# Author(s): AngriestBird, Bluehunter, Londinium
# Balanced by Simone-Traiano, dc83
#Base idea - heavy attack is ASM, Armor is CWIS, light attack is shore bombardment / light guns in combat
#balance around the idea that detecting & hitting the ship should be the hard part, but hits should be fatal, or close to fatal

#Armor is zeroed out; CWIS protects you from missile shots, not the hull
@corvette_armor = 0
@frigate_armor = 0
@destroyer_armor = 0
@cruiser_armor = 0
@helicopter_operator_armor = 0
@battlecruiser_armor = 0
@attack_sub_armor = 0
@missile_sub_armor = 0

@corvette_hp = 60
@frigate_hp = 160
@destroyer_hp = 240
@cruiser_hp = 440
@helicopter_operator_hp = 800
@battlecruiser_hp = 800
@battleship_hp = 1250
@carrier_hp = 800
@attack_sub_hp = 90
@missile_sub_hp = 150

@corvette_build_cost = 2100
@frigate_build_cost = 5600
@destroyer_build_cost = 8400
@cruiser_build_cost = 15400
@helicopter_operator_build_cost = 28000
@battlecruiser_build_cost = 28000
@battleship_build_cost = 43750
@carrier_build_cost = 28000
@attack_sub_build_cost = 3150
@missile_sub_build_cost = 5250

@corvette_fuel_consumption = 30
@frigate_fuel_consumption = 80
@destroyer_fuel_consumption = 120
@cruiser_fuel_consumption = 220
@helicopter_operator_fuel_consumption = 400
@battlecruiser_fuel_consumption = 400
@battleship_fuel_consumption = 625
@carrier_fuel_consumption = 400
@attack_sub_fuel_consumption = 45
@missile_sub_fuel_consumption = 75

@corvette_org = 0.171
@frigate_org = 0.355
@destroyer_org = 0.436
@cruiser_org = 0.677
@helicopter_operator_org = 1.6
@battlecruiser_org = 1.143
@battleship_org = 1.786
@carrier_org = 1.143
@attack_sub_org = 0.3
@missile_sub_org = 0.428

#speed in kn, most of the final value will come from engine module
@corvette_speed = 9
@frigate_speed = 8.5
@destroyer_speed = 8
@cruiser_speed = 7.5
@helicopter_operator_speed = 7.5
@battlecruiser_speed = 7
@battleship_speed = 6.5
@carrier_speed = 7.5
@attack_sub_speed = 8
@missile_sub_speed = 7

@corvette_range = 0
@frigate_range = 500
@destroyer_range = 1000
@cruiser_range = 1500
@helicopter_operator_range = 1500
@battlecruiser_range = 2000
@battleship_range = 2500
@carrier_range = 2500
@attack_sub_range = 0
@missile_sub_range = 1500


# IC cost of 10 strength = 350 IC

# was modified by multiplicative values for each hull type based on number of available module slots but removed for balance reasons (corvettes too strong)

# Manpower cost of 10 strength = 10

# base visibility = 0.5 for each module slot of the hull
# Visibility of 10 strength = 0.5
# visibility reduced by 5% every 10 year for tech increase
# added 5 base visibility to every ship for balance reason (corvettes too strong) (subs excluded)

equipments = {
# CORVETTES
	corvette = {
		year = 1965
		is_archetype = yes
		is_buildable = no
		type = screen_ship
		interface_category = interface_category_screen_ships
		priority = 100
		# (Describes combat behaviour - hidden stat)
		offensive_weapons = yes

		upgrades = {
			ship_CM_upgrade
			ship_ground_support
			ship_VLS_upgrade
			ship_gun_upgrade
			ship_armor_upgrade
			ship_engine_upgrade
		}

		module_slots = {
			fixed_ship_battery_slot = {
				required = yes
				allowed_module_categories = {
					module_light_guns_category
					module_point_defense_system_category
				}
			}
			fixed_ship_auxillary_slot = {
				required = no
				allowed_module_categories = {
					module_point_defense_system_category
					module_turret_missile_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_fuel_tanks_category
					module_minelaying_category
					module_mineclearing_category
					module_anti_submarine_mortar_category
					module_vls_category
				}
			}
			fixed_ship_radar_slot = {
				required = yes
				allowed_module_categories = { module_radar_category module_sonar_category }
			}
			fixed_ship_fire_control_system_slot = {
				required = no
				allowed_module_categories = { module_fire_control_system_category }
			}
			fixed_ship_engine_slot = {
				required = yes
				allowed_module_categories = { module_light_surface_power_source_category }
			}
			front_1_custom_slot = {
				required = no
				allowed_module_categories = {
					module_light_guns_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_minelaying_category
					module_point_defense_system_category
					module_turret_missile_category
					module_anti_submarine_mortar_category
				}
			}
			rear_1_custom_slot = {
				required = no
				allowed_module_categories = {
					module_turret_missile_category
					module_anti_submarine_mortar_category
					module_point_defense_system_category
					module_light_helipad_category
					module_anti_submarine_mortar_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_minelaying_category
				}
			}
		}

		default_modules = {
			fixed_ship_engine_slot = module_light_surface_diesel_power
			fixed_ship_fire_control_system_slot = module_analog_fire_control
			fixed_ship_radar_slot = module_radar_1
			fixed_ship_auxillary_slot = module_mineclearing
			fixed_ship_battery_slot = module_76mm_gun_1
			front_1_custom_slot = module_chain_gun
			rear_1_custom_slot = module_minelaying
		}

		module_count_limit = { category = module_radar_category count < 2 }
		module_count_limit = { category = module_sonar_category count < 2 }
		module_count_limit = { category = module_mineclearing_category count < 2 }
		module_count_limit = { category = module_minelaying_category count < 2 }
		module_count_limit = { category = module_vls_category count < 2 }
		module_count_limit = { category = module_point_defense_system_category count < 3 }
		module_count_limit = { category = module_light_guns_category count < 3 }

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0

		##Misc Stats
		armor_value = @corvette_armor ##No armor module so ships have their own
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 11.5
		naval_speed = @corvette_speed
		reliability = 0.80
		naval_range = @corvette_range
		max_organisation = @corvette_org
		max_strength = @corvette_hp
		fuel_consumption = @corvette_fuel_consumption
		build_cost_ic = @corvette_build_cost
		manpower = @corvette_hp
		resources = {
			steel = 5
		}

		naval_dominance_factor = 10
	}

	##Is just basically the base concept
	corvette_hull_1 = {
		year = 1965
		archetype = corvette
		priority = 100
		module_slots = inherit

        naval_dominance_factor = 10
        
		can_convert_from = { corvette_hull_1 }
	}

	corvette_hull_2 = {
		year = 1980
		archetype = corvette
		parent = corvette_hull_1
		priority = 100

		can_convert_from = { corvette_hull_1, corvette_hull_2 }

		module_slots = inherit
		default_modules = {
				fixed_ship_engine_slot = module_light_surface_diesel_power
				fixed_ship_fire_control_system_slot = module_analog_fire_control
				fixed_ship_radar_slot = module_radar_2
				fixed_ship_auxillary_slot = module_mineclearing
				fixed_ship_battery_slot = module_76mm_gun_1
				front_1_custom_slot = module_chain_gun
				rear_1_custom_slot = module_minelaying
		}

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 10

		#Misc Stats
		armor_value = @corvette_armor
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 10.638
		naval_speed = @corvette_speed
		reliability = 0.82
		naval_range = @corvette_range
		max_strength = @corvette_hp
		max_organisation = @corvette_org
		fuel_consumption = @corvette_fuel_consumption
		build_cost_ic = @corvette_build_cost
		manpower = @corvette_hp
		resources = {
			steel = 5
			aluminium = 1
		}
	}

	corvette_hull_3 = {
		year = 1995
		archetype = corvette
		parent = corvette_hull_2
		priority = 100

		can_convert_from = { corvette_hull_1, corvette_hull_2, corvette_hull_3 }

		module_slots = inherit
		default_modules = {
				fixed_ship_engine_slot = module_light_surface_diesel_power
				fixed_ship_fire_control_system_slot = module_digital_integrated_fire_control
				fixed_ship_radar_slot = module_radar_2
				fixed_ship_auxillary_slot = module_aa_missiles_2
				fixed_ship_battery_slot = module_76mm_gun_1
				front_1_custom_slot = module_ciws_1
				rear_1_custom_slot = module_light_helipad_1
		}

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 10

		#Misc Stats
		armor_value = @corvette_armor
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 9.775
		naval_speed = @corvette_speed
		reliability = 0.84
		naval_range = @corvette_range
		max_strength = @corvette_hp
		max_organisation = @corvette_org
		fuel_consumption = @corvette_fuel_consumption
		build_cost_ic = @corvette_build_cost
		manpower = @corvette_hp
		resources = {
			steel = 5
			aluminium = 2
		}
	}

	corvette_hull_4 = {
		year = 2010

		archetype = corvette
		parent = corvette_hull_3
		priority = 100

		can_convert_from = { corvette_hull_1, corvette_hull_2, corvette_hull_3, corvette_hull_4 }

		module_slots = inherit
		default_modules = {
				fixed_ship_engine_slot = module_light_surface_jet_turbine_power
				fixed_ship_fire_control_system_slot = module_digital_integrated_fire_control
				fixed_ship_radar_slot = module_radar_3
				fixed_ship_auxillary_slot = module_aa_missiles_3
				fixed_ship_battery_slot = module_76mm_gun_2
				front_1_custom_slot = module_ciws_2
				rear_1_custom_slot = module_light_helipad_1
		}

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 10

		#Misc Stats
		armor_value = @corvette_armor
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 8.913
		naval_speed = @corvette_speed
		reliability = 0.88
		naval_range = @corvette_range
		max_strength = @corvette_hp
		max_organisation = @corvette_org
		fuel_consumption = @corvette_fuel_consumption
		build_cost_ic = @corvette_build_cost
		manpower = @corvette_hp
		resources = {
			steel = 5
			aluminium = 2
			chromium = 1
		}
	}

	corvette_hull_5 = {
		year = 2025
		archetype = corvette
		parent = corvette_hull_4
		priority = 100

		can_convert_from = { corvette_hull_1, corvette_hull_2, corvette_hull_3, corvette_hull_4, corvette_hull_5 }

		module_slots = inherit
		default_modules = {
				fixed_ship_engine_slot = module_light_surface_jet_turbine_power2
				fixed_ship_fire_control_system_slot = module_advanced_integrated_missile_radar_control
				fixed_ship_radar_slot = module_radar_4
				fixed_ship_auxillary_slot = module_asm_3
				fixed_ship_battery_slot = module_76mm_gun_2
				front_1_custom_slot = module_ciws_3
				rear_1_custom_slot = module_light_helipad_1
		}

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 10

		#Misc stats
		armor_value = @corvette_armor
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 8.05
		naval_speed = @corvette_speed
		reliability = 0.90
		naval_range = @corvette_range
		max_strength = @corvette_hp
		max_organisation = @corvette_org
		fuel_consumption = @corvette_fuel_consumption
		build_cost_ic = @corvette_build_cost
		manpower = @corvette_hp
		resources = {
			steel = 5
			aluminium = 3
			chromium = 1
		}
	}

	corvette_hull_6 = {
		year = 2040
		archetype = corvette
		parent = corvette_hull_5
		priority = 100

		can_convert_from = { corvette_hull_1, corvette_hull_2, corvette_hull_3, corvette_hull_4, corvette_hull_5, corvette_hull_6 }

		module_slots = inherit
		default_modules = {
				fixed_ship_engine_slot = module_light_surface_jet_turbine_power3
				fixed_ship_fire_control_system_slot = module_futuristic_integrated_missile_radar_control
				fixed_ship_radar_slot = module_radar_5
				fixed_ship_auxillary_slot = module_asm_4
				fixed_ship_battery_slot = module_76mm_gun_3
				front_1_custom_slot = module_ciws_4
				rear_1_custom_slot = module_light_helipad_1
		}

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 10

		#Misc stats
		armor_value = @corvette_armor
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 7.188
		naval_speed = @corvette_speed
		reliability = 0.92
		naval_range = @corvette_range
		max_strength = @corvette_hp
		max_organisation = @corvette_org
		fuel_consumption = @corvette_fuel_consumption
		build_cost_ic = @corvette_build_cost
		manpower = @corvette_hp
		resources = {
			steel = 5
			aluminium = 3
			chromium = 2
		}
	}

	stealth_corvette = {
		year = 2010

		is_archetype = yes
		is_buildable = no
		type = screen_ship
		interface_category = interface_category_screen_ships
		# (Describes combat behaviour - hidden stat)
		offensive_weapons = yes

		module_slots = {
			fixed_ship_battery_slot = {
				required = yes
				allowed_module_categories = {
					module_light_guns_category
					module_point_defense_system_category
				}
			}
			fixed_ship_auxillary_slot = {
				required = no
				allowed_module_categories = {
					module_point_defense_system_category
					module_turret_missile_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_fuel_tanks_category
					module_minelaying_category
					module_mineclearing_category
					module_anti_submarine_mortar_category
					module_vls_category
				}
			}
			fixed_ship_radar_slot = {
				required = yes
				allowed_module_categories = { module_radar_category module_sonar_category }
			}
			fixed_ship_fire_control_system_slot = {
				required = no
				allowed_module_categories = { module_fire_control_system_category }
			}
			fixed_ship_engine_slot = {
				required = yes
				allowed_module_categories = { module_light_surface_power_source_category }
			}
			front_1_custom_slot = {
				required = no
				allowed_module_categories = {
					module_light_guns_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_minelaying_category
					module_point_defense_system_category
					module_turret_missile_category
					module_anti_submarine_mortar_category
				}
			}
			rear_1_custom_slot = {
				required = no
				allowed_module_categories = {
					module_turret_missile_category
					module_anti_submarine_mortar_category
					module_point_defense_system_category
					module_light_helipad_category
					module_anti_submarine_mortar_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_minelaying_category
				}
			}
		}

		default_modules = {
			fixed_ship_engine_slot = module_light_surface_jet_turbine_power
			fixed_ship_fire_control_system_slot = module_digital_integrated_fire_control
			fixed_ship_radar_slot = module_radar_3
			fixed_ship_auxillary_slot = module_aa_missiles_3
			fixed_ship_battery_slot = module_76mm_gun_2
			front_1_custom_slot = module_ciws_2
			rear_1_custom_slot = module_light_helipad_1
		}

		module_count_limit = { category = module_radar_category count < 2 }
		module_count_limit = { category = module_sonar_category count < 2 }
		module_count_limit = { category = module_mineclearing_category count < 2 }
		module_count_limit = { category = module_minelaying_category count < 2 }
		module_count_limit = { category = module_vls_category count < 2 }
		module_count_limit = { category = module_point_defense_system_category count < 3 }
		module_count_limit = { category = module_light_guns_category count < 3 }

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0

		#Misc Stats
		armor_value = @corvette_armor
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 6.23
		naval_speed = @corvette_speed
		reliability = 0.8
		naval_range = @corvette_range
		max_strength = @corvette_hp
		max_organisation = @corvette_org
		fuel_consumption = @corvette_fuel_consumption
		build_cost_ic = 3360
		manpower = @corvette_hp
		resources = {
			steel = 5
			aluminium = 2
			chromium = 1
		}

		naval_dominance_factor = 15
	}

	stealth_corvette_hull_1 = {
		year = 2010
		archetype = stealth_corvette
		priority = 5
		module_slots = inherit

		naval_dominance_factor = 15
	}

	stealth_corvette_hull_2 = {
		year = 2025
		archetype = stealth_corvette
		parent = stealth_corvette_hull_1
		priority = 100

		module_slots = inherit
		default_modules = {
			fixed_ship_engine_slot = module_light_surface_jet_turbine_power2
			fixed_ship_fire_control_system_slot = module_advanced_integrated_missile_radar_control
			fixed_ship_radar_slot = module_radar_4
			fixed_ship_auxillary_slot = module_asm_3
			fixed_ship_battery_slot = module_76mm_gun_2
			front_1_custom_slot = module_ciws_3
			rear_1_custom_slot = module_light_helipad_1
		}

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 15

		#Misc stats
		armor_value = @corvette_armor
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 5.63
		naval_speed = @corvette_speed
		reliability = 0.83
		naval_range = @corvette_range
		max_strength = @corvette_hp
		max_organisation = @corvette_org
		fuel_consumption = @corvette_fuel_consumption
		build_cost_ic = 3360
		manpower = @corvette_hp
		resources = {
			steel = 5
			aluminium = 3
			chromium = 1
		}
	}

	stealth_corvette_hull_3 = {
		year = 2040
		archetype = stealth_corvette
		parent = stealth_corvette_hull_2
		priority = 100

		module_slots = inherit
		default_modules = {
				fixed_ship_engine_slot = module_light_surface_jet_turbine_power3
				fixed_ship_fire_control_system_slot = module_futuristic_integrated_missile_radar_control
				fixed_ship_radar_slot = module_radar_5
				fixed_ship_auxillary_slot = module_asm_4
				fixed_ship_battery_slot = module_76mm_gun_3
				front_1_custom_slot = module_ciws_4
				rear_1_custom_slot = module_light_helipad_1
		}

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 15

		#Misc stats
		armor_value = @corvette_armor
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 4.97
		naval_speed = @corvette_speed
		reliability = 0.86
		naval_range = @corvette_range
		max_strength = @corvette_hp
		max_organisation = @corvette_org
		fuel_consumption = @corvette_fuel_consumption
		build_cost_ic = 3360
		manpower = @corvette_hp
		resources = {
			steel = 5
			aluminium = 3
			chromium = 2
		}
	}

# FRGATES
	frigate = {
		year = 1965
		is_archetype = yes
		is_buildable = no
		type = screen_ship
		interface_category = interface_category_screen_ships
		offensive_weapons = yes

		upgrades = {
			ship_CM_upgrade
			frig_destroy_asw_upgrade
			ship_VLS_upgrade
			ship_gun_upgrade
			ship_armor_upgrade
			ship_engine_upgrade
		}

		module_slots = {
			front_1_custom_slot = { #Many choices, much wow! https://upload.wikimedia.org/wikipedia/en/5/5f/Original_Doge_meme.jpg
				required = no
				allowed_module_categories = {
					module_turret_missile_category
					module_point_defense_system_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_light_guns_category
				}
			}
			rear_1_custom_slot = {
				required = no
				allowed_module_categories = {
					module_turret_missile_category
					module_anti_submarine_mortar_category
					module_point_defense_system_category
					module_fuel_tanks_category
					module_light_helipad_category
					module_vls_category
				}
			}
			fixed_ship_battery_slot = {
				required = no
				allowed_module_categories = {
					module_light_guns_category
					module_gun_battery_category
				}
			}
			fixed_ship_auxillary_slot = {
				required = no
				allowed_module_categories = {
					module_turret_missile_category
					module_light_guns_category
					module_vls_category
					module_fuel_tanks_category
					module_point_defense_system_category
					module_esm_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_fuel_tanks_category
					module_mineclearing_category
					module_minelaying_category
					module_anti_submarine_mortar_category
					module_heavy_frigate_upgrade_category
				}
			}
			fixed_ship_auxillary_slot_1 = {
				required = no
				allowed_module_categories = {
					module_turret_missile_category
					module_light_guns_category
					module_vls_category
					module_fuel_tanks_category
					module_point_defense_system_category
					module_esm_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_fuel_tanks_category
					module_mineclearing_category
					module_minelaying_category
					module_anti_submarine_mortar_category
					module_heavy_frigate_upgrade_category
				}
			}
			fixed_ship_auxillary_slot_2 = {
				required = no
				allowed_module_categories = {
					module_turret_missile_category
					module_light_guns_category
					module_vls_category
					module_fuel_tanks_category
					module_point_defense_system_category
					module_esm_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_fuel_tanks_category
					module_mineclearing_category
					module_minelaying_category
					module_anti_submarine_mortar_category
					module_heavy_frigate_upgrade_category
				}
			}
			fixed_ship_radar_slot = {
				required = no
				allowed_module_categories = { module_radar_category module_sonar_category }
			}
			fixed_ship_fire_control_system_slot = {
				required = no
				allowed_module_categories = { module_fire_control_system_category }
			}
			fixed_ship_engine_slot = {
				required = yes
				allowed_module_categories = {
					module_light_surface_power_source_category
				}
			}
		}

		module_count_limit = { category = module_radar_category count < 2 }
		module_count_limit = { category = module_esm_category count < 2 }
		module_count_limit = { category = module_sonar_category count < 2 }
		module_count_limit = { category = module_mineclearing_category count < 2 }
		module_count_limit = { category = module_minelaying_category count < 2 }
		module_count_limit = { category = module_point_defense_system_category count < 3 }
		module_count_limit = { category = module_light_guns_category count < 4 }
		module_count_limit = { category = module_heavy_frigate_upgrade_category count < 2 }

		default_modules = {
			fixed_ship_engine_slot = module_light_surface_diesel_power
			fixed_ship_fire_control_system_slot = module_analog_fire_control
			fixed_ship_radar_slot = module_radar_1
			fixed_ship_auxillary_slot_2 = module_anti_submarine_missile_1
			fixed_ship_auxillary_slot_1 = module_torpedoes_1
			fixed_ship_auxillary_slot = module_chain_gun
			fixed_ship_battery_slot = module_76mm_gun_1
			front_1_custom_slot = module_76mm_gun_1
			rear_1_custom_slot = module_chain_gun
		}

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0

		##Misc Stats
		armor_value = @frigate_armor
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 17.5
		naval_speed = @frigate_speed
		reliability = 0.80
		naval_range = @frigate_range
		max_strength = @frigate_hp
		max_organisation = @frigate_org
		fuel_consumption = @frigate_fuel_consumption
		build_cost_ic = @frigate_build_cost
		manpower = @frigate_hp
		resources = {
			steel = 5
		}

		naval_dominance_factor = 25
	}

	frigate_hull_1 = { #The Archetype can't be buildable. This is just a buildable version
		year = 1965
		archetype = frigate
		priority = 5
		module_slots = inherit

        naval_dominance_factor = 25

		can_convert_from = { frigate_hull_1 }
	}

	frigate_hull_2 = {
		year = 1980

		archetype = frigate
		parent = frigate_hull_1
		priority = 5

		can_convert_from = { frigate_hull_1, frigate_hull_2 }

		module_slots = inherit

		default_modules = {
			fixed_ship_engine_slot = module_light_surface_diesel_power
				fixed_ship_fire_control_system_slot = module_analog_fire_control
				fixed_ship_radar_slot = module_radar_2
				fixed_ship_auxillary_slot_2 = module_asm_1
				fixed_ship_auxillary_slot_1 = module_asm_1
				fixed_ship_auxillary_slot = module_ciws_1
				fixed_ship_battery_slot = module_76mm_gun_1
				front_1_custom_slot = module_ciws_1
				rear_1_custom_slot = module_light_helipad_1
		}

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0 #Raz is a bitch
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 25

		##Misc Stats
		armor_value = @frigate_armor
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 16.188
		naval_speed = @frigate_speed
		reliability = 0.82
		naval_range = @frigate_range
		max_strength = @frigate_hp
		max_organisation = @frigate_org
		fuel_consumption = @frigate_fuel_consumption
		build_cost_ic = @frigate_build_cost
		manpower = @frigate_hp
		resources = {
			steel = 5
			aluminium = 1
		}
	}

	frigate_hull_3 = {
		year = 1995

		archetype = frigate
		parent = frigate_hull_2
		priority = 6

		can_convert_from = { frigate_hull_1, frigate_hull_2, frigate_hull_3 }

		module_slots = inherit

		default_modules = {
			fixed_ship_engine_slot = module_light_surface_diesel_power
				fixed_ship_fire_control_system_slot = module_analog_fire_control
				fixed_ship_radar_slot = module_radar_3
				fixed_ship_auxillary_slot_2 = module_asm_2
				fixed_ship_auxillary_slot_1 = module_ciws_2
				fixed_ship_auxillary_slot = module_vls_sam_1
				fixed_ship_battery_slot = module_76mm_gun_2
				front_1_custom_slot = module_torpedoes_1
				rear_1_custom_slot = module_light_helipad_1
		}

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0 #Raz is a bitch
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 25

		##Misc Stats
		armor_value = @frigate_armor
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 14.875
		naval_speed = @frigate_speed
		reliability = 0.82
		naval_range = @frigate_range
		max_strength = @frigate_hp
		max_organisation = @frigate_org
		fuel_consumption = @frigate_fuel_consumption
		build_cost_ic = @frigate_build_cost
		manpower = @frigate_hp
		resources = {
			steel = 5
			aluminium = 2
		}
	}

	frigate_hull_4 = {
		year = 2010

		archetype = frigate
		parent = frigate_hull_3
		priority = 8

		can_convert_from = { frigate_hull_1, frigate_hull_2, frigate_hull_3, frigate_hull_4 }

		module_slots = inherit
		default_modules = {
			fixed_ship_engine_slot = module_light_surface_jet_turbine_power
			fixed_ship_fire_control_system_slot = module_digital_integrated_fire_control
			fixed_ship_radar_slot = module_radar_3
			fixed_ship_auxillary_slot_2 = module_vls_sam_1
			fixed_ship_auxillary_slot_1 = module_vls_asm_1
			fixed_ship_auxillary_slot = module_aa_missiles_2
			fixed_ship_battery_slot = module_76mm_gun_2
			front_1_custom_slot = module_ciws_2
			rear_1_custom_slot = module_light_helipad_1
		}

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0 #Raz is a bitch
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 25

		##Misc Stats
		armor_value = @frigate_armor
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 13.563
		naval_speed = @frigate_speed
		reliability = 0.82
		naval_range = @frigate_range
		max_strength = @frigate_hp
		max_organisation = @frigate_org
		fuel_consumption = @frigate_fuel_consumption
		build_cost_ic = @frigate_build_cost
		manpower = @frigate_hp
		resources = {
			steel = 5
			aluminium = 2
			chromium = 1
		}
	}

	frigate_hull_5 = {
		year = 2025

		archetype = frigate
		parent = frigate_hull_4
		priority = 9

		can_convert_from = { frigate_hull_1, frigate_hull_2, frigate_hull_3, frigate_hull_4, frigate_hull_5 }

		module_slots = inherit
		default_modules = {
			fixed_ship_engine_slot = module_light_surface_jet_turbine_power2
				fixed_ship_fire_control_system_slot = module_advanced_integrated_missile_radar_control
				fixed_ship_radar_slot = module_radar_4
				fixed_ship_auxillary_slot_2 = module_ram_3
				fixed_ship_auxillary_slot_1 = module_asm_3
				fixed_ship_auxillary_slot = module_vls_sam_2
				fixed_ship_battery_slot = module_76mm_gun_2
				front_1_custom_slot = module_torpedoes_2
				rear_1_custom_slot = module_light_helipad_2
		}

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 25

		#Miscellanous Stats
		armor_value = @frigate_armor
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 12.25
		naval_speed = @frigate_speed
		reliability = 0.90
		naval_range = @frigate_range
		max_strength = @frigate_hp
		max_organisation = @frigate_org
		fuel_consumption = @frigate_fuel_consumption
		build_cost_ic = @frigate_build_cost
		manpower = @frigate_hp
		resources = {
			steel = 5
			aluminium = 3
			chromium = 1
		}
	}

	frigate_hull_6 = {
		year = 2040

		archetype = frigate
		parent = frigate_hull_5
		priority = 10

		can_convert_from = { frigate_hull_1, frigate_hull_2, frigate_hull_3, frigate_hull_4, frigate_hull_5, frigate_hull_6 }

		module_slots = inherit
		default_modules = {
			fixed_ship_engine_slot = module_light_surface_jet_turbine_power3
				fixed_ship_fire_control_system_slot = module_futuristic_integrated_missile_radar_control
				fixed_ship_radar_slot = module_radar_5
				fixed_ship_auxillary_slot_2 = module_ram_4
				fixed_ship_auxillary_slot_1 = module_asm_4
				fixed_ship_auxillary_slot = module_vls_sam_3
				fixed_ship_battery_slot = module_76mm_gun_3
				front_1_custom_slot = module_torpedoes_4
				rear_1_custom_slot = module_light_helipad_2
		}

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 25

		##Misc Stats
		armor_value = @frigate_armor
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 10.938
		naval_speed = @frigate_speed
		reliability = 0.92
		naval_range = @frigate_range
		max_strength = @frigate_hp
		max_organisation = @frigate_org
		fuel_consumption = @frigate_fuel_consumption
		build_cost_ic = @frigate_build_cost
		manpower = @frigate_hp
		resources = {
			steel = 5
			aluminium = 3
			chromium = 2
		}
	}

	stealth_frigate = {
		year = 2010
		is_archetype = yes
		is_buildable = no
		type = screen_ship
		interface_category = interface_category_screen_ships
		offensive_weapons = yes

		upgrades = {
			ship_CM_upgrade
			frig_destroy_asw_upgrade
			ship_VLS_upgrade
			ship_gun_upgrade
			ship_armor_upgrade
			ship_engine_upgrade
		}

		module_slots = {
			front_1_custom_slot = { #Many choices, much wow! https://upload.wikimedia.org/wikipedia/en/5/5f/Original_Doge_meme.jpg
				required = no
				allowed_module_categories = {
					module_turret_missile_category
					module_point_defense_system_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_light_guns_category
				}
			}
			rear_1_custom_slot = {
				required = no
				allowed_module_categories = {
					module_turret_missile_category
					module_anti_submarine_mortar_category
					module_point_defense_system_category
					module_fuel_tanks_category
					module_light_helipad_category
					module_vls_category
				}
			}
			fixed_ship_battery_slot = {
				required = no
				allowed_module_categories = {
					module_light_guns_category
					module_gun_battery_category
				}
			}
			fixed_ship_auxillary_slot = {
				required = no
				allowed_module_categories = {
					module_turret_missile_category
					module_light_guns_category
					module_vls_category
					module_fuel_tanks_category
					module_point_defense_system_category
					module_esm_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_fuel_tanks_category
					module_mineclearing_category
					module_minelaying_category
					module_anti_submarine_mortar_category
					module_heavy_frigate_upgrade_category
				}
			}
			fixed_ship_auxillary_slot_1 = {
				required = no
				allowed_module_categories = {
					module_turret_missile_category
					module_light_guns_category
					module_vls_category
					module_fuel_tanks_category
					module_point_defense_system_category
					module_esm_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_fuel_tanks_category
					module_mineclearing_category
					module_minelaying_category
					module_anti_submarine_mortar_category
					module_heavy_frigate_upgrade_category
				}
			}
			fixed_ship_auxillary_slot_2 = {
				required = no
				allowed_module_categories = {
					module_turret_missile_category
					module_light_guns_category
					module_vls_category
					module_fuel_tanks_category
					module_point_defense_system_category
					module_esm_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_fuel_tanks_category
					module_mineclearing_category
					module_minelaying_category
					module_anti_submarine_mortar_category
					module_heavy_frigate_upgrade_category
				}
			}
			fixed_ship_radar_slot = {
				required = no
				allowed_module_categories = { module_radar_category module_sonar_category }
			}
			fixed_ship_fire_control_system_slot = {
				required = no
				allowed_module_categories = { module_fire_control_system_category }
			}
			fixed_ship_engine_slot = {
				required = yes
				allowed_module_categories = {
					module_light_surface_power_source_category
				}
			}
		}

		module_count_limit = { category = module_radar_category count < 2 }
		module_count_limit = { category = module_esm_category count < 2 }
		module_count_limit = { category = module_sonar_category count < 2 }
		module_count_limit = { category = module_mineclearing_category count < 2 }
		module_count_limit = { category = module_minelaying_category count < 2 }
		module_count_limit = { category = module_point_defense_system_category count < 3 }
		module_count_limit = { category = module_light_guns_category count < 4 }
		module_count_limit = { category = module_heavy_frigate_upgrade_category count < 2 }

		default_modules = {
			fixed_ship_engine_slot = module_light_surface_jet_turbine_power
			fixed_ship_fire_control_system_slot = module_digital_integrated_fire_control
			fixed_ship_radar_slot = module_radar_3
			fixed_ship_auxillary_slot_2 = module_vls_sam_1
			fixed_ship_auxillary_slot_1 = module_vls_asm_1
			fixed_ship_auxillary_slot = module_aa_missiles_2
			fixed_ship_battery_slot = module_76mm_gun_2
			front_1_custom_slot = module_ciws_2
			rear_1_custom_slot = module_light_helipad_1
		}

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0 #Raz is a bitch
		sub_attack = 0
		anti_air_attack = 0

		##Misc Stats
		armor_value = @frigate_armor
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 9.49
		naval_speed = @frigate_speed
		reliability = 0.75
		naval_range = @frigate_range
		max_strength = @frigate_hp
		max_organisation = @frigate_org
		fuel_consumption = @frigate_fuel_consumption
		build_cost_ic = 8960
		manpower = @frigate_hp
		resources = {
			steel = 5
			aluminium = 2
			chromium = 1
		}

		naval_dominance_factor = 30
	}

	stealth_frigate_hull_1 = {
		year = 2010
		archetype = stealth_frigate
		priority = 5
		module_slots = inherit

		naval_dominance_factor = 30
	}

	stealth_frigate_hull_2 = {
		year = 2025

		archetype = stealth_frigate
		parent = stealth_frigate_hull_1
		priority = 9

		module_slots = inherit
		default_modules = {
			fixed_ship_engine_slot = module_light_surface_jet_turbine_power2
			fixed_ship_fire_control_system_slot = module_advanced_integrated_missile_radar_control
			fixed_ship_radar_slot = module_radar_4
			fixed_ship_auxillary_slot_2 = module_ram_3
			fixed_ship_auxillary_slot_1 = module_asm_3
			fixed_ship_auxillary_slot = module_vls_sam_2
			fixed_ship_battery_slot = module_76mm_gun_2
			front_1_custom_slot = module_torpedoes_2
			rear_1_custom_slot = module_light_helipad_2
		}

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 30

		#Miscellanous Stats
		armor_value = @frigate_armor
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 8.57
		naval_speed = @frigate_speed
		reliability = 0.90
		naval_range = @frigate_range
		max_strength = @frigate_hp
		max_organisation = @frigate_org
		fuel_consumption = @frigate_fuel_consumption
		build_cost_ic = 8960
		manpower = @frigate_hp
		resources = {
			steel = 5
			aluminium = 3
			chromium = 1
		}
	}

	stealth_frigate_hull_3 = {
		year = 2040

		archetype = stealth_frigate
		parent = stealth_frigate_hull_2
		priority = 10

		module_slots = inherit
		default_modules = {
			fixed_ship_engine_slot = module_light_surface_jet_turbine_power3
				fixed_ship_fire_control_system_slot = module_futuristic_integrated_missile_radar_control
				fixed_ship_radar_slot = module_radar_5
				fixed_ship_auxillary_slot_2 = module_ram_4
				fixed_ship_auxillary_slot_1 = module_asm_4
				fixed_ship_auxillary_slot = module_vls_sam_3
				fixed_ship_battery_slot = module_76mm_gun_3
				front_1_custom_slot = module_torpedoes_4
				rear_1_custom_slot = module_light_helipad_2
		}

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 30

		##Misc Stats
		armor_value = @frigate_armor
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 7.65
		naval_speed = @frigate_speed
		reliability = 0.92
		naval_range = @frigate_range
		max_strength = @frigate_hp
		max_organisation = @frigate_org
		fuel_consumption = @frigate_fuel_consumption
		build_cost_ic = 8960
		manpower = @frigate_hp
		resources = {
			steel = 5
			aluminium = 3
			chromium = 2
		}
	}
	heavy_frigate = {
		year = 2010

		is_archetype = yes
		is_buildable = no
		type = screen_ship
		interface_category = interface_category_screen_ships
		offensive_weapons = yes

		priority = 10

		upgrades = {
			ship_CM_upgrade
			frig_destroy_asw_upgrade
			ship_VLS_upgrade
			ship_gun_upgrade
			ship_armor_upgrade
			ship_engine_upgrade
		}

		module_slots = {
			front_1_custom_slot = { #Many choices, much wow! https://upload.wikimedia.org/wikipedia/en/5/5f/Original_Doge_meme.jpg
				required = no
				allowed_module_categories = {
					module_turret_missile_category
					module_point_defense_system_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_light_guns_category
				}
			}
			rear_1_custom_slot = {
				required = no
				allowed_module_categories = {
					module_turret_missile_category
					module_anti_submarine_mortar_category
					module_point_defense_system_category
					module_fuel_tanks_category
					module_light_helipad_category
					module_vls_category
				}
			}
			fixed_ship_battery_slot = {
				required = no
				allowed_module_categories = {
					module_light_guns_category
					module_gun_battery_category
				}
			}
			fixed_ship_auxillary_slot = {
				required = no
				allowed_module_categories = {
					module_turret_missile_category
					module_light_guns_category
					module_vls_category
					module_fuel_tanks_category
					module_point_defense_system_category
					module_esm_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_fuel_tanks_category
					module_mineclearing_category
					module_minelaying_category
					module_anti_submarine_mortar_category
					module_heavy_frigate_upgrade_category
				}
			}
			fixed_ship_auxillary_slot_1 = {
				required = no
				allowed_module_categories = {
					module_turret_missile_category
					module_light_guns_category
					module_vls_category
					module_fuel_tanks_category
					module_point_defense_system_category
					module_esm_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_fuel_tanks_category
					module_mineclearing_category
					module_minelaying_category
					module_anti_submarine_mortar_category
					module_heavy_frigate_upgrade_category
				}
			}
			fixed_ship_auxillary_slot_2 = {
				required = no
				allowed_module_categories = {
					module_turret_missile_category
					module_light_guns_category
					module_vls_category
					module_fuel_tanks_category
					module_point_defense_system_category
					module_esm_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_fuel_tanks_category
					module_mineclearing_category
					module_minelaying_category
					module_anti_submarine_mortar_category
					module_heavy_frigate_upgrade_category
				}
			}
			fixed_ship_radar_slot = {
				required = no
				allowed_module_categories = { module_radar_category module_sonar_category }
			}
			fixed_ship_fire_control_system_slot = {
				required = no
				allowed_module_categories = { module_fire_control_system_category }
			}
			fixed_ship_engine_slot = {
				required = yes
				allowed_module_categories = {
					module_light_surface_power_source_category
				}
			}
		}

		module_count_limit = { category = module_radar_category count < 2 }
		module_count_limit = { category = module_esm_category count < 2 }
		module_count_limit = { category = module_sonar_category count < 2 }
		module_count_limit = { category = module_mineclearing_category count < 2 }
		module_count_limit = { category = module_minelaying_category count < 2 }
		module_count_limit = { category = module_point_defense_system_category count < 3 }
		module_count_limit = { category = module_light_guns_category count < 4 }
		module_count_limit = { category = module_heavy_frigate_upgrade_category count < 2 }

		default_modules = {
			fixed_ship_engine_slot = module_light_surface_jet_turbine_power
			fixed_ship_fire_control_system_slot = module_digital_integrated_fire_control
			fixed_ship_radar_slot = module_radar_3
			fixed_ship_auxillary_slot_2 = module_vls_sam_1
			fixed_ship_auxillary_slot_1 = module_vls_asm_1
			fixed_ship_auxillary_slot = module_aa_missiles_2
			fixed_ship_battery_slot = module_76mm_gun_2
			front_1_custom_slot = module_ciws_2
			rear_1_custom_slot = module_light_helipad_1
		}
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0

		##Misc Stats
		armor_value = @frigate_armor
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 9.49
		naval_speed = @frigate_speed
		reliability = 0.75
		naval_range = @frigate_range
		max_strength = @frigate_hp
		max_organisation = @frigate_org
		fuel_consumption = @frigate_fuel_consumption
		build_cost_ic = 10960
		manpower = @frigate_hp
		resources = {
			steel = 5
			aluminium = 2
			chromium = 1
		}

		naval_dominance_factor = 30
	}

# DESTROYERS
	destroyer = {
		year = 1965
		is_archetype = yes
		is_buildable = no
		type = capital_ship
		interface_category = interface_category_capital_ships
		# (Describes combat behaviour - hidden stat)
		offensive_weapons = yes

		upgrades = {
			ship_CM_upgrade
			frig_destroy_asw_upgrade
			ship_VLS_upgrade
			ship_gun_upgrade
			ship_armor_upgrade
			ship_engine_upgrade
		}

		module_slots = {
			front_1_custom_slot = {
				required = no
				allowed_module_categories = {
					module_turret_missile_category
					module_vls_category
					module_light_guns_category
					module_point_defense_system_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_fuel_tanks_category
					module_railguns_category
				}
			}
			mid_1_custom_slot = {
				required = no
				allowed_module_categories = {
					module_turret_missile_category
					module_vls_category
					module_light_guns_category
					module_point_defense_system_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_fuel_tanks_category
				}
			}
			mid_2_custom_slot = {
				required = no
				allowed_module_categories = {
					module_turret_missile_category
					module_vls_category
					module_light_guns_category
					module_point_defense_system_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_anti_submarine_mortar_category
					module_fuel_tanks_category
				}
			}
			rear_1_custom_slot = {
				required = no
				allowed_module_categories = {
					module_light_helipad_category
					module_vls_category
					module_turret_missile_category
					module_anti_submarine_mortar_category
					module_point_defense_system_category
					module_fuel_tanks_category
					module_railguns_category
				}
			}
			fixed_ship_battery_slot = {
				required = no
				allowed_module_categories = {
					module_light_guns_category
					module_gun_battery_category
					module_railguns_category
				}
			}
			fixed_ship_auxillary_slot = {
				required = no
				allowed_module_categories = {
					module_point_defense_system_category
					module_turret_missile_category
					module_light_guns_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_mineclearing_category
					module_minelaying_category
					module_anti_submarine_mortar_category
					module_fuel_tanks_category
					module_esm_category
					module_vls_category
				}
			}
			fixed_ship_auxillary_slot_2 = {
				required = no
				allowed_module_categories = {
					module_point_defense_system_category
					module_turret_missile_category
					module_light_guns_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_mineclearing_category
					module_minelaying_category
					module_anti_submarine_mortar_category
					module_fuel_tanks_category
					module_vls_category
				}
			}
			fixed_ship_auxillary_slot_3 = {
				required = no
				allowed_module_categories = {
					module_point_defense_system_category
					module_turret_missile_category
					module_light_guns_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_mineclearing_category
					module_minelaying_category
					module_anti_submarine_mortar_category
					module_fuel_tanks_category
					module_vls_category
				}
			}
			fixed_ship_radar_slot = {
				required = yes
				allowed_module_categories = { module_radar_category module_sonar_category }
			}
			fixed_ship_fire_control_system_slot = {
				required = no
				allowed_module_categories = { module_fire_control_system_category }
			}
			fixed_ship_engine_slot = {
				required = yes
				allowed_module_categories = { module_surface_power_source_category }
			}
		}

		module_count_limit = { category = module_radar_category count < 2 }
		module_count_limit = { category = module_sonar_category count < 2 }
		module_count_limit = { category = module_mineclearing_category count < 2 }
		module_count_limit = { category = module_minelaying_category count < 2 }
		module_count_limit = { category = module_railguns_category count < 3 }
		module_count_limit = { category = module_point_defense_system_category count < 4 }
		module_count_limit = { category = module_light_guns_category count < 4 }

		default_modules = {
				fixed_ship_engine_slot = module_surface_diesel_power
				fixed_ship_fire_control_system_slot = module_analog_fire_control
				fixed_ship_radar_slot = module_radar_1
				fixed_ship_auxillary_slot_3 = module_chain_gun
				fixed_ship_auxillary_slot_2 = module_asm_1
				fixed_ship_auxillary_slot = module_anti_submarine_mortar
				fixed_ship_battery_slot = module_76mm_gun_1
				front_1_custom_slot = module_torpedoes_1
				mid_1_custom_slot = module_chain_gun
				mid_2_custom_slot = module_fuel_tank
				rear_1_custom_slot = module_light_helipad_1
		}

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0

		#Misc Stats
		armor_value = @destroyer_armor
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 22.5
		naval_speed = @destroyer_speed
		reliability = 0.80
		naval_range = @destroyer_range
		max_strength = @destroyer_hp
		max_organisation = @destroyer_org
		fuel_consumption = @destroyer_fuel_consumption
		build_cost_ic = @destroyer_build_cost
		manpower = @destroyer_hp
		resources = {
			steel = 5
		}

		naval_dominance_factor = 30
	}

	destroyer_hull_1 = {
		year = 1965
		archetype = destroyer
		priority = 5
		module_slots = inherit
		visual_level = 1

        naval_dominance_factor = 30

		can_convert_from = { destroyer_hull_1 }
	}

	destroyer_hull_2 = {
		year = 1990
		archetype = destroyer
		parent = destroyer_hull_1
		priority = 6
		visual_level = 2

		can_convert_from = { destroyer_hull_1, destroyer_hull_2 }

		module_slots = inherit
		default_modules = {
				fixed_ship_engine_slot = module_surface_diesel_power
				fixed_ship_fire_control_system_slot = module_digital_integrated_fire_control
				fixed_ship_radar_slot = module_radar_2
				fixed_ship_auxillary_slot_3 = module_vls_sam_1
				fixed_ship_auxillary_slot_2 = module_asm_2
				fixed_ship_auxillary_slot = module_torpedoes_2
				fixed_ship_battery_slot = module_76mm_gun_1
				front_1_custom_slot = module_76mm_gun_1
				mid_1_custom_slot = module_ciws_2
				mid_2_custom_slot = module_anti_submarine_missile_2
				rear_1_custom_slot = module_light_helipad_1
		}
		module_count_limit = { category = module_radar_category count < 2 }
		module_count_limit = { category = module_sonar_category count < 2 }
		module_count_limit = { category = module_mineclearing_category count < 2 }
		module_count_limit = { category = module_minelaying_category count < 2 }

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 30

		##Misc Stats
		armor_value = @destroyer_armor
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 19.688
		naval_speed = @destroyer_speed
		reliability = 0.8
		naval_range = @destroyer_range
		max_strength = @destroyer_hp
		max_organisation = @destroyer_org
		fuel_consumption = @destroyer_fuel_consumption
		build_cost_ic = @destroyer_build_cost
		manpower = @destroyer_hp
		resources = {
			steel = 5
			aluminium = 2
		}
	}

	destroyer_hull_3 = {
		year = 2005
		archetype = destroyer
		parent = destroyer_hull_2
		priority = 8
		visual_level = 3

		can_convert_from = { destroyer_hull_1, destroyer_hull_2, destroyer_hull_3 }

		module_slots = inherit
		default_modules = {
				fixed_ship_engine_slot = module_surface_jet_turbine_power
				fixed_ship_fire_control_system_slot = module_digital_integrated_fire_control
				fixed_ship_radar_slot = module_radar_3
				fixed_ship_auxillary_slot_3 = module_vls_sam_2
				fixed_ship_auxillary_slot_2 = module_asm_3
				fixed_ship_auxillary_slot = module_ciws_3
				fixed_ship_battery_slot = module_76mm_gun_2
				front_1_custom_slot = module_torpedoes_2
				mid_1_custom_slot = module_vls_asm_2
				mid_2_custom_slot = module_ram_3
				rear_1_custom_slot = module_light_helipad_1
		}
		module_count_limit = { category = module_radar_category count < 2 }
		module_count_limit = { category = module_sonar_category count < 2 }
		module_count_limit = { category = module_mineclearing_category count < 2 }
		module_count_limit = { category = module_minelaying_category count < 2 }

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 30

		##Misc Stats
		armor_value = @destroyer_armor
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 18
		naval_speed = @destroyer_speed
		reliability = 0.84
		naval_range = @destroyer_range
		max_strength = @destroyer_hp
		max_organisation = @destroyer_org
		fuel_consumption = @destroyer_fuel_consumption
		build_cost_ic = @destroyer_build_cost
		manpower = @destroyer_hp
		resources = {
			steel = 5
			aluminium = 2
			chromium = 1
		}
	}

	destroyer_hull_4 = {
		year = 2025
		archetype = destroyer
		parent = destroyer_hull_3
		priority = 10
		visual_level = 4

		can_convert_from = { destroyer_hull_1, destroyer_hull_2, destroyer_hull_3, destroyer_hull_4, stealth_destroyer_hull_1 }

		module_slots = inherit
		default_modules = {
				fixed_ship_engine_slot = module_surface_jet_turbine_power2
				fixed_ship_fire_control_system_slot = module_advanced_integrated_missile_radar_control
				fixed_ship_radar_slot = module_radar_4
				fixed_ship_auxillary_slot_3 = module_vls_sam_3
				fixed_ship_auxillary_slot_2 = module_vls_asm_3
				fixed_ship_auxillary_slot = module_asm_3
				fixed_ship_battery_slot = module_127mm_guns_3
				front_1_custom_slot = module_torpedoes_3
				mid_1_custom_slot = module_ciws_3
				mid_2_custom_slot = module_ram_3
				rear_1_custom_slot = module_light_helipad_2
		}
		module_count_limit = { category = module_radar_category count < 2 }
		module_count_limit = { category = module_sonar_category count < 2 }
		module_count_limit = { category = module_mineclearing_category count < 2 }
		module_count_limit = { category = module_minelaying_category count < 2 }

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 30

		##Misc Stats
		armor_value = @destroyer_armor
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 15.75
		naval_speed = @destroyer_speed
		reliability = 0.88
		naval_range = @destroyer_range
		max_strength = @destroyer_hp
		max_organisation = @destroyer_org
		fuel_consumption = @destroyer_fuel_consumption
		build_cost_ic = @destroyer_build_cost
		manpower = @destroyer_hp
		resources = {
			steel = 5
			aluminium = 3
			chromium = 1
		}
	}

	destroyer_hull_5 = {
		year = 2045
		archetype = destroyer
		parent = destroyer_hull_4
		priority = 12
		visual_level = 5

		can_convert_from = { destroyer_hull_1, destroyer_hull_2, destroyer_hull_3, destroyer_hull_4, destroyer_hull_5, stealth_destroyer_hull_1, stealth_destroyer_hull_2, stealth_destroyer_hull_3 }

		module_slots = inherit
		default_modules = {
				fixed_ship_engine_slot = module_surface_jet_turbine_power3
				fixed_ship_fire_control_system_slot = module_futuristic_integrated_missile_radar_control
				fixed_ship_radar_slot = module_radar_5
				fixed_ship_auxillary_slot_3 = module_vls_sam_4
				fixed_ship_auxillary_slot_2 = module_vls_asm_4
				fixed_ship_auxillary_slot = module_vls_lam_3
				fixed_ship_battery_slot = module_127mm_guns_4
				front_1_custom_slot = module_torpedoes_4
				mid_1_custom_slot = module_ciws_4
				mid_2_custom_slot = module_ram_4
				rear_1_custom_slot = module_light_helipad_2
		}
		module_count_limit = { category = module_radar_category count < 2 }
		module_count_limit = { category = module_sonar_category count < 2 }
		module_count_limit = { category = module_mineclearing_category count < 2 }
		module_count_limit = { category = module_minelaying_category count < 2 }

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 30

		#misc stats
		armor_value = @destroyer_armor
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 13.5
		naval_speed = @destroyer_speed
		reliability = 0.92
		naval_range = @destroyer_range
		max_strength = @destroyer_hp
		max_organisation = @destroyer_org
		fuel_consumption = @destroyer_fuel_consumption
		build_cost_ic = @destroyer_build_cost
		manpower = @destroyer_hp
		resources = {
			steel = 5
			aluminium = 3
			chromium = 2
		}
	}

	stealth_destroyer = {
		year = 2015

		is_archetype = yes
		is_buildable = no
		type = capital_ship
		interface_category = interface_category_capital_ships
		# (Describes combat behaviour - hidden stat)
		offensive_weapons = yes

		module_slots = {
			front_1_custom_slot = {
				required = no
				allowed_module_categories = {
					module_turret_missile_category
					module_vls_category
					module_light_guns_category
					module_railguns_category
					module_point_defense_system_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
				}
			}
			mid_1_custom_slot = {
				required = no
				allowed_module_categories = {
					module_turret_missile_category
					module_vls_category
					module_light_guns_category
					module_point_defense_system_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
				}
			}
			mid_2_custom_slot = {
				required = no
				allowed_module_categories = {
					module_turret_missile_category
					module_vls_category
					module_light_guns_category
					module_point_defense_system_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
				}
			}
			rear_1_custom_slot = {
				required = no
				allowed_module_categories = {
					module_light_helipad_category
					module_point_defense_system_category
					module_vls_category
					module_turret_missile_category
				}
			}
			fixed_ship_battery_slot = {
				required = no
				allowed_module_categories = { module_railguns_category module_light_guns_category }
			}
			fixed_ship_auxillary_slot = {
				required = no
				allowed_module_categories = {
					module_point_defense_system_category
					module_turret_missile_category
					module_light_guns_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_mineclearing_category
					module_minelaying_category
					module_anti_submarine_mortar_category
					module_fuel_tanks_category
					module_esm_category
					module_vls_category
				}
			}
			fixed_ship_auxillary_slot_2 = {
				required = no
				allowed_module_categories = {
					module_point_defense_system_category
					module_turret_missile_category
					module_light_guns_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_mineclearing_category
					module_minelaying_category
					module_anti_submarine_mortar_category
					module_fuel_tanks_category
					module_vls_category
				}
			}
			fixed_ship_auxillary_slot_3 = {
				required = no
				allowed_module_categories = {
					module_point_defense_system_category
					module_turret_missile_category
					module_light_guns_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_mineclearing_category
					module_minelaying_category
					module_anti_submarine_mortar_category
					module_fuel_tanks_category
					module_vls_category
				}
			}
			fixed_ship_radar_slot = {
				required = yes
				allowed_module_categories = { module_radar_category module_sonar_category }
			}
			fixed_ship_fire_control_system_slot = {
				required = no
				allowed_module_categories = { module_fire_control_system_category }
			}
			fixed_ship_engine_slot = {
				required = yes
				allowed_module_categories = { module_surface_power_source_category }
			}
		}
		default_modules = {
				fixed_ship_engine_slot = module_surface_jet_turbine_power
				fixed_ship_fire_control_system_slot = module_digital_integrated_fire_control
				fixed_ship_radar_slot = module_radar_4
				fixed_ship_auxillary_slot_3 = module_vls_asm_3
				fixed_ship_auxillary_slot_2 = module_anti_submarine_missile_3
				fixed_ship_auxillary_slot = module_ciws_4
				fixed_ship_battery_slot = module_127mm_guns_2
				front_1_custom_slot = module_vls_lam_3
				mid_1_custom_slot = module_vls_sam_3
				mid_2_custom_slot = module_ciws_4
				rear_1_custom_slot = module_light_helipad_2
		}
		module_count_limit = { category = module_radar_category count < 2 }
		module_count_limit = { category = module_sonar_category count < 2 }
		module_count_limit = { category = module_mineclearing_category count < 2 }
		module_count_limit = { category = module_minelaying_category count < 2 }

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0

		#misc stats
		armor_value = @destroyer_armor
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 11.813 #not directly related to size because of special case (70% of expected visibility)
		naval_speed = @destroyer_speed
		reliability = 0.80
		naval_range = @destroyer_range
		max_strength = @destroyer_hp
		max_organisation = @destroyer_org
		fuel_consumption = @destroyer_fuel_consumption
		build_cost_ic = 10560 #not directly related to size because of special case (160% of base cost)
		manpower = @destroyer_hp
		resources = {
			steel = 5
			chromium = 2
			aluminium = 2
		}

		naval_dominance_factor = 35
	}

	stealth_destroyer_hull_1 = {
		year = 2015
		archetype = stealth_destroyer
		priority = 5
		module_slots = inherit

        naval_dominance_factor = 35

		can_convert_from = { destroyer_hull_1, destroyer_hull_2, destroyer_hull_3, stealth_destroyer_hull_1 }
	}

	stealth_destroyer_hull_2 = {
		year = 2030
		archetype = stealth_destroyer
		parent = stealth_destroyer_hull_1
		priority = 6

		can_convert_from = { destroyer_hull_1, destroyer_hull_2, destroyer_hull_3, destroyer_hull_4, stealth_destroyer_hull_1, stealth_destroyer_hull_2 }

		module_slots = inherit
		default_modules = {
				fixed_ship_engine_slot = module_surface_jet_turbine_power3
				fixed_ship_fire_control_system_slot = module_futuristic_integrated_missile_radar_control
				fixed_ship_radar_slot = module_radar_5
				fixed_ship_auxillary_slot_3 = module_vls_asm_4
				fixed_ship_auxillary_slot_2 = module_anti_submarine_missile_4
				fixed_ship_auxillary_slot = module_ciws_4
				fixed_ship_battery_slot = module_railgun_2
				front_1_custom_slot = module_vls_lam_4
				mid_1_custom_slot = module_vls_sam_4
				mid_2_custom_slot = module_ciws_4
				rear_1_custom_slot = module_light_helipad_2
		}
		module_count_limit = { category = module_radar_category count < 2 }
		module_count_limit = { category = module_sonar_category count < 2 }
		module_count_limit = { category = module_mineclearing_category count < 2 }
		module_count_limit = { category = module_minelaying_category count < 2 }

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 35

		#Miocs sats
		armor_value = @destroyer_armor
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 9.113 #not directly related to size because of special case (60% of expected visibility)
		naval_speed = @destroyer_speed
		reliability = 0.82
		naval_range = @destroyer_range
		max_strength = @destroyer_hp
		max_organisation = @destroyer_org
		fuel_consumption = @destroyer_fuel_consumption
		build_cost_ic = 11880  #not directly related to size because of special case (180% of base cost)
		manpower = @destroyer_hp
		resources = {
			steel = 5
			chromium = 3
			aluminium = 3
		}
	}

	stealth_destroyer_hull_3 = {
		year = 2045
		archetype = stealth_destroyer
		parent = stealth_destroyer_hull_2
		priority = 8

		can_convert_from = { destroyer_hull_1, destroyer_hull_2, destroyer_hull_3, destroyer_hull_4, destroyer_hull_5, stealth_destroyer_hull_1, stealth_destroyer_hull_2, stealth_destroyer_hull_3 }

		module_slots = inherit
		default_modules = {
				fixed_ship_engine_slot = module_surface_fut_reactor_power
				fixed_ship_fire_control_system_slot = module_futuristic_integrated_missile_radar_control
				fixed_ship_radar_slot = module_radar_6
				fixed_ship_auxillary_slot_3 = module_vls_asm_5
				fixed_ship_auxillary_slot_2 = module_anti_submarine_missile_5
				fixed_ship_auxillary_slot = module_ciws_5
				fixed_ship_battery_slot = module_railgun_3
				front_1_custom_slot = module_vls_lam_4
				mid_1_custom_slot = module_vls_sam_5
				mid_2_custom_slot = module_ciws_5
				rear_1_custom_slot = module_light_helipad_2
		}
		module_count_limit = { category = module_radar_category count < 2 }
		module_count_limit = { category = module_sonar_category count < 2 }
		module_count_limit = { category = module_mineclearing_category count < 2 }
		module_count_limit = { category = module_minelaying_category count < 2 }

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 35

		#Misc stats
		armor_value = @destroyer_armor
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 6.75 #not directly related to size because of special case (50% of expected visibility)
		naval_speed = @destroyer_speed
		reliability = 0.86
		naval_range = @destroyer_range
		max_strength = @destroyer_hp
		max_organisation = @destroyer_org
		fuel_consumption = @destroyer_fuel_consumption
		build_cost_ic = 13200  #not directly related to size because of special case (200% of base cost)
		manpower = @destroyer_hp
		resources = {
			steel = 5
			chromium = 4
			aluminium = 4
		}
	}

# CRUISERS

	cruiser = {
		year = 1965
		is_archetype = yes
		is_buildable = no
		type = capital_ship
		interface_category = interface_category_capital_ships
		# (Describes combat behaviour - hidden stat)
		offensive_weapons = yes

		upgrades = {
			ship_CM_upgrade
			ship_ground_support
			ship_VLS_upgrade
			ship_gun_upgrade
			ship_armor_upgrade
			ship_engine_upgrade
		}

		module_slots = {
			front_1_custom_slot = {
				required = no
				allowed_module_categories = {
					module_point_defense_system_category
					module_turret_missile_category
					module_light_guns_category
					module_gun_battery_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_anti_submarine_mortar_category
					module_railguns_category
					module_vls_category
				}
			}
			front_2_custom_slot = {
				required = no
				allowed_module_categories = {
					module_point_defense_system_category
					module_turret_missile_category
					module_light_guns_category
					module_gun_battery_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_anti_submarine_mortar_category
					module_vls_category
				}
			}
			mid_1_custom_slot = {
				required = no
				allowed_module_categories = {
					module_point_defense_system_category
					module_turret_missile_category
					module_light_guns_category
					module_gun_battery_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_anti_submarine_mortar_category
					module_fuel_tanks_category
					module_vls_category
				}
			}
			mid_2_custom_slot = {
				required = no
				allowed_module_categories = {
					module_point_defense_system_category
					module_turret_missile_category
					module_light_guns_category
					module_gun_battery_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_anti_submarine_mortar_category
					module_fuel_tanks_category
					module_vls_category
				}
			}
			rear_1_custom_slot = {
				required = no
				allowed_module_categories = {
					module_point_defense_system_category
					module_turret_missile_category
					module_light_guns_category
					module_gun_battery_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_anti_submarine_mortar_category
					module_vls_category
					module_light_helipad_category
				}
			}
			rear_2_custom_slot = {
				required = no
				allowed_module_categories = {
					module_point_defense_system_category
					module_turret_missile_category
					module_light_guns_category
					module_gun_battery_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_anti_submarine_mortar_category
					module_vls_category
					module_light_helipad_category
				}
			}
			fixed_ship_battery_slot = {
				required = no
				allowed_module_categories = {
					module_light_guns_category
					module_railguns_category
					module_gun_battery_category
				}
			}
			fixed_ship_battery_slot_2 = {
				required = no
				allowed_module_categories = {
					module_point_defense_system_category
					module_turret_missile_category
					module_light_guns_category
					module_gun_battery_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_anti_submarine_mortar_category
					module_vls_category
					module_esm_category
					module_fuel_tanks_category
				}
			}
			fixed_ship_battery_slot_3 = {
				required = no
				allowed_module_categories = {
					module_point_defense_system_category
					module_turret_missile_category
					module_light_guns_category
					module_gun_battery_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_anti_submarine_mortar_category
					module_vls_category
					module_fuel_tanks_category
				}
			}
			fixed_ship_battery_slot_4 = {
				required = no
				allowed_module_categories = {
					module_point_defense_system_category
					module_turret_missile_category
					module_light_guns_category
					module_gun_battery_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_anti_submarine_mortar_category
					module_vls_category
					module_fuel_tanks_category
				}
			}
			fixed_ship_radar_slot = {
				required = no
				allowed_module_categories = { module_radar_category module_sonar_category }
			}
			fixed_ship_fire_control_system_slot = {
				required = no
				allowed_module_categories = { module_fire_control_system_category }
			}
			fixed_ship_engine_slot = {
				required = yes
				allowed_module_categories = { module_surface_power_source_category }
			}
		}
		default_modules = {
			fixed_ship_engine_slot = module_surface_oil_power
			fixed_ship_fire_control_system_slot = module_analog_fire_control
			fixed_ship_radar_slot = module_radar_1
			fixed_ship_battery_slot_4 = module_vls_sam_1
			fixed_ship_battery_slot_3 = module_ciws_1
			fixed_ship_battery_slot_2 = module_torpedoes_1
			fixed_ship_battery_slot = module_127mm_guns_1
			front_1_custom_slot = module_vls_asm_1
			front_2_custom_slot = module_vls_sam_1
			mid_1_custom_slot = module_ciws_1
			mid_2_custom_slot = module_anti_submarine_missile_1
			rear_1_custom_slot = module_vls_lam_1
			rear_2_custom_slot = module_light_helipad_1
		}
		module_count_limit = { category = module_radar_category count < 2 }
		module_count_limit = { category = module_sonar_category count < 2 }
		module_count_limit = { category = module_mineclearing_category count < 2 }
		module_count_limit = { category = module_minelaying_category count < 2 }
		module_count_limit = { category = module_gun_battery_category count < 3 }
		module_count_limit = { category = module_point_defense_system_category count < 4 }
		module_count_limit = { category = module_light_guns_category count < 5 }

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0

		#misc stats
		armor_value = @cruiser_armor
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 33.5
		naval_speed = @cruiser_speed
		reliability = 0.80
		naval_range = @cruiser_range
		max_strength = @cruiser_hp
		max_organisation = @cruiser_org
		fuel_consumption = @cruiser_fuel_consumption
		build_cost_ic = @cruiser_build_cost
		resources = {
			steel = 5
		}
		manpower = @cruiser_hp

		naval_dominance_factor = 40
	}

	cruiser_hull_1 = {
		year = 1965
		is_archetype = no
		is_buildable = yes
		archetype = cruiser
		priority = 5
		visual_level = 1
		can_convert_from = { cruiser_hull_1 }
		module_slots = inherit
		default_modules = {
			fixed_ship_engine_slot = module_surface_oil_power
			fixed_ship_fire_control_system_slot = module_analog_fire_control
			fixed_ship_radar_slot = module_radar_1
			fixed_ship_battery_slot_4 = module_vls_sam_1
			fixed_ship_battery_slot_3 = module_ciws_1
			fixed_ship_battery_slot_2 = module_torpedoes_1
			fixed_ship_battery_slot = module_127mm_guns_1
			front_1_custom_slot = module_vls_asm_1
			front_2_custom_slot = module_vls_sam_1
			mid_1_custom_slot = module_ciws_1
			mid_2_custom_slot = module_anti_submarine_missile_1
			rear_1_custom_slot = module_vls_lam_1
			rear_2_custom_slot = module_light_helipad_1
		}
		module_count_limit = { category = module_radar_category count < 2 }
		module_count_limit = { category = module_sonar_category count < 2 }
		module_count_limit = { category = module_mineclearing_category count < 2 }
		module_count_limit = { category = module_minelaying_category count < 2 }

		naval_dominance_factor = 40
	}

	cruiser_hull_2 = {
		year = 1985
		is_archetype = no
		is_buildable = yes
		archetype = cruiser
		parent = cruiser_hull_1
		priority = 7
		visual_level = 2
		can_convert_from = { cruiser_hull_1, cruiser_hull_2 }
		module_slots = inherit
		default_modules = {
			fixed_ship_engine_slot = module_surface_jet_turbine_power
			fixed_ship_fire_control_system_slot = module_analog_fire_control
			fixed_ship_radar_slot = module_radar_1
			fixed_ship_battery_slot_4 = module_vls_sam_1
			fixed_ship_battery_slot_3 = module_ciws_1
			fixed_ship_battery_slot_2 = module_torpedoes_1
			fixed_ship_battery_slot = module_127mm_guns_1
			front_1_custom_slot = module_vls_asm_1
			front_2_custom_slot = module_vls_sam_1
			mid_1_custom_slot = module_ciws_1
			mid_2_custom_slot = module_anti_submarine_missile_1
			rear_1_custom_slot = module_vls_lam_1
			rear_2_custom_slot = module_light_helipad_1
		}
		module_count_limit = { category = module_radar_category count < 2 }
		module_count_limit = { category = module_sonar_category count < 2 }
		module_count_limit = { category = module_mineclearing_category count < 2 }
		module_count_limit = { category = module_minelaying_category count < 2 }

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 40

		#misc stats
		armor_value = @cruiser_armor
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 30.15
		naval_speed = @cruiser_speed
		reliability = 0.84
		naval_range = @cruiser_range
		max_strength = @cruiser_hp
		max_organisation = @cruiser_org
		fuel_consumption = @cruiser_fuel_consumption
		build_cost_ic = @cruiser_build_cost
		manpower = @cruiser_hp
		resources = {
			steel = 5
			aluminium = 1
		}
	}

	cruiser_hull_3 = {
		year = 2005
		is_archetype = no
		is_buildable = yes
		archetype = cruiser
		parent = cruiser_hull_2
		priority = 8
		visual_level = 3
		can_convert_from = { cruiser_hull_1, cruiser_hull_2, cruiser_hull_3 }
		module_slots = inherit
		default_modules = {
			fixed_ship_engine_slot = module_surface_jet_turbine_power
			fixed_ship_fire_control_system_slot = module_digital_integrated_fire_control
			fixed_ship_radar_slot = module_radar_3
			fixed_ship_battery_slot_4 = module_vls_sam_2
			fixed_ship_battery_slot_3 = module_ciws_2
			fixed_ship_battery_slot_2 = module_torpedoes_2
			fixed_ship_battery_slot = module_127mm_guns_2
			front_1_custom_slot = module_vls_asm_2
			front_2_custom_slot = module_vls_sam_2
			mid_1_custom_slot = module_ciws_2
			mid_2_custom_slot = module_anti_submarine_missile_2
			rear_1_custom_slot = module_vls_lam_2
			rear_2_custom_slot = module_light_helipad_1
		}

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 40

		#misc Stats
		armor_value = @cruiser_armor
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 26.8
		naval_speed = @cruiser_speed
		reliability = 0.86
		naval_range = @cruiser_range
		max_strength = @cruiser_hp
		max_organisation = @cruiser_org
		fuel_consumption = @cruiser_fuel_consumption
		build_cost_ic = @cruiser_build_cost
		manpower = @cruiser_hp
		resources = {
			steel = 5
			aluminium = 2
		}
	}

	cruiser_hull_4 = {
		year = 2025
		is_archetype = no
		is_buildable = yes
		archetype = cruiser
		parent = cruiser_hull_3
        visual_level = 4
		priority = 9
		can_convert_from = { cruiser_hull_1, cruiser_hull_2, cruiser_hull_3, cruiser_hull_4 }

		module_slots = inherit
		default_modules = {
			fixed_ship_engine_slot = module_surface_jet_turbine_power2
			fixed_ship_fire_control_system_slot = module_advanced_integrated_missile_radar_control
			fixed_ship_radar_slot = module_radar_5
			fixed_ship_battery_slot_4 = module_vls_sam_4
			fixed_ship_battery_slot_3 = module_ciws_4
			fixed_ship_battery_slot_2 = module_torpedoes_4
			fixed_ship_battery_slot = module_127mm_guns_3
			front_1_custom_slot = module_vls_asm_4
			front_2_custom_slot = module_vls_sam_4
			mid_1_custom_slot = module_ciws_4
			mid_2_custom_slot = module_anti_submarine_missile_4
			rear_1_custom_slot = module_vls_lam_4
			rear_2_custom_slot = module_light_helipad_2
		}

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 40

		#Misc Stats
		armor_value = @cruiser_armor
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 23.45
		naval_speed = @cruiser_speed
		reliability = 0.88
		naval_range = @cruiser_range
		max_strength = @cruiser_hp
		max_organisation = @cruiser_org
		fuel_consumption = @cruiser_fuel_consumption
		build_cost_ic = @cruiser_build_cost
		manpower = @cruiser_hp
		resources = {
			steel = 5
			aluminium = 2
			chromium = 2
		}
	}

	cruiser_hull_5 = {
		year = 2045
		is_archetype = no
		is_buildable = yes
		archetype = cruiser
		parent = cruiser_hull_4
		visual_level = 5
		priority = 11
		can_convert_from = { cruiser_hull_1, cruiser_hull_2, cruiser_hull_3, cruiser_hull_4, cruiser_hull_5 }
		module_slots = inherit
		default_modules = {
			fixed_ship_engine_slot = module_surface_jet_turbine_power3
			fixed_ship_fire_control_system_slot = module_futuristic_integrated_missile_radar_control
			fixed_ship_radar_slot = module_radar_6
			fixed_ship_battery_slot_4 = module_vls_sam_5
			fixed_ship_battery_slot_3 = module_ciws_5
			fixed_ship_battery_slot_2 = module_torpedoes_4
			fixed_ship_battery_slot = module_railgun_2
			front_1_custom_slot = module_vls_asm_5
			front_2_custom_slot = module_vls_sam_5
			mid_1_custom_slot = module_ciws_5
			mid_2_custom_slot = module_anti_submarine_missile_5
			rear_1_custom_slot = module_vls_lam_5
			rear_2_custom_slot = module_light_helipad_2
		}

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 40

		#Misc Stats
		armor_value = @cruiser_armor
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 20.1
		naval_speed = @cruiser_speed
		reliability = 0.92
		naval_range = @cruiser_range
		max_strength = @cruiser_hp
		max_organisation = @cruiser_org
		fuel_consumption = @cruiser_fuel_consumption
		build_cost_ic = @cruiser_build_cost
		manpower = @cruiser_hp
		resources = {
			steel = 5
			aluminium = 3
			chromium = 2
		}
	}

	# BATTLECRUISERS
	battle_cruiser = {
		year = 1965
		is_archetype = yes
		is_buildable = no
		type = capital_ship
		interface_category = interface_category_capital_ships
		#(Describes Combat Behaviours - Hidden stat - Just means it won't be in row 3 with carriers)
		offensive_weapons = yes

		module_slots = {
			front_1_custom_slot = {
				required = no
				allowed_module_categories = {
					module_light_guns_category
					module_heavy_guns_category
					module_railguns_category
					module_gun_battery_category
					module_turret_missile_category
					module_vls_category
				}
			}
			front_2_custom_slot = {
				required = no
				allowed_module_categories = {
					module_light_guns_category
					module_heavy_guns_category
					module_railguns_category
					module_gun_battery_category
					module_turret_missile_category
					module_vls_category
				}
			}
			mid_1_custom_slot = {
				required = no
				allowed_module_categories = {
					module_fuel_tanks_category
					module_point_defense_system_category
					module_light_guns_category
					module_gun_battery_category
					module_vls_category
					module_turret_missile_category
					module_torpedoes_category
				}
			}
			mid_2_custom_slot = {
				required = no
				allowed_module_categories = {
					module_fuel_tanks_category
					module_point_defense_system_category
					module_light_guns_category
					module_gun_battery_category
					module_vls_category
					module_turret_missile_category
					module_torpedoes_category
				}
			}
			rear_1_custom_slot = {
				required = no
				allowed_module_categories = {
					module_fuel_tanks_category
					module_point_defense_system_category
					module_light_guns_category
					module_gun_battery_category
					module_railguns_category
					module_light_helipad_category
					module_heavy_guns_category
					module_vls_category
					module_turret_missile_category
				}
			}
			rear_2_custom_slot = {
				required = no
				allowed_module_categories = {
					module_fuel_tanks_category
					module_point_defense_system_category
					module_light_guns_category
					module_gun_battery_category
					module_railguns_category
					module_light_helipad_category
					module_heavy_guns_category
					module_vls_category
					module_turret_missile_category
				}
			}
			fixed_ship_battery_slot = {
				required = no
				allowed_module_categories = {
					module_light_guns_category
					module_heavy_guns_category
					module_railguns_category
					module_gun_battery_category
				}
			}
			fixed_ship_battery_slot_2 = {
				required = no
				allowed_module_categories = {
					module_esm_category
					module_light_guns_category
					module_gun_battery_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_turret_missile_category
					module_point_defense_system_category
					module_vls_category
				}
			}
			fixed_ship_battery_slot_3 = {
				required = no
				allowed_module_categories = {
					module_esm_category
					module_light_guns_category
					module_gun_battery_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_turret_missile_category
					module_anti_submarine_mortar_category
					module_point_defense_system_category
					module_vls_category
				}
			}
			fixed_ship_battery_slot_4 = {
				required = no
				allowed_module_categories = {
					module_esm_category
					module_light_guns_category
					module_gun_battery_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_turret_missile_category
					module_anti_submarine_mortar_category
					module_vls_category
				}
			}
			fixed_ship_radar_slot = {
				required = no
				allowed_module_categories = {
					module_radar_category
					module_sonar_category
				}
			}
			fixed_ship_fire_control_system_slot = {
				required = no
				allowed_module_categories = { module_fire_control_system_category }
			}
			fixed_ship_engine_slot = {
				required = yes
				allowed_module_categories = { module_surface_power_source_category }
			}
		}

		module_count_limit = { category = module_railguns_category count < 4 }
		module_count_limit = { category = module_radar_category count < 2 }
		module_count_limit = { category = module_sonar_category count < 2 }
		module_count_limit = { category = module_gun_battery_category count < 4 }
		module_count_limit = { category = module_esm_category count < 2 }
		module_count_limit = { category = module_point_defense_system_category count < 5 }
		module_count_limit = { category = module_light_guns_category count < 5 }

		default_modules = {
			front_1_custom_slot = empty
			front_2_custom_slot = empty
			mid_1_custom_slot = empty
			fixed_ship_battery_slot = empty
			fixed_ship_battery_slot_2 = empty
			fixed_ship_battery_slot_3 = empty
			fixed_ship_battery_slot_4 = empty
			fixed_ship_radar_slot = empty
			fixed_ship_engine_slot = module_surface_diesel_power
		}

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0

		##Misc Stats
		armor_value = @battlecruiser_armor
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 51.5
		naval_speed = @battlecruiser_speed
		reliability = 0.80
		naval_range = @battlecruiser_range
		max_strength = @battlecruiser_hp
		max_organisation = @battlecruiser_org
		fuel_consumption = @battlecruiser_fuel_consumption
		build_cost_ic = @battlecruiser_build_cost
		manpower = @battlecruiser_hp
		resources = {
			steel = 5
		}

		naval_dominance_factor = 50
	}

	battle_cruiser_hull_1 = {
		year = 1965
		is_archetype = no
		is_buildable = yes
		archetype = battle_cruiser
		priority = 100
		module_slots = inherit
        visual_level = 1

        naval_dominance_factor = 50
        
		can_convert_from = { battle_cruiser_hull_1 }
	}

	battle_cruiser_hull_2 = {
		year = 1985
		is_archetype = no
		is_buildable = yes
		archetype = battle_cruiser
		parent = battle_cruiser_hull_1
		priority = 100
		module_slots = inherit
        visual_level = 2
		can_convert_from = { battle_cruiser_hull_1, battle_cruiser_hull_2 }

		armor_value = @battlecruiser_armor
		surface_visibility = 46.35
		naval_speed = @battlecruiser_speed
		max_strength = @battlecruiser_hp
		max_organisation = @battlecruiser_org
		fuel_consumption = @battlecruiser_fuel_consumption
		build_cost_ic = @battlecruiser_build_cost
		manpower = @battlecruiser_hp
		resources = {
			steel = 5
			aluminium = 1
		}

		naval_dominance_factor = 50
	}

	battle_cruiser_hull_3 = {
		year = 2015
		is_archetype = no
		is_buildable = yes
		archetype = battle_cruiser
		parent = battle_cruiser_hull_2
		priority = 100
		module_slots = inherit
        visual_level = 3
		can_convert_from = { battle_cruiser_hull_1, battle_cruiser_hull_2, battle_cruiser_hull_3 }

		armor_value = @battlecruiser_armor
		surface_visibility = 38.625
		naval_speed = @battlecruiser_speed
		max_strength = @battlecruiser_hp
		max_organisation = @battlecruiser_org
		fuel_consumption = @battlecruiser_fuel_consumption
		build_cost_ic = @battlecruiser_build_cost
		manpower = @battlecruiser_hp
		resources = {
			steel = 5
			aluminium = 2
			chromium = 1
		}

        naval_dominance_factor = 50
	}

	battle_cruiser_hull_4 = {
		year = 2045
		is_archetype = no
		is_buildable = yes
		archetype = battle_cruiser
		parent = battle_cruiser_hull_3
		priority = 100
		module_slots = inherit
		visual_level = 3
        can_convert_from = { battle_cruiser_hull_1, battle_cruiser_hull_2, battle_cruiser_hull_3 battle_cruiser_hull_4 }

		armor_value = @battlecruiser_armor
		surface_visibility = 28.625
		naval_speed = @battlecruiser_speed
		max_strength = @battlecruiser_hp
		max_organisation = @battlecruiser_org
		fuel_consumption = @battlecruiser_fuel_consumption
		build_cost_ic = @battlecruiser_build_cost
		manpower = @battlecruiser_hp
		resources = {
			steel = 5
			aluminium = 2
			chromium = 1
		}

		naval_dominance_factor = 50
	}

# BATTLESHIPS

	battleship_hull_0 = {
		year = 1965
		is_archetype = yes
		is_buildable = no
		type = capital_ship
		interface_category = interface_category_capital_ships
		#(Describes Combat Behaviours - Hidden stat - Just means it won't be in row 3 with carriers)
		offensive_weapons = yes

		module_slots = {
			front_1_custom_slot = {
				required = no
				allowed_module_categories = {
					module_heavy_guns_category
					module_railguns_category
					module_light_guns_category
					module_gun_battery_category
					module_vls_category
					module_torpedoes_category
					module_point_defense_system_category
					module_turret_missile_category
					module_fuel_tanks_category
					module_anti_submarine_mortar_category
				}
			}
			front_2_custom_slot = {
				required = no
				allowed_module_categories = {
					module_heavy_guns_category
					module_railguns_category
					module_light_guns_category
					module_gun_battery_category
					module_vls_category
					module_torpedoes_category
					module_point_defense_system_category
					module_turret_missile_category
					module_fuel_tanks_category
					module_anti_submarine_mortar_category
				}
			}
			mid_1_custom_slot = {
				required = no
				allowed_module_categories = {
					module_light_guns_category
					module_gun_battery_category
					module_vls_category
					module_torpedoes_category
					module_point_defense_system_category
					module_turret_missile_category
					module_fuel_tanks_category
					module_anti_submarine_mortar_category
				}
			}
			mid_2_custom_slot = {
				required = no
				allowed_module_categories = {
					module_light_guns_category
					module_gun_battery_category
					module_vls_category
					module_torpedoes_category
					module_point_defense_system_category
					module_turret_missile_category
					module_fuel_tanks_category
					module_anti_submarine_mortar_category
				}
			}
			mid_3_custom_slot = {
				required = no
				allowed_module_categories = {
					module_light_guns_category
					module_gun_battery_category
					module_vls_category
					module_torpedoes_category
					module_point_defense_system_category
					module_turret_missile_category
					module_fuel_tanks_category
					module_anti_submarine_mortar_category
				}
			}
			rear_1_custom_slot = {
				required = no
				allowed_module_categories = {
					module_light_guns_category
					module_heavy_guns_category
					module_gun_battery_category
					module_railguns_category
					module_turret_missile_category
					module_vls_category
					module_light_helipad_category
				}
			}
			rear_2_custom_slot = {
				required = no
				allowed_module_categories = {
					module_light_guns_category
					module_heavy_guns_category
					module_gun_battery_category
					module_railguns_category
					module_turret_missile_category
					module_vls_category
					module_light_helipad_category
				}
			}
			fixed_ship_battery_slot = {
				required = no
				allowed_module_categories = {
					module_light_guns_category
					module_gun_battery_category
					module_heavy_guns_category
					module_railguns_category
					module_vls_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_point_defense_system_category
					module_turret_missile_category
					module_fuel_tanks_category
					module_anti_submarine_mortar_category
				}
			}
			fixed_ship_auxillary_slot_1 = {
				required = no
				allowed_module_categories = {
					module_light_guns_category
					module_gun_battery_category
					module_vls_category
					module_torpedoes_category
					module_point_defense_system_category
					module_turret_missile_category
					module_fuel_tanks_category
					module_anti_submarine_mortar_category
					module_esm_category
				}
			}
			fixed_ship_auxillary_slot_2 = {
				required = no
				allowed_module_categories = {
					module_light_guns_category
					module_gun_battery_category
					module_vls_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_anti_ship_torpedoes_category
					module_point_defense_system_category
					module_turret_missile_category
					module_fuel_tanks_category
					module_anti_submarine_mortar_category
					module_esm_category
				}
			}
			fixed_ship_auxillary_slot_3 = {
				required = no
				allowed_module_categories = {
					module_light_guns_category
					module_gun_battery_category
					module_vls_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_point_defense_system_category
					module_turret_missile_category
					module_fuel_tanks_category
					module_anti_submarine_mortar_category
					module_esm_category
				}
			}
			fixed_ship_radar_slot = {
				required = no
				allowed_module_categories = { module_radar_category module_sonar_category }
			}
			fixed_ship_fire_control_system_slot = {
				required = no
				allowed_module_categories = { module_fire_control_system_category }
			}
			fixed_ship_engine_slot = {
				required = yes
				allowed_module_categories = { module_surface_power_source_category }
			}
		}

		module_count_limit = { category = module_railguns_category count < 6 }
		module_count_limit = { category = module_radar_category count < 2 }
		module_count_limit = { category = module_sonar_category count < 2 }
		module_count_limit = { category = module_gun_battery_category count < 6 }
		module_count_limit = { category = module_heavy_guns_category count < 6 }
		module_count_limit = { category = module_esm_category count < 2 }
		module_count_limit = { category = module_point_defense_system_category count < 5 }
		module_count_limit = { category = module_light_guns_category count < 5 }

		default_modules = {
			front_1_custom_slot = empty
			front_2_custom_slot = empty
			mid_1_custom_slot = empty
			fixed_ship_battery_slot = empty
			fixed_ship_battery_slot_2 = empty
			fixed_ship_battery_slot_3 = empty
			fixed_ship_battery_slot_4 = empty
			fixed_ship_radar_slot = empty
			fixed_ship_engine_slot = module_surface_oil_power
		}

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0

		##Misc Stats
		armor_value = 45 ##No armor module so ships have their own
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 74.5
		naval_speed = @battleship_speed
		reliability = 0.80
		naval_range = @battleship_range
		max_strength = @battleship_hp
		max_organisation = @battleship_org
		fuel_consumption = @battleship_fuel_consumption
		build_cost_ic = @battleship_build_cost
		manpower = @battleship_hp
		resources = {
			steel = 5
		}

		naval_dominance_factor = 60
	}

	battleship_hull_1 = {
		year = 1965
		is_buildable = yes
        visual_level = 1
		archetype = battleship_hull_0
		priority = 100
		module_slots = inherit

        naval_dominance_factor = 60
        
		can_convert_from = { battleship_hull_1 }
	}

	battleship_hull_2 = {
		year = 1985
		is_archetype = no
		is_buildable = yes
        visual_level = 2
		archetype = battleship_hull_0
		parent = battleship_hull_1
		priority = 100
		module_slots = inherit
		can_convert_from = { battleship_hull_1, battleship_hull_2 }

		armor_value = 60
		surface_visibility = 67.05
		naval_speed = @battleship_speed
		max_strength = @battleship_hp
		max_organisation = @battleship_org
		fuel_consumption = @battleship_fuel_consumption
		build_cost_ic = @battleship_build_cost
		manpower = @battleship_hp
		resources = {
			steel = 5
			aluminium = 1
		}

		naval_dominance_factor = 60
	}
	battleship_hull_3 = {
		year = 2015
		is_archetype = no
		is_buildable = yes
        visual_level = 3
		archetype = battleship_hull_0
		parent = battleship_hull_2
		priority = 100
		module_slots = inherit
		can_convert_from = { battleship_hull_1, battleship_hull_2, battleship_hull_3 }

		armor_value = 75
		surface_visibility = 55.875
		naval_speed = @battleship_speed
		max_strength = @battleship_hp
		max_organisation = @battleship_org
		fuel_consumption = @battleship_fuel_consumption
		build_cost_ic = @battleship_build_cost
		manpower = @battleship_hp
		resources = {
			steel = 5
			aluminium = 2
			chromium = 1
		}
		naval_dominance_factor = 60
	}

	battleship_hull_4 = {
		year = 2045
		is_archetype = no
		is_buildable = yes
		visual_level = 3
		archetype = battleship_hull_0
		parent = battleship_hull_3
		priority = 100
		module_slots = inherit
        can_convert_from = { battleship_hull_1, battleship_hull_2, battleship_hull_3 battleship_hull_4 }

		armor_value = 90
		surface_visibility = 44.50
		naval_speed = @battleship_speed
		max_strength = @battleship_hp
		max_organisation = @battleship_org
		fuel_consumption = @battleship_fuel_consumption
		build_cost_ic = @battleship_build_cost
		manpower = @battleship_hp
		resources = {
			steel = 6
			aluminium = 3
			chromium = 1
		}
		naval_dominance_factor = 60
	}

	# HELICOPTER OPERATORS
	helicopter_operator = {
		year = 1970
		is_archetype = yes
		is_buildable = no
		type = carrier
		sprite = helicopter_operator
		interface_category = interface_category_capital_ships
		# (Describes combat behaviour - hidden stat)
		offensive_weapons = no

		upgrades = {
			carrier_armor_upgrade
			carrier_engine_upgrade
			carrier_displacement_upgrade
			ship_ASW_upgrade
			ship_anti_air_upgrade
		}

		module_slots = {
			front_1_custom_slot = {
				required = no
				allowed_module_categories = {
					module_helipads_category
					module_fuel_tanks_category
					module_point_defense_system_category
					module_turret_missile_category
					module_vls_category
					module_light_guns_category
				}
			}
			mid_1_custom_slot = {
				required = no
				allowed_module_categories = {
					module_helipads_category
					module_fuel_tanks_category
					module_point_defense_system_category
					module_turret_missile_category
					module_vls_category
					module_light_guns_category
				}
			}
			rear_1_custom_slot = {
				required = no
				allowed_module_categories = {
					module_helipads_category
					module_fuel_tanks_category
					module_point_defense_system_category
					module_turret_missile_category
					module_vls_category
					module_light_guns_category
				}
			}
			fixed_ship_battery_slot = {
				required = yes
				allowed_module_categories = {
					module_light_flight_decks_category
				}
			}
			fixed_ship_auxillary_slot = {
				required = no
				allowed_module_categories = {
					module_light_guns_category
					module_turret_missile_category
					module_vls_category
					module_anti_submarine_mortar_category
					module_fuel_tanks_category
					module_point_defense_system_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_esm_category
				}
			}
			fixed_ship_auxillary_slot_2 = {
				required = no
				allowed_module_categories = {
					module_light_guns_category
					module_turret_missile_category
					module_vls_category
					module_anti_submarine_mortar_category
					module_fuel_tanks_category
					module_point_defense_system_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_esm_category
				}
			}
			fixed_ship_auxillary_slot_3 = {
				required = no
				allowed_module_categories = {
					module_light_guns_category
					module_turret_missile_category
					module_vls_category
					module_anti_submarine_mortar_category
					module_fuel_tanks_category
					module_point_defense_system_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_esm_category
				}
			}
			fixed_ship_radar_slot = {
				required = no
				allowed_module_categories = { module_radar_category module_sonar_category }
			}
			fixed_ship_fire_control_system_slot = {
				required = no
				allowed_module_categories = { module_fire_control_system_category }
			}
			fixed_ship_engine_slot = {
				required = yes
				allowed_module_categories = { module_surface_power_source_category }
			}
		}

		module_count_limit = { category = module_radar_category count < 2 }
		module_count_limit = { category = module_sonar_category count < 2 }
		module_count_limit = { category = module_esm_category count < 2 }
		module_count_limit = { category = module_point_defense_system_category count < 4 }
		module_count_limit = { category = module_light_guns_category count < 3 }

		default_modules = {
			fixed_ship_engine_slot = module_surface_diesel_power
			fixed_ship_fire_control_system_slot = module_analog_fire_control
			fixed_ship_radar_slot = module_radar_2
			fixed_ship_auxillary_slot_3 = module_ciws_1
			fixed_ship_auxillary_slot_2 = module_fuel_tank
			fixed_ship_auxillary_slot = module_esm_1
			fixed_ship_battery_slot = module_light_flight_deck_1
			front_1_custom_slot = module_helipads_1
			mid_1_custom_slot = module_aa_missiles_1
			rear_1_custom_slot = module_helipads_1
		}

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0

		armor_value = @helicopter_operator_armor
		surface_detection = 22
		sub_detection = 4
		surface_visibility = 48.75
		naval_speed = @helicopter_operator_speed
		reliability = 0.775
		naval_range = @helicopter_operator_range
		max_strength = @helicopter_operator_hp
		max_organisation = @helicopter_operator_org
		fuel_consumption = @helicopter_operator_fuel_consumption
		build_cost_ic = @helicopter_operator_build_cost
		manpower = @helicopter_operator_hp
		resources = {
			steel = 5
		}

		naval_dominance_factor = 40
	}

	helicopter_operator_hull_1 = {
		year = 1970
		archetype = helicopter_operator
		visual_level = 1
		priority = 5
		module_slots = inherit
		can_convert_from = { helicopter_operator_hull_1 }
		resources = {
			steel = 5
		}
		naval_dominance_factor = 40
	}

	helicopter_operator_hull_2 = {
		year = 1995
		archetype = helicopter_operator
		parent = helicopter_operator_hull_1
		visual_level = 2
		priority = 6
		can_convert_from = { helicopter_operator_hull_1, helicopter_operator_hull_2 }
		module_slots = inherit
		default_modules = {
			fixed_ship_engine_slot = module_surface_jet_turbine_power
			fixed_ship_fire_control_system_slot = module_digital_integrated_fire_control
			fixed_ship_radar_slot = module_radar_3
			fixed_ship_auxillary_slot_3 = module_ciws_2
			fixed_ship_auxillary_slot_2 = module_fuel_tank
			fixed_ship_auxillary_slot = module_esm_1
			fixed_ship_battery_slot = module_light_flight_deck_2
			front_1_custom_slot = module_helipads_1
			mid_1_custom_slot = module_aa_missiles_2
			rear_1_custom_slot = module_helipads_1
		}

		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 40

		armor_value = @helicopter_operator_armor
		surface_detection = 22.5
		sub_detection = 5
		surface_visibility = 42.5
		naval_speed = @helicopter_operator_speed
		reliability = 0.825
		naval_range = @helicopter_operator_range
		max_strength = @helicopter_operator_hp
		max_organisation = @helicopter_operator_org
		fuel_consumption = @helicopter_operator_fuel_consumption
		build_cost_ic = @helicopter_operator_build_cost
		manpower = @helicopter_operator_hp
		resources = {
			steel = 5
			aluminium = 2
		}
	}

	helicopter_operator_hull_3 = {
		year = 2020
		archetype = helicopter_operator
		parent = helicopter_operator_hull_2
		visual_level = 3
		priority = 7
		can_convert_from = { helicopter_operator_hull_1, helicopter_operator_hull_2, helicopter_operator_hull_3 }
		module_slots = inherit

		default_modules = {
			fixed_ship_engine_slot = module_surface_jet_turbine_power3
			fixed_ship_fire_control_system_slot = module_advanced_integrated_missile_radar_control
			fixed_ship_radar_slot = module_radar_4
			fixed_ship_auxillary_slot_3 = module_ciws_4
			fixed_ship_auxillary_slot_2 = module_fuel_tank
			fixed_ship_auxillary_slot = module_esm_2
			fixed_ship_battery_slot = module_light_flight_deck_3
			front_1_custom_slot = module_helipads_2
			mid_1_custom_slot = module_vls_sam_3
			rear_1_custom_slot = module_helipads_2
		}

		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 40

		armor_value = @helicopter_operator_armor
		surface_detection = 23
		sub_detection = 6
		surface_visibility = 36.25
		naval_speed = @helicopter_operator_speed
		reliability = 0.85
		naval_range = @helicopter_operator_range
		max_strength = @helicopter_operator_hp
		max_organisation = @helicopter_operator_org
		fuel_consumption = @helicopter_operator_fuel_consumption
		build_cost_ic = @helicopter_operator_build_cost
		manpower = @helicopter_operator_hp
		resources = {
			steel = 5
			tungsten = 2
			chromium = 2
		}
	}

	helicopter_operator_hull_4 = {
		year = 2045
		archetype = helicopter_operator
		parent = helicopter_operator_hull_3
		visual_level = 4
		priority = 10
		can_convert_from = { helicopter_operator_hull_1, helicopter_operator_hull_2, helicopter_operator_hull_3, helicopter_operator_hull_4 }
		module_slots = inherit

		default_modules = {
			fixed_ship_engine_slot = module_surface_fut_reactor_power
			fixed_ship_fire_control_system_slot = module_futuristic_integrated_missile_radar_control
			fixed_ship_radar_slot = module_radar_6
			fixed_ship_auxillary_slot_3 = module_ciws_5
			fixed_ship_auxillary_slot_2 = module_fuel_tank
			fixed_ship_auxillary_slot = module_esm_3
			fixed_ship_battery_slot = module_light_flight_deck_3
			front_1_custom_slot = module_helipads_3
			mid_1_custom_slot = module_vls_sam_4
			rear_1_custom_slot = module_helipads_3
		}

		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 40

		armor_value = @helicopter_operator_armor
		surface_detection = 24
		sub_detection = 7
		surface_visibility = 30
		naval_speed = @helicopter_operator_speed
		reliability = 0.925
		naval_range = @helicopter_operator_range
		max_strength = @helicopter_operator_hp
		max_organisation = @helicopter_operator_org
		fuel_consumption = @helicopter_operator_fuel_consumption
		build_cost_ic = @helicopter_operator_build_cost
		manpower = @helicopter_operator_hp
		resources = {
			steel = 5
			aluminium = 3
			chromium = 2
		}
	}

# CARRIERS
	carrier = {
		year = 1965
		is_archetype = yes
		is_buildable = no
		type = carrier
		sprite = carrier
		interface_category = interface_category_capital_ships
		priority = 1000
		# (Describes combat behaviour - hidden stat)
		offensive_weapons = no

		upgrades = {
			carrier_armor_upgrade
			carrier_engine_upgrade
			ship_ASW_upgrade
			carrier_displacement_upgrade
			ship_anti_air_upgrade
		}

		module_slots = {
			front_1_custom_slot = {
				required = no
				allowed_module_categories = {
					module_helipads_category
					module_fuel_tanks_category
					module_point_defense_system_category
					module_turret_missile_category
					module_vls_category
					module_light_guns_category
				}
			}
			front_2_custom_slot = {
				required = no
				allowed_module_categories = {
					module_helipads_category
					module_fuel_tanks_category
					module_point_defense_system_category
					module_turret_missile_category
					module_vls_category
					module_light_guns_category
				}
			}
			mid_1_custom_slot = {
				required = no
				allowed_module_categories = {
					module_helipads_category
					module_fuel_tanks_category
					module_point_defense_system_category
					module_turret_missile_category
					module_vls_category
					module_light_guns_category
				}
			}
			mid_2_custom_slot = {
				required = no
				allowed_module_categories = {
					module_helipads_category
					module_fuel_tanks_category
					module_point_defense_system_category
					module_turret_missile_category
					module_vls_category
					module_light_guns_category
				}
			}
			mid_3_custom_slot = {
				required = no
				allowed_module_categories = {
					module_helipads_category
					module_fuel_tanks_category
					module_point_defense_system_category
					module_turret_missile_category
					module_vls_category
					module_light_guns_category
				}
			}
			rear_1_custom_slot = {
				required = no
				allowed_module_categories = {
					module_helipads_category
					module_fuel_tanks_category
					module_point_defense_system_category
					module_turret_missile_category
					module_vls_category
					module_light_guns_category
				}
			}
			rear_2_custom_slot = {
				required = no
				allowed_module_categories = {
					module_helipads_category
					module_fuel_tanks_category
					module_point_defense_system_category
					module_turret_missile_category
					module_vls_category
					module_light_guns_category
				}
			}
			fixed_ship_flight_deck = {
				required = yes
				allowed_module_categories = { module_flight_decks_category }
			}
			fixed_ship_auxillary_slot = {
				required = no
				allowed_module_categories = {
					module_point_defense_system_category
					module_turret_missile_category
					module_vls_category
					module_light_guns_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_esm_category
				}
			}
			fixed_ship_auxillary_slot_1 = {
				required = no
				allowed_module_categories = {
					module_point_defense_system_category
					module_turret_missile_category
					module_vls_category
					module_light_guns_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_esm_category
				}
			}
			fixed_ship_auxillary_slot_2 = {
				required = no
				allowed_module_categories = {
					module_point_defense_system_category
					module_turret_missile_category
					module_vls_category
					module_light_guns_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_esm_category
				}
			}
			fixed_ship_radar_slot = {
				required = no
				allowed_module_categories = { module_radar_category module_sonar_category }
			}
			fixed_ship_fire_control_system_slot = {
				required = no
				allowed_module_categories = { module_fire_control_system_category }
			}
			fixed_ship_engine_slot = {
				required = yes
				allowed_module_categories = { module_surface_power_source_category }
			}
		}
		module_count_limit = { category = module_radar_category count < 2 }
		module_count_limit = { category = module_sonar_category count < 2 }
		module_count_limit = { category = module_flight_decks_category count < 2 }
		module_count_limit = { category = module_esm_category count < 2 }
		module_count_limit = { category = module_point_defense_system_category count < 6 }
		module_count_limit = { category = module_light_guns_category count < 5 }
		default_modules = {
			fixed_ship_engine_slot = module_surface_oil_power
			fixed_ship_fire_control_system_slot = module_analog_fire_control
			fixed_ship_radar_slot = module_radar_2
			fixed_ship_auxillary_slot_2 = module_ciws_1
			fixed_ship_auxillary_slot_1 = module_ram_1
			fixed_ship_auxillary_slot = module_esm_1
			fixed_ship_flight_deck = module_flight_deck_3
			front_1_custom_slot = module_helipads_1
			front_2_custom_slot = module_ciws_1
			mid_1_custom_slot = module_ciws_1
			mid_2_custom_slot = module_fuel_tank
			mid_3_custom_slot = module_helipads_1
			rear_1_custom_slot = module_ram_1
			rear_2_custom_slot = module_helipads_1
		}

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0

		#Misc Stats
		armor_value = 40
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 52
		naval_speed = @carrier_speed
		reliability = 0.70
		naval_range = @carrier_range
		max_strength = @carrier_hp
		max_organisation = @carrier_org
		fuel_consumption = @carrier_fuel_consumption
		build_cost_ic = @carrier_build_cost
		manpower = @carrier_hp
		resources = {
			steel = 5
		}

		naval_dominance_factor = 40
	}

	carrier_hull_1 = {
		year = 1965
		archetype = carrier
		priority = 5
		visual_level = 1
		can_convert_from = { carrier_hull_1 }
		module_slots = inherit
		default_modules = {
			fixed_ship_engine_slot = module_surface_oil_power
			fixed_ship_fire_control_system_slot = module_analog_fire_control
			fixed_ship_radar_slot = module_radar_1
			fixed_ship_auxillary_slot_2 = module_ciws_1
			fixed_ship_auxillary_slot_1 = module_ram_1
			fixed_ship_auxillary_slot = module_fuel_tank
			fixed_ship_flight_deck = module_flight_deck_3
			front_1_custom_slot = module_helipads_1
			front_2_custom_slot = module_ciws_1
			mid_1_custom_slot = module_ciws_1
			mid_2_custom_slot = module_fuel_tank
			mid_3_custom_slot = module_helipads_1
			rear_1_custom_slot = module_ram_1
			rear_2_custom_slot = module_helipads_1
		}
		resources = {
			steel = 5
		}

		naval_dominance_factor = 40
	}

	carrier_hull_2 = {
		year = 1985
		archetype = carrier
		parent = carrier_hull_1
		priority = 6
		visual_level = 2
		can_convert_from = { carrier_hull_1, carrier_hull_2 }
		module_slots = inherit

		default_modules = {
			fixed_ship_engine_slot = module_surface_diesel_power
			fixed_ship_fire_control_system_slot = module_analog_fire_control
			fixed_ship_radar_slot = module_radar_2
			fixed_ship_auxillary_slot_2 = module_ciws_2
			fixed_ship_auxillary_slot_1 = module_ram_2
			fixed_ship_auxillary_slot = module_fuel_tank
			fixed_ship_flight_deck = module_flight_deck_4
			front_1_custom_slot = module_helipads_1
			front_2_custom_slot = module_ciws_2
			mid_1_custom_slot = module_ciws_2
			mid_2_custom_slot = module_fuel_tank
			mid_3_custom_slot = module_helipads_1
			rear_1_custom_slot = module_ram_2
			rear_2_custom_slot = module_helipads_1
		}

		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0

		armor_value = 45
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 46.8
		naval_speed = @carrier_speed
		reliability = 0.725
		naval_range = @carrier_range
		max_strength = @carrier_hp
		max_organisation = @carrier_org
		fuel_consumption = @carrier_fuel_consumption
		build_cost_ic = @carrier_build_cost
		manpower = @carrier_hp
		resources = {
			steel = 5
			aluminium = 1
		}
		naval_dominance_factor = 40
	}

	carrier_hull_3 = {
		year = 2005
		archetype = carrier
		parent = carrier_hull_2
		priority = 8
		visual_level = 3
		can_convert_from = { carrier_hull_1, carrier_hull_2, carrier_hull_3 }
		module_slots = inherit

		default_modules = {
			fixed_ship_engine_slot = module_surface_jet_turbine_power
			fixed_ship_fire_control_system_slot = module_digital_integrated_fire_control
			fixed_ship_radar_slot = module_radar_4
			fixed_ship_auxillary_slot_2 = module_ciws_2
			fixed_ship_auxillary_slot_1 = module_ram_2
			fixed_ship_auxillary_slot = module_esm_1
			fixed_ship_flight_deck = module_flight_deck_6
			front_1_custom_slot = module_helipads_1
			front_2_custom_slot = module_ciws_2
			mid_1_custom_slot = module_ciws_2
			mid_2_custom_slot = module_helipads_1
			mid_3_custom_slot = module_helipads_1
			rear_1_custom_slot = module_ram_2
			rear_2_custom_slot = module_helipads_1
		}

		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0

		armor_value = 55
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 41.6
		naval_speed = @carrier_speed
		reliability = 0.775
		naval_range = @carrier_range
		max_strength = @carrier_hp
		max_organisation = @carrier_org
		fuel_consumption = @carrier_fuel_consumption
		build_cost_ic = @carrier_build_cost
		manpower = @carrier_hp
		resources = {
			steel = 5
			aluminium = 2
			chromium = 1
		}
		naval_dominance_factor = 40
	}

	carrier_hull_4 = {
		year = 2025
		archetype = carrier
		parent = carrier_hull_3
		priority = 10
		visual_level = 4
		can_convert_from = { carrier_hull_1, carrier_hull_2, carrier_hull_3, carrier_hull_4 }
		module_slots = inherit

		default_modules = {
			fixed_ship_engine_slot = module_surface_jet_turbine_power2
			fixed_ship_fire_control_system_slot = module_advanced_integrated_missile_radar_control
			fixed_ship_radar_slot = module_radar_5
			fixed_ship_auxillary_slot_2 = module_ciws_3
			fixed_ship_auxillary_slot_1 = module_ram_3
			fixed_ship_auxillary_slot = module_esm_2
			fixed_ship_flight_deck = module_flight_deck_8
			front_1_custom_slot = module_helipads_2
			front_2_custom_slot = module_ciws_3
			mid_1_custom_slot = module_ciws_3
			mid_2_custom_slot = module_helipads_2
			mid_3_custom_slot = module_helipads_2
			rear_1_custom_slot = module_ram_3
			rear_2_custom_slot = module_helipads_2
		}

		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0

		armor_value = 65
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 36.4
		naval_speed = @carrier_speed
		reliability = 0.825
		naval_range = @carrier_range
		max_strength = @carrier_hp
		max_organisation = @carrier_org
		fuel_consumption = @carrier_fuel_consumption
		build_cost_ic = @carrier_build_cost
		manpower = @carrier_hp
		resources = {
			steel = 5
			aluminium = 2
			chromium = 2
		}
		naval_dominance_factor = 40
	}

	carrier_hull_5 = {
		year = 2045
		archetype = carrier
		parent = carrier_hull_4
		priority = 12
		visual_level = 5
		can_convert_from = { carrier_hull_1, carrier_hull_2, carrier_hull_3, carrier_hull_4, carrier_hull_5 }
		module_slots = inherit

		default_modules = {
			fixed_ship_engine_slot = module_surface_jet_turbine_power3
			fixed_ship_fire_control_system_slot = module_futuristic_integrated_missile_radar_control
			fixed_ship_radar_slot = module_radar_6
			fixed_ship_auxillary_slot_2 = module_ciws_5
			fixed_ship_auxillary_slot_1 = module_ram_5
			fixed_ship_auxillary_slot = module_esm_3
			fixed_ship_flight_deck = module_flight_deck_10
			front_1_custom_slot = module_helipads_3
			front_2_custom_slot = module_ciws_5
			mid_1_custom_slot = module_ciws_5
			mid_2_custom_slot = module_helipads_3
			mid_3_custom_slot = module_helipads_3
			rear_1_custom_slot = module_ram_5
			rear_2_custom_slot = module_helipads_3
		}

		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0

		armor_value = 75
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 31.2
		naval_speed = @carrier_speed
		reliability = 0.875
		naval_range = @carrier_range
		max_strength = @carrier_hp
		max_organisation = @carrier_org
		fuel_consumption = @carrier_fuel_consumption
		build_cost_ic = @carrier_build_cost
		manpower = @carrier_hp
		resources = {
			steel = 5
			aluminium = 3
			chromium = 2
		}
        naval_dominance_factor = 40
	}

# Attack Submarines
	attack_submarine = {
		year = 1965
		is_archetype = yes
		is_buildable = no
		type = submarine
		interface_category = interface_category_other_ships
		upgrades = {
			ship_reliability_upgrade
			sub_displacement
			sub_sonar_upgrade
			sub_stealth_upgrade
			sub_engine_upgrade
			sub_torpedo_upgrade
		}

		module_slots = {
			fixed_ship_battery_slot = {
				required = yes
				allowed_module_categories = { module_anti_ship_torpedoes_category }
			}

			fixed_ship_auxillary_slot = {
				required = no
				allowed_module_categories = { module_vls_sub_category module_torpedoes_category module_anti_ship_torpedoes_category module_fuel_tanks_category module_sub_esm_category module_minelaying_category }
			}

			fixed_ship_auxillary_slot_1 = {
				required = no
				allowed_module_categories = { module_vls_sub_category module_torpedoes_category module_anti_ship_torpedoes_category module_fuel_tanks_category module_sub_esm_category module_minelaying_category }
			}

			fixed_ship_auxillary_slot_2 = {
				required = no
				allowed_module_categories = { module_vls_sub_category module_torpedoes_category module_anti_ship_torpedoes_category module_fuel_tanks_category module_sub_esm_category module_minelaying_category }
			}

			fixed_ship_auxillary_slot_3 = {
				required = no
				allowed_module_categories = { module_fuel_tanks_category module_torpedoes_category module_anti_ship_torpedoes_category module_sub_esm_category module_vls_sub_category module_minelaying_category }
			}

			fixed_ship_radar_slot = {
				required = no
				allowed_module_categories = { module_sonar_category }
			}

			fixed_ship_engine_slot = {
				required = yes
				allowed_module_categories = { module_sub_power_source_category }
			}
		}
		module_count_limit = {
			category = module_sonar_category
			count < 2
		}
		module_count_limit = {
			category = module_sub_esm_category
			count < 2
		}

		default_modules = {
			fixed_ship_engine_slot = module_sub_diesel_electric_power
			fixed_ship_radar_slot = module_sonar_2
			fixed_ship_auxillary_slot_3 = empty
			fixed_ship_auxillary_slot_2 = module_torpedoes_1
			fixed_ship_auxillary_slot_1 = module_anti_ship_torpedoes_1
			fixed_ship_auxillary_slot = module_minelaying
			fixed_ship_battery_slot = module_anti_ship_torpedoes_1
		}

		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0

		armor_value = @attack_sub_armor
		sub_visibility = 8
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 8
		naval_speed = @attack_sub_speed
		reliability = 0.72
		naval_range = @attack_sub_range
		max_strength = @attack_sub_hp
		max_organisation = @attack_sub_org
		fuel_consumption = @attack_sub_fuel_consumption
		build_cost_ic = @attack_sub_build_cost
		manpower = @attack_sub_hp
		resources = {
			steel = 5
		}

		naval_dominance_factor = 10
	}
	attack_submarine_hull_1 = {
		year = 1965
		archetype = attack_submarine
        visual_level = 1
		priority = 5
		module_slots = inherit
		can_convert_from = { attack_submarine_hull_1 }

		default_modules = {
			fixed_ship_engine_slot = module_sub_diesel_electric_power
			fixed_ship_radar_slot = module_sonar_1
			fixed_ship_auxillary_slot_3 = empty
			fixed_ship_auxillary_slot_2 = module_torpedoes_1
			fixed_ship_auxillary_slot_1 = module_torpedoes_1
			fixed_ship_auxillary_slot = module_minelaying
			fixed_ship_battery_slot = module_anti_ship_torpedoes_1
		}
		resources = {
			steel = 5
		}
		naval_dominance_factor = 10
	}
	attack_submarine_hull_2 = {
		year = 1980
		archetype = attack_submarine
		parent = attack_submarine_hull_1
        visual_level = 2
		priority = 6
		module_slots = inherit
		can_convert_from = { attack_submarine_hull_1, attack_submarine_hull_2 }

		default_modules = {
			fixed_ship_engine_slot = module_sub_diesel_electric_power2
			fixed_ship_radar_slot = module_sonar_2
			fixed_ship_auxillary_slot_3 = empty
			fixed_ship_auxillary_slot_2 = module_torpedoes_1
			fixed_ship_auxillary_slot_1 = module_torpedoes_1
			fixed_ship_auxillary_slot = module_minelaying
			fixed_ship_battery_slot = module_anti_ship_torpedoes_1
		}

		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 10

		armor_value = @attack_sub_armor
		sub_visibility = 7.5
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 7.4
		naval_speed = @attack_sub_speed
		reliability = 0.74
		naval_range = @attack_sub_range
		max_strength = @attack_sub_hp
		max_organisation = @attack_sub_org
		fuel_consumption = @attack_sub_fuel_consumption
		build_cost_ic = @attack_sub_build_cost
		manpower = @attack_sub_hp
		resources = {
			steel = 5
			aluminium = 1
		}
	}
	attack_submarine_hull_3 = {
		year = 1995
		archetype = attack_submarine
		parent = attack_submarine_hull_2
        visual_level = 3
		priority = 7
		module_slots = inherit
		can_convert_from = { attack_submarine_hull_1, attack_submarine_hull_2, attack_submarine_hull_3 }

		default_modules = {
			fixed_ship_engine_slot = module_sub_diesel_electric_power2
			fixed_ship_radar_slot = module_sonar_3
			fixed_ship_auxillary_slot_3 = empty
			fixed_ship_auxillary_slot_2 = module_sub_esm_1
			fixed_ship_auxillary_slot_1 = module_torpedoes_2
			fixed_ship_auxillary_slot = module_torpedoes_2
			fixed_ship_battery_slot = module_anti_ship_torpedoes_2
		}

		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 10

		armor_value = @attack_sub_armor
		sub_visibility = 6.8
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 6.8
		naval_speed = @attack_sub_speed
		reliability = 0.76
		naval_range = @attack_sub_range
		max_strength = @attack_sub_hp
		max_organisation = @attack_sub_org
		fuel_consumption = @attack_sub_fuel_consumption
		build_cost_ic = @attack_sub_build_cost
		manpower = @attack_sub_hp
		resources = {
			steel = 5
			aluminium = 2
		}
	}
	attack_submarine_hull_4 = {
		year = 2010
		archetype = attack_submarine
		parent = attack_submarine_hull_3
        visual_level = 4
		priority = 8
		module_slots = inherit
		can_convert_from = { attack_submarine_hull_1, attack_submarine_hull_2, attack_submarine_hull_3, attack_submarine_hull_4 }
		default_modules = {
			fixed_ship_engine_slot = module_sub_diesel_electric_power3
			fixed_ship_radar_slot = module_sonar_4
			fixed_ship_auxillary_slot_3 = module_torpedoes_1
			fixed_ship_auxillary_slot_2 = module_sub_esm_1
			fixed_ship_auxillary_slot_1 = module_vls_sub_asm_3
			fixed_ship_auxillary_slot = module_torpedoes_1
			fixed_ship_battery_slot = module_anti_ship_torpedoes_1
		}

		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 10

		armor_value = @attack_sub_armor
		sub_visibility = 6.2
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 6.2
		naval_speed = @attack_sub_speed
		reliability = 0.78
		naval_range = @attack_sub_range
		max_strength = @attack_sub_hp
		max_organisation = @attack_sub_org
		fuel_consumption = @attack_sub_fuel_consumption
		build_cost_ic = @attack_sub_build_cost
		manpower = @attack_sub_hp
		resources = {
			steel = 5
			aluminium = 2
			chromium = 1
		}
	}
	attack_submarine_hull_5 = {
		year = 2025
		archetype = attack_submarine
		parent = attack_submarine_hull_4
        visual_level = 5
		priority = 10
		module_slots = inherit
		can_convert_from = { attack_submarine_hull_1, attack_submarine_hull_2, attack_submarine_hull_3, attack_submarine_hull_4, attack_submarine_hull_5 }
		default_modules = {
			fixed_ship_engine_slot = module_sub_mod_reactor_power
			fixed_ship_radar_slot = module_sonar_5
			fixed_ship_auxillary_slot_3 = module_torpedoes_2
			fixed_ship_auxillary_slot_2 = module_sub_esm_2
			fixed_ship_auxillary_slot_1 = module_vls_sub_asm_4
			fixed_ship_auxillary_slot = module_torpedoes_2
			fixed_ship_battery_slot = module_anti_ship_torpedoes_2
		}

		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 10

		armor_value = @attack_sub_armor
		sub_visibility = 5.6
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 5.6
		naval_speed = @attack_sub_speed
		reliability = 0.82
		naval_range = @attack_sub_range
		max_strength = @attack_sub_hp
		max_organisation = @attack_sub_org
		fuel_consumption = @attack_sub_fuel_consumption
		build_cost_ic = @attack_sub_build_cost
		manpower = @attack_sub_hp
		resources = {
			steel = 5
			aluminium = 2
			chromium = 2
		}
	}
	attack_submarine_hull_6 = {
		year = 2040
		archetype = attack_submarine
		parent = attack_submarine_hull_5
        visual_level = 6
		priority = 12
		module_slots = inherit
		can_convert_from = { attack_submarine_hull_1, attack_submarine_hull_2, attack_submarine_hull_3, attack_submarine_hull_4, attack_submarine_hull_5, attack_submarine_hull_6 }

		default_modules = {
			fixed_ship_engine_slot = module_sub_fut_reactor_power
			fixed_ship_radar_slot = module_sonar_6
			fixed_ship_auxillary_slot_3 = module_torpedoes_4
			fixed_ship_auxillary_slot_2 = module_sub_esm_3
			fixed_ship_auxillary_slot_1 = module_vls_sub_asm_5
			fixed_ship_auxillary_slot = module_torpedoes_4
			fixed_ship_battery_slot = module_anti_ship_torpedoes_4
		}

		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 10

		armor_value = @attack_sub_armor
		sub_visibility = 5
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 5
		naval_speed = @attack_sub_speed
		reliability = 0.86
		naval_range = @attack_sub_range
		max_strength = @attack_sub_hp
		max_organisation = @attack_sub_org
		fuel_consumption = @attack_sub_fuel_consumption
		build_cost_ic = @attack_sub_build_cost
		manpower = @attack_sub_hp
		resources = {
			steel = 5
			aluminium = 3
			chromium = 2
		}
	}

# Missile Submarines
	missile_submarine = {
		year = 1965
		is_archetype = yes
		is_buildable = no
		type = submarine
		interface_category = interface_category_other_ships

		upgrades = {
			ship_reliability_upgrade
			sub_displacement
			sub_sonar_upgrade
			sub_stealth_upgrade
			sub_engine_upgrade
			sub_torpedo_upgrade
		}

		module_slots = {
			fixed_ship_battery_slot = {
				required = yes
				allowed_module_categories = { module_anti_ship_torpedoes_category }
			}
			front_1_custom_slot = {
				required = no
				allowed_module_categories = { module_fuel_tanks_category module_torpedoes_category module_anti_ship_torpedoes_category module_sub_esm_category module_vls_sub_category }
			}

			fixed_ship_auxillary_slot = {
				required = no
				allowed_module_categories = { module_fuel_tanks_category module_torpedoes_category module_anti_ship_torpedoes_category module_sub_esm_category module_vls_sub_category }
			}

			fixed_ship_auxillary_slot_1 = {
				required = no
				allowed_module_categories = { module_fuel_tanks_category module_torpedoes_category module_anti_ship_torpedoes_category module_sub_esm_category module_vls_sub_category }
			}

			fixed_ship_auxillary_slot_2 = {
				required = no
				allowed_module_categories = { module_fuel_tanks_category module_anti_ship_torpedoes_category module_torpedoes_category module_sub_esm_category module_vls_sub_category }
			}

			fixed_ship_auxillary_slot_3 = {
				required = no
				allowed_module_categories = { module_fuel_tanks_category module_torpedoes_category module_anti_ship_torpedoes_category module_sub_esm_category module_vls_sub_category }
			}

			fixed_ship_radar_slot = {
				required = no
				allowed_module_categories = { module_sonar_category }
			}

			fixed_ship_engine_slot = {
				required = yes
				allowed_module_categories = { module_sub_power_source_category }
			}
		}

		default_modules = {
			fixed_ship_engine_slot = module_sub_diesel_electric_power2
			fixed_ship_radar_slot = module_sonar_1
			fixed_ship_auxillary_slot_3 = module_anti_ship_torpedoes_1
			fixed_ship_auxillary_slot_2 = module_fuel_tank
			fixed_ship_auxillary_slot_1 = module_vls_sub_lam_1
			fixed_ship_auxillary_slot = module_vls_sub_asm_1
			front_1_custom_slot = module_vls_sub_lam_1
			fixed_ship_battery_slot = module_anti_ship_torpedoes_1
		}

		module_count_limit = {
			category = module_radar_category
			count < 2
		}
		module_count_limit = {
			category = module_sonar_category
			count < 2
		}
		module_count_limit = {
			category = module_sub_esm_category
			count < 2
		}
		module_count_limit = {
			category = module_torpedoes_category
			count < 3
		}
		module_count_limit = {
			category = module_anti_ship_torpedoes_category
			count < 3
		}

		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0

		armor_value = @missile_sub_armor
		sub_visibility = 11.5
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 11.5
		naval_speed = @missile_sub_speed
		reliability = 0.72
		naval_range = @missile_sub_range
		max_strength = @missile_sub_hp
		max_organisation = @missile_sub_org
		fuel_consumption = @missile_sub_fuel_consumption
		build_cost_ic = @missile_sub_build_cost
		manpower = @missile_sub_hp
		resources = {
			steel = 5
		}

		naval_dominance_factor = 5
	}

	missile_submarine_hull_1 = {
		year = 1965
		archetype = missile_submarine
        visual_level = 1
		priority = 5
		module_slots = inherit
		can_convert_from = { missile_submarine_hull_1 }

		default_modules = {
			fixed_ship_engine_slot = module_sub_diesel_electric_power2
			fixed_ship_radar_slot = module_sonar_1
			fixed_ship_auxillary_slot_2 = module_fuel_tank
			fixed_ship_auxillary_slot_1 = module_vls_sub_lam_1
			fixed_ship_auxillary_slot = module_vls_sub_asm_1
			front_1_custom_slot = module_vls_sub_lam_1
			fixed_ship_battery_slot = module_anti_ship_torpedoes_1
		}
		resources = {
			steel = 5
		}
		naval_dominance_factor = 5
	}

	missile_submarine_hull_2 = {
		year = 1980

		archetype = missile_submarine
		parent = missile_submarine_hull_1
        visual_level = 2
		priority = 6
		can_convert_from = { missile_submarine_hull_1, missile_submarine_hull_2 }

		module_slots = inherit

		default_modules = {
			fixed_ship_engine_slot = module_sub_diesel_electric_power2
			fixed_ship_radar_slot = module_sonar_2
			fixed_ship_auxillary_slot_2 = module_fuel_tank
			fixed_ship_auxillary_slot_1 = module_vls_sub_lam_2
			fixed_ship_auxillary_slot = module_vls_sub_asm_2
			front_1_custom_slot = module_vls_sub_lam_2
			fixed_ship_battery_slot = module_anti_ship_torpedoes_1
		}

		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 5

		armor_value = @missile_sub_armor
		sub_visibility = 10.638
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 10.638
		naval_speed = @missile_sub_speed
		reliability = 0.74
		naval_range = @missile_sub_range
		max_strength = @missile_sub_hp
		max_organisation = @missile_sub_org
		fuel_consumption = @missile_sub_fuel_consumption
		build_cost_ic = @missile_sub_build_cost
		manpower = @missile_sub_hp
		resources = {
			steel = 5
			aluminium = 1
		}
	}

	missile_submarine_hull_3 = {
		year = 1995
		archetype = missile_submarine
		parent = missile_submarine_hull_2
        visual_level = 3
		priority = 7
		module_slots = inherit
		can_convert_from = { missile_submarine_hull_1, missile_submarine_hull_2, missile_submarine_hull_3 }

		default_modules = {
			fixed_ship_engine_slot = module_sub_diesel_electric_power3
			fixed_ship_radar_slot = module_sonar_3
			fixed_ship_auxillary_slot_2 = module_sub_esm_1
			fixed_ship_auxillary_slot_1 = module_vls_sub_lam_2
			fixed_ship_auxillary_slot = module_vls_sub_asm_2
			front_1_custom_slot = module_vls_sub_lam_2
			fixed_ship_battery_slot = module_anti_ship_torpedoes_2
		}

		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 5

		armor_value = @missile_sub_armor
		sub_visibility = 9.775
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 9.775
		naval_speed = @missile_sub_speed
		reliability = 0.76
		naval_range = @missile_sub_range
		max_strength = @missile_sub_hp
		max_organisation = @missile_sub_org
		fuel_consumption = @missile_sub_fuel_consumption
		build_cost_ic = @missile_sub_build_cost
		manpower = @missile_sub_hp
		resources = {
			steel = 5
			aluminium = 2
		}
	}

	missile_submarine_hull_4 = {
		year = 2010
		archetype = missile_submarine
		parent = missile_submarine_hull_3
        visual_level = 4
		priority = 8
		module_slots = inherit
		can_convert_from = { missile_submarine_hull_1, missile_submarine_hull_2, missile_submarine_hull_3, missile_submarine_hull_4 }

		default_modules = {
			fixed_ship_engine_slot = module_sub_adv_reactor_power
			fixed_ship_radar_slot = module_sonar_4
			fixed_ship_auxillary_slot_2 = module_sub_esm_1
			fixed_ship_auxillary_slot_1 = module_vls_sub_lam_3
			fixed_ship_auxillary_slot = module_vls_sub_asm_3
			front_1_custom_slot = module_vls_sub_lam_3
			fixed_ship_battery_slot = module_anti_ship_torpedoes_2
		}

		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 5

		armor_value = @missile_sub_armor
		sub_visibility = 8.913
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 8.913
		naval_speed = @missile_sub_speed
		reliability = 0.78
		naval_range = @missile_sub_range
		max_strength = @missile_sub_hp
		max_organisation = @missile_sub_org
		fuel_consumption = @missile_sub_fuel_consumption
		build_cost_ic = @missile_sub_build_cost
		manpower = @missile_sub_hp
		resources = {
			steel = 5
			aluminium = 2
			chromium = 1
		}
	}

	missile_submarine_hull_5 = {
		year = 2025
		archetype = missile_submarine
		parent = missile_submarine_hull_4
        visual_level = 5
		priority = 10
		module_slots = inherit
		can_convert_from = { missile_submarine_hull_1, missile_submarine_hull_2, missile_submarine_hull_3, missile_submarine_hull_4, missile_submarine_hull_5 }

		default_modules = {
			fixed_ship_engine_slot = module_sub_mod_reactor_power
			fixed_ship_radar_slot = module_sonar_5
			fixed_ship_auxillary_slot_2 = module_sub_esm_3
			fixed_ship_auxillary_slot_1 = module_vls_sub_lam_4
			fixed_ship_auxillary_slot = module_vls_sub_asm_4
			front_1_custom_slot = module_vls_sub_lam_4
			fixed_ship_battery_slot = module_anti_ship_torpedoes_3
		}

		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 5

		armor_value = @missile_sub_armor
		sub_visibility = 8.05
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 8.05
		naval_speed = @missile_sub_speed
		reliability = 0.82
		naval_range = @missile_sub_range
		max_strength = @missile_sub_hp
		max_organisation = @missile_sub_org
		fuel_consumption = @missile_sub_fuel_consumption
		build_cost_ic = @missile_sub_build_cost
		manpower = @missile_sub_hp
		resources = {
			steel = 5
			aluminium = 3
			chromium = 1
		}
	}

	missile_submarine_hull_6 = {
		year = 2040
		archetype = missile_submarine
		parent = missile_submarine_hull_5
        visual_level = 6
		priority = 12
		module_slots = inherit
		can_convert_from = { missile_submarine_hull_1, missile_submarine_hull_2, missile_submarine_hull_3, missile_submarine_hull_4, missile_submarine_hull_5, missile_submarine_hull_6 }
		default_modules = {
			fixed_ship_engine_slot = module_sub_fut_reactor_power
			fixed_ship_radar_slot = module_sonar_6
			fixed_ship_auxillary_slot_2 = module_sub_esm_3
			fixed_ship_auxillary_slot_1 = module_vls_sub_lam_5
			fixed_ship_auxillary_slot = module_vls_sub_asm_5
			front_1_custom_slot = module_vls_sub_lam_5
			fixed_ship_battery_slot = module_anti_ship_torpedoes_4
		}

		lg_armor_piercing = 0
		lg_attack = 0
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 0
		anti_air_attack = 0
		naval_dominance_factor = 5

		armor_value = @missile_sub_armor
		sub_visibility = 7.188
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 7.188
		naval_speed = @missile_sub_speed
		reliability = 0.86
		naval_range = @missile_sub_range
		max_strength = @missile_sub_hp
		max_organisation = @missile_sub_org
		fuel_consumption = @missile_sub_fuel_consumption
		build_cost_ic = @missile_sub_build_cost
		manpower = @missile_sub_hp
		resources = {
			steel = 5
			aluminium = 3
			chromium = 2
		}
	}

#PATROL BOATS
	patrol_boat = {
		year = 1965
		is_archetype = yes
		is_buildable = no
		type = screen_ship
		interface_category = interface_category_screen_ships
		priority = 100
		# (Describes combat behaviour - hidden stat)
		offensive_weapons = yes

		upgrades = {
			ship_gun_upgrade
			ship_armor_upgrade
			ship_engine_upgrade
		}

		module_slots = {
			fixed_ship_battery_slot = {
				required = yes
				allowed_module_categories = {
					module_light_guns_category
					module_point_defense_system_category
					module_torpedoes_category
					module_anti_ship_torpedoes_category
					module_anti_submarine_mortar_category
				}
			}
			fixed_ship_radar_slot = {
				required = yes
				allowed_module_categories = { module_radar_category module_sonar_category }
			}
			fixed_ship_fire_control_system_slot = {
				required = no
				allowed_module_categories = { module_fire_control_system_category }
			}
			fixed_ship_engine_slot = {
				required = yes
				allowed_module_categories = { module_light_surface_power_source_category }
			}
		}

		default_modules = {
			fixed_ship_engine_slot = module_light_surface_diesel_power
			fixed_ship_fire_control_system_slot = module_analog_fire_control
			fixed_ship_radar_slot = module_radar_1
			fixed_ship_battery_slot = module_chain_gun
		}

		module_count_limit = { category = module_radar_category count < 2 }
		module_count_limit = { category = module_sonar_category count < 2 }
		module_count_limit = { category = module_vls_category count < 2 }

		#Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons
		lg_armor_piercing = 10
		lg_attack = 7
		hg_armor_piercing = 0
		hg_attack = 0
		torpedo_attack = 0
		sub_attack = 2
		anti_air_attack = 3

		##Misc Stats
		armor_value = 0 ##No armor module so ships have their own
		surface_detection = 10
		sub_detection = 0
		surface_visibility = 12
		naval_speed = 6
		reliability = 0.5
		naval_range = 0
		max_organisation = 0.114
		max_strength = 40
		fuel_consumption = 20
		build_cost_ic = 1750
		manpower = 40
		resources = {
			steel = 5
		}

		naval_dominance_factor = 3
	}
	patrol_boat_1 = {
		year = 1965
		archetype = patrol_boat
		priority = 100
		module_slots = inherit
		can_convert_from = { patrol_boat_1 }
	
		naval_dominance_factor = 3
	}
}
