scale = 1.5
	section_slots = { "mid" = { locator = "root" } }
	num_target_locators = 4
	icon = ship_size_stinger_stage_3
	base_buildtime = @stinger_stage_3_build_time
	can_have_federation_design = no
	enable_default_design = yes
	enable_3dview_in_ship_browser = no
	selectable = { has_biogenesis_dlc = yes }
	use_shipnames_from = battleship
	evaluation_resource = food

	default_behavior = artillery

	role_background = "GFX_role_selection_stinger"
	ship_roles = { artillery gunship }
	triggered_ship_roles = {
		{
			name = artillery_stealth
			trigger = { has_battleship_cloaking_tech = yes }
		}
		{
			name = gunship_stealth
			trigger = { has_battleship_cloaking_tech = yes }
		}
	}
	prerequisites = { "tech_stinger_growth_2" }
	potential_country = { has_origin = origin_progenitor_hive }

	combat_disengage_chance = @stinger_disengage_chance

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

	is_bio_ship = yes					# this indicates that this ship uses bioship mechanic

	resources = {
		category = ships
		cost = {
			food = @stinger_stage_3_section_cost
			mult = @alloy_to_food_cost_ratio
		}
		upkeep = {
			alloys = @stinger_stage_3_upkeep_alloys
			food = @stinger_stage_3_upkeep_food
			mult = 2
		}
		logistics = {
			trade = @stinger_stage_3_upkeep_logistic
		}
	}

	min_upgrade_cost = {
		alloys = @stinger_stage_3_min_upgrade_cost
	}

	ai_ship_data = {
		fraction = {
			base = 0
			modifier = {
				add = 10
				country_uses_bio_ships = yes
			}
			modifier = {
				factor = 1.5
				is_preferred_weapons = weapon_type_energy
			}
			modifier = {
				factor = 1.5
				is_preferred_weapons = weapon_type_kinetic
			}
			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
					has_ai_personality = hive_mind
					has_ai_personality = hive_mind_friend
					has_ai_personality = benevolent_wilderness
					has_ai_personality = rampant_wilderness
				}
			}
		}
	}
}
