#Written by Londinium, Bluehunter, Bird
#balanced by Simone-Traiano, dc83
#NON MTG Last balanced on 30/5/24 by SwissAdmiral

@corvette_armor = 6
@frigate_armor = 8
@destroyer_armor = 10
@cruiser_armor = 12
@helicopter_operator_armor = 16
@battlecruiser_armor = 14
@attack_sub_armor = 4
@missile_sub_armor = 6

@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

###MDs Naval Ships

# 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 = {
#MTG 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
		}
	}

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

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

		#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_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

		#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_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

		#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_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

		#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_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

		#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_hull = {
		year = 2010

		is_archetype = yes
		is_buildable = no
		type = capital_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
		}
	}

	stealth_corvette_hull_1 = {
		year = 2010
		archetype = stealth_corvette_hull
		priority = 5
		module_slots = inherit
		can_convert_from = { stealth_corvette_hull_1 }
	}

	stealth_corvette_hull_2 = {
		year = 2025
		archetype = corvette
		parent = stealth_corvette_hull_1
		priority = 100
		can_convert_from = { stealth_corvette_hull_2 }

		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

		#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 = 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

		#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
		}
	}

#NON-MTG CORVETTES
	#1965
	corvette_1 = {
		year = 1965
		archetype = corvette
		priority = 5
		module_slots = inherit
		##Stats
		#VLS
		lg_armor_piercing = 8
		lg_attack = 1.5
		anti_air_attack = 3
		#ASW
		sub_attack = 4
		sub_detection = 12
		#countermeasures/ECM
		armor_value = 1.5
		#radar
		surface_detection = 7

		#stealth/size
		surface_visibility = 19

		#engine
		naval_speed = 22
		naval_range = 3000

		#port_capacity_usage = 1
		fuel_consumption = 8

		type = {
			screen_ship
			anti_air
		}

		build_cost_ic = 1200
		resources = {
			steel = 2
		}

		manpower = 450
		max_strength = 100

	}
	#1975
	corvette_2 = {
		year = 1975

		archetype = corvette
		parent = corvette_1
		priority = 5

		module_slots = inherit

		#VLS
		lg_armor_piercing = 10
		lg_attack = 2
		anti_air_attack = 6
		#torpedo_attack = 0.00

		#ASW
		sub_attack = 6
		sub_detection = 14

		#ground support
		#shore_bombardment = 0.5

		#countermeasures/ECM
		#evasion = 13.20
		armor_value = 1.75

		#radar
		#fire_range = 4.91
		surface_detection = 8

		#stealth/size
		surface_visibility = 17

		#engine
		naval_speed = 22
		naval_range = 3200

		#port_capacity_usage = 1
		fuel_consumption = 8

		type = {
			screen_ship
			anti_air
		}

		build_cost_ic = 1500
		resources = {
			steel = 5
		}

		manpower = 475
		max_strength = 110

	}
	#1985
	missile_corvette_1 = {
		year = 1985

		archetype = corvette
		parent = corvette_2
		priority = 5

		module_slots = inherit

		#VLS
		lg_armor_piercing = 12
		lg_attack = 2.5
		anti_air_attack = 10
		#torpedo_attack = 0.00

		#ASW
		sub_attack = 10
		sub_detection = 22

		#ground support
		#shore_bombardment = 0.5

		#countermeasures/ECM
		#evasion = 14.79
		armor_value = 2

		#radar
		#fire_range = 5.49
		surface_detection = 10

		#stealth/size
		surface_visibility = 13

		#engine
		naval_speed = 22
		naval_range = 3400

		#port_capacity_usage = 1
		fuel_consumption = 8

		type = {
			screen_ship
			anti_air
		}

		build_cost_ic = 1800
		resources = {
			steel = 4
			aluminium = 1
		}

		manpower = 500
		max_strength = 120
	}
	#1995
	missile_corvette_2 = {
		year = 1995

		archetype = corvette
		parent = missile_corvette_1
		priority = 5

		module_slots = inherit

		#VLS
		lg_armor_piercing = 14
		lg_attack = 3
		anti_air_attack = 12
		#torpedo_attack = 0.00

		#ASW
		sub_attack = 12
		sub_detection = 25

		#ground support
		#shore_bombardment = 0.5

		#countermeasures/ECM
		#evasion = 16
		armor_value = 2.25

		#radar
		#fire_range = 6.15
		surface_detection = 12

		#stealth/size
		surface_visibility = 13

		#engine
		naval_speed = 23
		naval_range = 3400

		type = {
			screen_ship
			anti_air
		}

		#port_capacity_usage = 1
		fuel_consumption = 8

		build_cost_ic = 2100
		resources = {
			steel = 5
			aluminium = 1
		}

		manpower = 525
		max_strength = 130
	}
	#2005
	missile_corvette_3 = {
		year = 2005

		archetype = corvette
		parent = missile_corvette_2
		priority = 5

		module_slots = inherit

		#VLS
		lg_armor_piercing = 16
		lg_attack = 3.5
		anti_air_attack = 14
		#torpedo_attack = 0.00

		#ASW
		sub_attack = 14
		sub_detection = 28

		#ground support
		#shore_bombardment = 0.5

		#countermeasures/ECM
		#evasion = 18.55
		armor_value = 2.5

		#radar
		#fire_range = 6.89
		surface_detection = 14

		#stealth/size
		surface_visibility = 11

		#engine
		naval_speed = 23
		naval_range = 3400

		#port_capacity_usage = 1
		fuel_consumption = 6

		type = {
			screen_ship
			anti_air
		}

		build_cost_ic = 2400
		resources = {
			steel = 5
			aluminium = 2
		}

		manpower = 550
		max_strength = 140
	}
	#2015
	missile_corvette_4 = {
		year = 2015

		archetype = corvette
		parent = missile_corvette_3
		priority = 5

		module_slots = inherit

		#VLS
		lg_armor_piercing = 18
		lg_attack = 4
		anti_air_attack = 16
		#torpedo_attack = 0.00

		#ASW
		sub_attack = 16
		sub_detection = 31

		#ground support
		#shore_bombardment = 0.5

		#countermeasures/ECM
		#evasion = 20.78
		armor_value = 2.75

		#radar
		#fire_range = 7.72
		surface_detection = 16

		#stealth/size
		surface_visibility = 9

		#engine
		naval_speed = 24
		naval_range = 3400

		#port_capacity_usage = 1
		fuel_consumption = 6

		type = {
			screen_ship
			anti_air
		}

		build_cost_ic = 2700
		resources = {
			steel = 6
			aluminium = 2
		}

		manpower = 525
		max_strength = 150
	}
	#2025
	missile_corvette_5 = {
		year = 2025

		archetype = corvette
		parent = missile_corvette_4
		priority = 5

		module_slots = inherit

		#VLS
		lg_armor_piercing = 20
		lg_attack = 4.5
		anti_air_attack = 18
		#torpedo_attack = 0.00

		#ASW
		sub_attack = 18
		sub_detection = 34

		#ground support
		#shore_bombardment = 0.5

		#countermeasures/ECM
		#evasion = 23.27
		armor_value = 3

		#radar
		#fire_range = 8.65
		surface_detection = 18

		#stealth/size
		surface_visibility = 7

		#engine
		naval_speed = 24
		naval_range = 3400

		#port_capacity_usage = 1
		fuel_consumption = 6

		type = {
			screen_ship
			anti_air
		}

		build_cost_ic = 3000
		resources = {
			steel = 6
			aluminium = 3
		}

		manpower = 500
		max_strength = 160
	}
	#2035
	missile_corvette_6 = {
		year = 2035

		archetype = corvette
		parent = missile_corvette_5
		priority = 5

		module_slots = inherit

		#VLS
		lg_armor_piercing = 22
		lg_attack = 5
		anti_air_attack = 20
		#torpedo_attack = 0.00

		#ASW
		sub_attack = 20
		sub_detection = 20

		#ground support
		#shore_bombardment = 0.5

		#countermeasures/ECM
		#evasion = 26.06
		armor_value = 3.25

		#radar
		#fire_range = 9.68
		surface_detection = 20

		#stealth/size
		surface_visibility = 5

		#engine
		naval_speed = 24
		naval_range = 3750

		#port_capacity_usage = 1
		fuel_consumption = 4

		type = {
			screen_ship
			anti_air
		}

		build_cost_ic = 3300
		resources = {
			steel = 7
			aluminium = 3
		}

		manpower = 400
		max_strength = 170
	}

#MTG 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
		}
	}

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

	frigate_hull_2 = {
		year = 1980

		archetype = frigate
		parent = frigate_hull_1
		priority = 5
		can_convert_from = { 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

		##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_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

		##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_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

		##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_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

		#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_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

		##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_hull = {
		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
		}
	}

	stealth_frigate_hull_1 = {
		year = 2010
		archetype = stealth_frigate_hull
		priority = 5
		module_slots = inherit
		can_convert_from = { stealth_frigate_hull_1 }
	}

	stealth_frigate_hull_2 = {
		year = 2025

		archetype = frigate
		parent = stealth_frigate_hull_1
		priority = 9
		can_convert_from = { stealth_frigate_hull_2 }

		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

		#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 = frigate
		parent = stealth_frigate_hull_2
		priority = 10
		can_convert_from = { stealth_frigate_hull_3 }

		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

		##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
		}
	}

#NON-MTG FRIGATES

	#FFG 1965
	frigate_1 = {
		year = 1965
		archetype = frigate
		priority = 5
		module_slots = inherit

		#VLS
		lg_armor_piercing = 1
		lg_attack = 4
		anti_air_attack = 10

		#ASW
		sub_attack = -24
		sub_detection = 18

		#countermeasures/ECM
		armor_value = 2
		surface_detection = 10
		#stealth/size
		surface_visibility = 16

		#engine
		naval_speed = 19
		naval_range = 3250

		max_strength = 200

		#port_capacity_usage = 1
		fuel_consumption = 18

		type = {
			screen_ship
			anti_air
		}
		build_cost_ic = 3200
		resources = {
			steel = 3
		}
		manpower = 400

	}
	#FFG 1975
	frigate_2 = {
		year = 1975
		archetype = frigate
		parent = frigate_1
		priority = 5
		module_slots = inherit
		##Stats
		#VLS
		lg_armor_piercing = 2
		lg_attack = 5
		anti_air_attack = 12
		#ASW
		sub_attack = -20
		sub_detection = 20
		armor_value = 3
		#radar
		surface_detection = 16
		#stealth/size
		surface_visibility = 18
		#engine
		naval_speed = 19
		naval_range = 3750
		max_strength = 225
		fuel_consumption = 20

		type = {
			screen_ship
			anti_air
		}
		build_cost_ic = 3400
		resources = {
			steel = 4
		}
		manpower = 400
	}
	#FFG 1985 --Contiunation of Frigates
	missile_frigate_1 = {
		year = 1985
		archetype = frigate
		parent = frigate_2
		priority = 5
		module_slots = inherit

		##Stats
		#VLS
		lg_armor_piercing = 5
		lg_attack = 8
		anti_air_attack = 18
		torpedo_attack = 8
		#ASW
		sub_attack = -16
		sub_detection = 23
		#countermeasures/ECM
		armor_value = 4
		naval_torpedo_damage_reduction_factor = 0.1
		#radar
		surface_detection = 30
		#stealth/size
		surface_visibility = 16
		#engine
		naval_speed = 19
		naval_range = 3750
		max_strength = 250
		fuel_consumption = 22

		type = {
			screen_ship
			anti_air
		}
		build_cost_ic = 3600
		resources = {
			steel = 4
			aluminium = 1
		}
		manpower = 400
	}
	#FFG 1995
	missile_frigate_2 = {
		year = 1995
		archetype = frigate
		parent = missile_frigate_1
		priority = 5
		module_slots = inherit
		##Stats
		#VLS
		lg_armor_piercing = 7
		lg_attack = 10
		anti_air_attack = 22
		torpedo_attack = 10
		#ASW
		sub_attack = -12
		sub_detection = 26
		#countermeasures/ECM
		armor_value = 5
		#radar
		surface_detection = 32
		#stealth/size
		surface_visibility = 14
		#engine
		naval_speed = 19
		naval_range = 3750
		max_strength = 275
		fuel_consumption = 24

		type = {
			screen_ship
			anti_air
		}
		build_cost_ic = 3800
		resources = {
			steel = 5
			aluminium = 1
		}
		manpower = 350
	}
	#FFG 2005
	missile_frigate_3 = {
		year = 2005
		archetype = frigate
		parent = missile_frigate_2
		priority = 5
		module_slots = inherit
		##Stats
		#VLS
		lg_armor_piercing = 9
		lg_attack = 12
		torpedo_attack = 12
		anti_air_attack = 26
		#ASW
		sub_attack = -8
		sub_detection = 29
		#countermeasures/ECM
		armor_value = 6
		#radar
		surface_detection = 34
		#stealth/size
		surface_visibility = 12
		#engine
		naval_speed = 21
		naval_range = 3750
		max_strength = 300
		fuel_consumption = 26

		type = {
			screen_ship
			anti_air
		}
		build_cost_ic = 4000
		resources = {
			steel = 6
			aluminium = 2
		}
		manpower = 400
	}
	#FFG 2015
	missile_frigate_4 = {
		year = 2015
		archetype = frigate
		parent = missile_frigate_3
		priority = 5
		module_slots = inherit
		##Stats
		#VLS
		lg_armor_piercing = 11
		lg_attack = 14
		torpedo_attack = 14
		anti_air_attack = 30
		#ASW
		sub_attack = -4
		sub_detection = 32
		#countermeasures/ECM
		armor_value = 7
		#radar
		surface_detection = 36
		#stealth/size
		surface_visibility = 10
		#engine
		naval_speed = 21
		naval_range = 3750
		max_strength = 325
		fuel_consumption = 26

		type = {
			screen_ship
			anti_air
		}
		build_cost_ic = 4200
		resources = {
			steel = 6
			aluminium = 2
		}
		manpower = 400
	}
	#FFG 2025
	missile_frigate_5 = {
		year = 2025
		archetype = frigate
		parent = missile_frigate_4
		priority = 5
		module_slots = inherit
		#Stats
		#VLS
		lg_armor_piercing = 13
		lg_attack = 16
		torpedo_attack = 16
		anti_air_attack = 34
		#ASW
		sub_attack = 0
		sub_detection = 35
		#countermeasures/ECM
		armor_value = 7
		#radar
		surface_detection = 36
		#stealth/size
		surface_visibility = 10
		#engine
		naval_speed = 21
		naval_range = 3750
		max_strength = 350
		fuel_consumption = 26

		type = {
			screen_ship
			anti_air
		}
		build_cost_ic = 4400
		resources = {
			steel = 6
			aluminium = 3
		}
		manpower = 400
	}
	#FFG 2035
	missile_frigate_6 = {
		year = 2035
		archetype = frigate
		parent = missile_frigate_5
		priority = 5
		module_slots = inherit
		##Stats
		#VLS
		lg_armor_piercing = 15
		lg_attack = 18
		torpedo_attack = 18
		anti_air_attack = 38
		#ASW
		sub_attack = 4
		sub_detection = 38
		#countermeasures/ECM
		armor_value = 9
		#radar
		surface_detection = 40
		#stealth/size
		surface_visibility = 6
		#engine
		naval_speed = 23
		naval_range = 4800
		max_strength = 375
		fuel_consumption = 20

		type = {
			screen_ship
			anti_air
		}
		build_cost_ic = 4600
		resources = {
			steel = 7
			aluminium = 3
		}
		manpower = 375
	}

#MTG DESTROYERS
	destroyer = {
		year = 1965
		is_archetype = yes
		is_buildable = no
		type = capital_ship
		interface_category = interface_category_screen_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
		}
	}

	destroyer_hull_1 = {
		year = 1965
		archetype = destroyer
		priority = 5
		module_slots = inherit
		visual_level = 0
		can_convert_from = { destroyer_hull_1 }
	}

	destroyer_hull_2 = {
		year = 1990
		archetype = destroyer
		parent = destroyer_hull_1
		priority = 6
		visual_level = 1
		can_convert_from = { 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

		##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 = 2
		can_convert_from = { 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

		##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 = 3
		can_convert_from = { destroyer_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_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

		##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 = 4
		can_convert_from = { destroyer_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_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

		#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_screen_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
		}
	}

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

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

		#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 = { 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

		#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
		}
	}

#NON-MTG Destroyers

	destroyer_1 = {
		year = 1965

		archetype = destroyer
		priority = 5
		module_slots = inherit

		#VLS
		lg_armor_piercing = 15
		lg_attack = 10
		anti_air_attack = 10
		#torpedo_attack = 0.00

		#ASW
		sub_attack = -10
		sub_detection = 1

		#ground support
		#shore_bombardment = 0.5

		#countermeasures/ECM
		#evasion = 13.15
		armor_value = 6

		#radar
		#fire_range = 5.73
		surface_detection = 12

		#stealth/size
		surface_visibility = 18

		#engine
		naval_speed = 34
		naval_range = -1000

		max_strength = 300

		#port_capacity_usage = 1.5
		fuel_consumption = 30

		type = {
			capital_ship
		}

		build_cost_ic = 2500
		resources = {
			steel = 3
		}

		manpower = 500


	}
	#1975
	destroyer_2 = {
		year = 1975

		archetype = destroyer
		parent = destroyer_1
		priority = 5

		module_slots = inherit

		#VLS
		lg_armor_piercing = 18
		lg_attack = 12
		torpedo_attack = 12
		anti_air_attack = 13
		#torpedo_attack = 0.00

		#ASW
		sub_attack = -7
		sub_detection = 4

		#ground support
		#shore_bombardment = 0.5

		#countermeasures/ECM
		#evasion = 14.73
		armor_value = 7
		naval_torpedo_damage_reduction_factor = 0.1

		#radar
		#fire_range = 6.42
		surface_detection = 14

		#stealth/size
		surface_visibility = 17

		#engine
		naval_speed = 34
		naval_range = -800

		max_strength = 325

		#port_capacity_usage = 1.5
		fuel_consumption = 32

		type = {
			capital_ship
		}

		build_cost_ic = 2800
		resources = {
			steel = 4
		}

		manpower = 500


	}
	#1985
	missile_destroyer_1 = {
		year = 1985

		archetype = destroyer
		parent = destroyer_2
		priority = 5

		module_slots = inherit

		#VLS
		lg_armor_piercing = 21
		lg_attack = 14
		torpedo_attack = 14
		anti_air_attack = 16
		#torpedo_attack = 0.00

		#ASW
		sub_attack = -4
		sub_detection = 7

		#ground support
		#shore_bombardment = 0.5

		#countermeasures/ECM
		#evasion = 16.50
		armor_value = 8
		naval_torpedo_damage_reduction_factor = 0.2

		#radar
		#fire_range = 7.19
		surface_detection = 20

		#stealth/size
		surface_visibility = 16

		#engine
		naval_speed = 34
		naval_range = -600

		max_strength = 350

		#port_capacity_usage = 1.5
		fuel_consumption = 34

		type = {
			capital_ship
		}

		build_cost_ic = 3100
		resources = {
			steel = 4
			chromium = 1
		}

		manpower = 500
	}
	#1995
	missile_destroyer_2 = {
		year = 1995

		archetype = destroyer
		parent = missile_destroyer_1
		priority = 5

		module_slots = inherit


		#VLS
		lg_armor_piercing = 24
		lg_attack = 16
		torpedo_attack = 16
		anti_air_attack = 19
		#torpedo_attack = 0.00

		#ASW
		sub_attack = -1
		sub_detection = 10

		#ground support
		#shore_bombardment = 0.5

		#countermeasures/ECM
		#evasion = 18.47
		armor_value = 9
		naval_torpedo_damage_reduction_factor = 0.2

		#radar
		#fire_range = 8.05
		surface_detection = 22

		#stealth/size
		surface_visibility = 15

		#engine
		naval_speed = 34
		naval_range = -400

		max_strength = 375

		#port_capacity_usage = 1.5
		fuel_consumption = 34

		type = {
			capital_ship
		}

		build_cost_ic = 3400
		resources = {
			chromium = 2
			steel = 4
		}

		manpower = 500

	}
	#2005
	missile_destroyer_3 = {
		year = 2005

		archetype = destroyer
		parent = missile_destroyer_2
		priority = 5

		module_slots = inherit

		#VLS
		lg_armor_piercing = 27
		lg_attack = 18
		torpedo_attack = 18
		anti_air_attack = 22
		#torpedo_attack = 0.00

		#ASW
		sub_attack = 2
		sub_detection = 13

		#ground support
		#shore_bombardment = 0.5

		#countermeasures/ECM
		#evasion = 20.69
		armor_value = 10
		naval_torpedo_damage_reduction_factor = 0.3

		#radar
		#fire_range = 9.02
		surface_detection = 24

		#stealth/size
		surface_visibility = 15

		#engine
		naval_speed = 38
		naval_range = -400

		max_strength = 400

		#port_capacity_usage = 1.5
		fuel_consumption = 34

		type = {
			capital_ship
		}

		build_cost_ic = 3700
		resources = {
			chromium = 2
			aluminium = 1
			steel = 4
		}

		manpower = 500
	}
	#2015
	missile_destroyer_4 = {
		year = 2015

		archetype = destroyer
		parent = missile_destroyer_3
		priority = 5

		module_slots = inherit

		#VLS
		lg_armor_piercing = 30
		lg_attack = 20
		torpedo_attack = 20
		anti_air_attack = 25
		#torpedo_attack = 0.00

		#ASW
		sub_attack = 5
		sub_detection = 16

		#ground support
		#shore_bombardment = 0.5

		#countermeasures/ECM
		#evasion = 23.17
		armor_value = 11
		naval_torpedo_damage_reduction_factor = 0.3

		#radar
		#fire_range = 10.10
		surface_detection = 26

		#stealth/size
		surface_visibility = 15

		#engine
		naval_speed = 38
		naval_range = -400

		max_strength = 425

		#port_capacity_usage = 1.5
		fuel_consumption = 34

		type = {
			capital_ship
		}

		build_cost_ic = 4000
		resources = {
			aluminium = 1
			chromium = 2
			steel = 5
		}

		manpower = 500
	}
	#2025
	missile_destroyer_5 = {
		year = 2025

		archetype = destroyer
		parent = missile_destroyer_4
		priority = 5

		module_slots = inherit

		#VLS
		lg_armor_piercing = 33
		lg_attack = 22
		torpedo_attack = 22
		anti_air_attack = 28
		#torpedo_attack = 0.00

		#ASW
		sub_attack = 8
		sub_detection = 19

		#ground support
		#shore_bombardment = 0.5

		#countermeasures/ECM
		#evasion = 25.96
		armor_value = 12
		naval_torpedo_damage_reduction_factor = 0.4

		#radar
		#fire_range = 11.31
		surface_detection = 28

		#stealth/size
		surface_visibility = 13

		#engine
		naval_speed = 38
		naval_range = -200

		max_strength = 450

		#port_capacity_usage = 1.5
		fuel_consumption = 36

		type = {
			capital_ship
		}

		build_cost_ic = 4300
		resources = {
			aluminium = 1
			steel = 6
			chromium = 2
		}

		manpower = 500
	}
	#2035
	missile_destroyer_6 = {
		year = 2035

		archetype = destroyer
		parent = missile_destroyer_5
		priority = 5

		module_slots = inherit

		#VLS
		lg_armor_piercing = 36
		lg_attack = 24
		torpedo_attack = 24
		anti_air_attack = 31
		#torpedo_attack = 0.00

		#ASW
		sub_attack = 11
		sub_detection = 22

		#ground support
		#shore_bombardment = 0.10

		#countermeasures/ECM
		#evasion = 29.07
		armor_value = 13
		naval_torpedo_damage_reduction_factor = 0.4

		#radar
		#fire_range = 12.67
		surface_detection = 30

		#stealth/size
		surface_visibility = 10

		#engine
		naval_speed = 38
		naval_range = 0

		max_strength = 475

		#port_capacity_usage = 1.5
		fuel_consumption = 36

		type = {
			capital_ship
		}

		build_cost_ic = 4600
		resources = {
			aluminium = 2
			steel = 6
			chromium = 2
		}

		manpower = 500
	}

#MTG 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
	}

	cruiser_hull_1 = {
		year = 1965
		is_archetype = no
		is_buildable = yes
		archetype = cruiser
		priority = 5
		visual_level = 0
		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 }
	}

	cruiser_hull_2 = {
		year = 1985
		is_archetype = no
		is_buildable = yes
		archetype = cruiser
		parent = cruiser_hull_1
		priority = 7
		visual_level = 1
		can_convert_from = { 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

		#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 = 2
		can_convert_from = { 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

		#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 = 3
		priority = 9
		can_convert_from = { 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

		#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 = 4
		priority = 11
		can_convert_from = { 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

		#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
		}
	}

#NON-MTG CRUISERS
	#1965
	cruiser_1 = {
		year = 1965
		archetype = cruiser
		priority = 5
		module_slots = inherit
		##Stats
		#VLS
		hg_armor_piercing = 8
		hg_attack = 3
		lg_armor_piercing = 6
		lg_attack = 4
		#ASW
		sub_attack = 6
		sub_detection = 14
		#countermeasures/ECM
		armor_value = 8
		naval_torpedo_damage_reduction_factor = 0.2
		anti_air_attack = 5
		#radar
		surface_detection = 15
		#stealth/size
		surface_visibility = 40
		#engine
		naval_speed = 20
		naval_range = 1500
		reliability = 0.90
		max_strength = 450

		fuel_consumption = 60

		type = {
			capital_ship
			anti_air
		}

		build_cost_ic = 2000
		resources = {
			aluminium = 1
			steel = 4
		}
		manpower = 1000
	}
	#1975
	cruiser_2 = {
		year = 1975

		archetype = cruiser
		parent = cruiser_1
		priority = 5
		module_slots = inherit
		##Stats
		#VLS
		hg_armor_piercing = 10
		hg_attack = 6
		lg_armor_piercing = 8
		lg_attack = 6
		torpedo_attack = 19
		#ASW
		sub_attack = 7
		sub_detection = 16
		#countermeasures/ECM
		armor_value = 10
		naval_torpedo_damage_reduction_factor = 0.2
		anti_air_attack = 8
		#radar
		surface_detection = 18
		#stealth/size
		surface_visibility = 37
		#engine
		naval_speed = 20
		naval_range = 2000
		reliability = 0.90
		max_strength = 475

		fuel_consumption = 62

		type = {
			capital_ship
			anti_air
		}

		build_cost_ic = 2300
		resources = {
			aluminium = 1
			steel = 4
			chromium = 1
		}

		manpower = 1000

	}
	#1985
	missile_cruiser_1 = {
		year = 1985

		archetype = cruiser
		parent = cruiser_2
		priority = 5
		module_slots = inherit
		##Stats
		#VLS
		hg_armor_piercing = 12
		hg_attack = 9
		lg_armor_piercing = 10
		lg_attack = 8
		torpedo_attack = 22
		#ASW
		sub_attack = 8
		sub_detection = 18
		#countermeasures/ECM
		armor_value = 12
		naval_torpedo_damage_reduction_factor = 0.3
		anti_air_attack = 11
		#radar
		surface_detection = 21
		#stealth/size
		surface_visibility = 34
		#engine
		naval_speed = 20
		naval_range = 2000
		reliability = 0.90
		max_strength = 500

		fuel_consumption = 64

		type = {
			capital_ship
			anti_air
		}

		build_cost_ic = 2600
		resources = {
			aluminium = 1
			steel = 5
			chromium = 1
		}

		manpower = 1000
	}
	#1995
	missile_cruiser_2 = {
		year = 1995

		archetype = cruiser
		parent = missile_cruiser_1
		priority = 5
		module_slots = inherit
		##Stats
		#VLS
		hg_armor_piercing = 14
		hg_attack = 12
		lg_armor_piercing = 12
		lg_attack = 10
		torpedo_attack = 25
		#ASW
		sub_attack = 9
		sub_detection = 20
		#countermeasures/ECM
		armor_value = 14
		naval_torpedo_damage_reduction_factor = 0.3
		anti_air_attack = 14
		#radar
		surface_detection = 24
		#stealth/size
		surface_visibility = 31
		#engine
		naval_speed = 20
		naval_range = 2000
		reliability = 0.90
		max_strength = 525

		fuel_consumption = 66
		can_convert_from = { missile_cruiser_2 }

		type = {
			capital_ship
			anti_air
		}

		build_cost_ic = 2900
		resources = {
			aluminium = 2
			steel = 5
			chromium = 2
		}

		manpower = 1000
	}
	#2005
	missile_cruiser_3 = {
		year = 2005

		archetype = cruiser
		parent = missile_cruiser_2
		priority = 5
		module_slots = inherit
		##Stats
		#VLS
		hg_armor_piercing = 16
		hg_attack = 15
		lg_armor_piercing = 14
		lg_attack = 12
		torpedo_attack = 28
		#ASW
		sub_attack = 10
		sub_detection = 22
		#countermeasures/ECM
		armor_value = 16
		naval_torpedo_damage_reduction_factor = 0.4
		anti_air_attack = 17
		#radar
		surface_detection = 27
		#stealth/size
		surface_visibility = 28
		#engine
		naval_speed = 24
		naval_range = 2500
		reliability = 0.90
		max_strength = 550

		fuel_consumption = 68

		type = {
			capital_ship
			anti_air
		}

		build_cost_ic = 3200
		resources = {
			aluminium = 2
			chromium = 2
			steel = 6
		}

		manpower = 1000
	}
	#2015 my eyes hurt its been 3 hours
	missile_cruiser_4 = {
		year = 2015

		archetype = cruiser
		parent = missile_cruiser_3
		priority = 5
		module_slots = inherit
		##Stats
		#VLS
		hg_armor_piercing = 18
		hg_attack = 18
		lg_armor_piercing = 16
		lg_attack = 14
		torpedo_attack = 31
		#ASW
		sub_attack = 11
		sub_detection = 24
		#countermeasures/ECM
		armor_value = 18
		naval_torpedo_damage_reduction_factor = 0.4
		anti_air_attack = 20
		#radar
		surface_detection = 30
		#stealth/size
		surface_visibility = 25
		#engine
		naval_speed = 24
		naval_range = 3000
		reliability = 0.90
		max_strength = 575

		fuel_consumption = 70

		type = {
			capital_ship
			anti_air
		}

		build_cost_ic = 3500
		resources = {
			aluminium = 2
			chromium = 2
			steel = 7
		}

		manpower = 1000
	}
	#2025
	missile_cruiser_5 = {
		year = 2025

		archetype = cruiser
		parent = missile_cruiser_4
		priority = 5

		module_slots = inherit
		##Stats
		#VLS
		hg_armor_piercing = 20
		hg_attack = 21
		lg_armor_piercing = 18
		lg_attack = 16
		torpedo_attack = 34
		#ASW
		sub_attack = 12
		sub_detection = 26
		#countermeasures/ECM
		armor_value = 20
		naval_torpedo_damage_reduction_factor = 0.5
		anti_air_attack = 23
		#radar
		surface_detection = 33
		#stealth/size
		surface_visibility = 22
		#engine
		naval_speed = 24
		naval_range = 3000
		reliability = 0.90
		max_strength = 600

		fuel_consumption = 64

		type = {
			capital_ship
			anti_air
		}

		build_cost_ic = 3800
		resources = {
			aluminium = 2
			steel = 7
			chromium = 3
		}

		manpower = 1000
	}
	#2035
	missile_cruiser_6 = {
		year = 2035

		archetype = cruiser
		parent = missile_cruiser_5
		priority = 5

		module_slots = inherit
		##Stats
		#VLS
		hg_armor_piercing = 22
		hg_attack = 24
		lg_armor_piercing = 20
		lg_attack = 18
		torpedo_attack = 37
		#ASW
		sub_attack = 13
		sub_detection = 28
		#countermeasures/ECM
		armor_value = 22
		naval_torpedo_damage_reduction_factor = 0.6
		anti_air_attack = 26
		#radar
		surface_detection = 36
		#stealth/size
		surface_visibility = 19
		#engine
		naval_speed = 24
		naval_range = 4000
		reliability = 0.90
		max_strength = 625

		fuel_consumption = 60

		type = {
			capital_ship
			anti_air
		}

		build_cost_ic = 4100
		resources = {
			aluminium = 3
			steel = 7
			chromium = 3
		}

		manpower = 1000
	}

#MTG 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
				}
			}
			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
				}
			}
			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
				}
			}
			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
		}
	}

	battle_cruiser_hull_1 = {
		year = 1965
		is_archetype = no
		is_buildable = yes
		archetype = battle_cruiser
		priority = 100
		module_slots = inherit
		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
		can_convert_from = { 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
		}
	}

	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
		can_convert_from = { 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
		}
	}

#NON-MTG BATTLECRUISERS
	#1985
	N_B_Cruiser_2 = {
		year = 1985

		archetype = battle_cruiser
		priority = 5

		##Stat
		#VLS
		hg_armor_piercing = 16
		hg_attack = 24
		lg_armor_piercing = 14
		lg_attack = 12
		#ASW
		sub_attack = 4
		sub_detection = 20
		#countermeasures/ECM
		anti_air_attack = 20
		armor_value = 16
		naval_torpedo_damage_reduction_factor = 0.4
		#radar
		surface_detection = 24
		#stealth/size
		surface_visibility = 34
		#engine
		naval_speed = 32
		naval_range = 8000
		reliability = 0.90
		max_strength = 750
		fuel_consumption = 2

		type = {
			anti_air
			capital_ship
		}

		build_cost_ic = 16000
		resources = {
			aluminium = 2
			steel = 5
			tungsten = 2
		}

		manpower = 1000
	}
	#2015
	N_B_Cruiser_5 = {
		year = 2015

		archetype = battle_cruiser
		parent = N_B_Cruiser_2
		priority = 5

		##Stat
		#VLS
		hg_armor_piercing = 20
		hg_attack = 30
		lg_armor_piercing = 18
		lg_attack = 16
		#ASW
		sub_attack = 6
		sub_detection = 22
		#countermeasures/ECM
		anti_air_attack = 28
		armor_value = 18
		naval_torpedo_damage_reduction_factor = 0.6
		#radar
		surface_detection = 28
		#stealth/size
		surface_visibility = 34
		#engine
		naval_speed = 32
		naval_range = 9000
		reliability = 0.90
		max_strength = 800
		fuel_consumption = 2

		type = {
			anti_air
			capital_ship
		}

		build_cost_ic = 17500
		resources = {
			aluminium = 2
			steel = 6
			chromium = 3
		}

		manpower = 1000
	}
	#2025
	N_B_Cruiser_6 = {
		year = 2025

		archetype = battle_cruiser
		parent = N_B_Cruiser_5
		priority = 5

		##Stat
		#VLS
		hg_armor_piercing = 24
		hg_attack = 34
		lg_armor_piercing = 22
		lg_attack = 20
		#ASW
		sub_attack = 8
		sub_detection = 24
		#countermeasures/ECM
		anti_air_attack = 30
		armor_value = 20
		naval_torpedo_damage_reduction_factor = 0.7
		#radar
		surface_detection = 32
		#stealth/size
		surface_visibility = 30
		#engine
		naval_speed = 32
		naval_range = 10000
		reliability = 0.90
		max_strength = 850
		fuel_consumption = 2

		type = {
			anti_air
			capital_ship
		}

		build_cost_ic = 19000
		resources = {
			aluminium = 3
			steel = 7
			chromium = 3
		}

		manpower = 1000
	}
	#2035
	N_B_Cruiser_7 = {
		year = 2035

		archetype = battle_cruiser
		parent = N_B_Cruiser_6
		priority = 5

		##Stat
		#VLS
		hg_armor_piercing = 28
		hg_attack = 38
		lg_armor_piercing = 26
		lg_attack = 24
		#ASW
		sub_attack = 10
		sub_detection = 26
		#countermeasures/ECM
		anti_air_attack = 36
		armor_value = 22
		naval_torpedo_damage_reduction_factor = 0.8
		#radar
		surface_detection = 36
		#stealth/size
		surface_visibility = 26
		#engine
		naval_speed = 32
		naval_range = 11000
		reliability = 0.90
		max_strength = 900
		fuel_consumption = 2

		type = {
			anti_air
			capital_ship
		}

		build_cost_ic = 20500
		resources = {
			aluminium = 4
			steel = 8
			chromium = 4
		}
		manpower = 1000
	}

#MTG 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
		}
	}

	battleship_hull_1 = {
		year = 1965
		is_buildable = yes
		archetype = battleship_hull_0
		priority = 100
		module_slots = inherit
		can_convert_from = { battleship_hull_1 }
	}

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

	}
	battleship_hull_3 = {
		year = 2015
		is_archetype = no
		is_buildable = yes
		archetype = battleship_hull_0
		parent = battleship_hull_2
		priority = 100
		module_slots = inherit
		can_convert_from = { 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
		}

	}

#MTG 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
		}
	}

	helicopter_operator_hull_1 = {
		year = 1970
		archetype = helicopter_operator
		priority = 5
		module_slots = inherit
		resources = {
			steel = 5
		}
		can_convert_from = { helicopter_operator_hull_1 }
	}

	helicopter_operator_hull_2 = {
		year = 1995
		archetype = helicopter_operator
		parent = helicopter_operator_hull_1
		priority = 6
		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

		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
		}
		can_convert_from = { helicopter_operator_hull_2 }
	}

	helicopter_operator_hull_3 = {
		year = 2020
		archetype = helicopter_operator
		parent = helicopter_operator_hull_2
		priority = 7
		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

		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
		}
		can_convert_from = { helicopter_operator_hull_3 }
	}

	helicopter_operator_hull_4 = {
		year = 2045
		archetype = helicopter_operator
		parent = helicopter_operator_hull_3
		priority = 10
		module_slots = inherit
		can_convert_from = { helicopter_operator_hull_4 }

		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

		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
		}
	}

#MTG 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
		}
	}

	carrier_hull_1 = {
		year = 1965
		archetype = carrier
		priority = 5
		can_convert_from = { carrier_hull_1 }
		visual_level = 0
		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
		}
	}

	carrier_hull_2 = {
		year = 1985
		archetype = carrier
		parent = carrier_hull_1
		priority = 6
		can_convert_from = { carrier_hull_2 }
		visual_level = 1
		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
		}
	}

	carrier_hull_3 = {
		year = 2005
		archetype = carrier
		parent = carrier_hull_2
		priority = 8
		can_convert_from = { carrier_hull_3 }
		visual_level = 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_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
		}
	}

	carrier_hull_4 = {
		year = 2025
		archetype = carrier
		parent = carrier_hull_3
		priority = 10
		can_convert_from = { carrier_hull_4 }
		visual_level = 3
		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
		}
	}

	carrier_hull_5 = {
		year = 2045
		archetype = carrier
		parent = carrier_hull_4
		priority = 12
		can_convert_from = { carrier_hull_5 }
		visual_level = 4
		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
		}
	}

#NON-MTG Carriers
	#1965
	Nuclear_carrier_0 = {
		year = 1965
		module_slots = inherit
		archetype = carrier
		priority = 5

		#Displacement
		lg_armor_piercing = 20
		lg_attack = 25

		anti_air_attack = 138
		carrier_size = 60.00

		#ASW
		sub_attack = 20
		sub_detection = 60

		armor_value = 30

		#radar
		surface_detection = 57

		#stealth/size
		surface_visibility = 23.9

		#engine
		naval_speed = 30.00
		naval_range = 14800
		max_strength = 2240

		#port_capacity_usage = 2
		fuel_consumption = 0

		build_cost_ic = 80936
		resources = {
			aluminium = 2
			tungsten = 3
			steel = 14
		}
		manpower = 4120
	}
	#1975
	Nuclear_carrier_1 = {
		year = 1975

		archetype = carrier
		parent = Nuclear_carrier_0
		priority = 5

		module_slots = inherit

		#Displacement
		lg_armor_piercing = 20
		lg_attack = 26

		anti_air_attack = 321.3
		carrier_size = 60

		#ASW
		sub_attack = 20
		sub_detection = 63

		armor_value = 40

		surface_detection = 62

		#stealth/size
		surface_visibility = 23.2

		#engine
		naval_speed = 31.00
		naval_range = 14925

		max_strength = 2618

		fuel_consumption = 0

		build_cost_ic = 91777
		resources = {
			aluminium = 3
			tungsten = 4
			steel = 15
		}

		manpower = 4320
	}
	#1985
	Nuclear_carrier_2 = {
		year = 1985

		archetype = carrier
		parent = Nuclear_carrier_1
		priority = 5

		module_slots = inherit

		#Displacement
		lg_armor_piercing = 22
		lg_attack = 29.7

		anti_air_attack = 403.2
		carrier_size = 60

		#ASW
		sub_attack = 24
		sub_detection = 75

		armor_value = 50

		surface_detection = 77

		#stealth/size
		surface_visibility = 22.6

		#engine
		naval_speed = 32.5
		naval_range = 15050

		max_strength = 2976
		fuel_consumption = 0

		build_cost_ic = 101551
		resources = {
			aluminium = 3
			tungsten = 4
			steel = 16
		}

		manpower = 4310
	}
	#2005
	Nuclear_carrier_3 = {
		year = 2005

		archetype = carrier
		parent = Nuclear_carrier_2
		priority = 5

		module_slots = inherit

		#Displacement
		lg_armor_piercing = 24
		lg_attack = 37.2
		anti_air_attack = 557.6
		carrier_size = 60

		#ASW
		sub_attack = 32
		sub_detection = 90

		armor_value = 60

		surface_detection = 97.5

		#stealth/size
		surface_visibility = 21.9

		#engine
		naval_speed = 36
		naval_range = 15150

		max_strength = 3696

		fuel_consumption = 0

		build_cost_ic = 102635
		resources = {
			aluminium = 3
			chromium = 4
			steel = 18
		}

		manpower = 3900
	}
	#2015
	Nuclear_carrier_4 = {
		year = 2015

		archetype = carrier
		parent = Nuclear_carrier_3
		priority = 5

		module_slots = inherit

		#Displacement
		lg_armor_piercing = 24
		lg_attack = 40.8
		anti_air_attack = 682.5
		carrier_size = 60

		#ASW
		sub_attack = 32
		sub_detection = 92

		armor_value = 70

		surface_detection = 102.7

		#stealth/size
		surface_visibility = 21.2

		#engine
		naval_speed = 38
		naval_range = 15300

		max_strength = 4110

		fuel_consumption = 0

		build_cost_ic = 111141
		resources = {
			aluminium = 3
			chromium = 5
			steel = 18
		}

		manpower = 3400
	}
	#2025
	Nuclear_carrier_5 = {
		year = 2025

		archetype = carrier
		parent = Nuclear_carrier_4
		priority = 5

		module_slots = inherit

		#Displacement
		lg_armor_piercing = 24
		lg_attack = 42
		anti_air_attack = 792
		carrier_size = 60

		#ASW
		sub_attack = 32
		sub_detection = 95

		armor_value = 80

		surface_detection = 108

		surface_visibility = 20.6

		#engine
		naval_speed = 39.5
		naval_range = 15500

		max_strength = 4448

		fuel_consumption = 0

		build_cost_ic = 120320
		resources = {
			aluminium = 4
			chromium = 5
			steel = 18
		}

		manpower = 3250
	}
	#2035
	Nuclear_carrier_6 = {
		year = 2035

		archetype = carrier
		parent = Nuclear_carrier_5
		priority = 5

		module_slots = inherit

		#Displacement
		lg_armor_piercing = 24
		lg_attack = 42
		anti_air_attack = 800
		carrier_size = 60

		#ASW
		sub_attack = 32
		sub_detection = 96

		armor_value = 90

		surface_detection = 108.5

		surface_visibility = 19.9

		#engine
		naval_speed = 41
		naval_range = 16000

		max_strength = 4828

		fuel_consumption = 0

		build_cost_ic = 128400
		resources = {
			aluminium = 4
			chromium = 6
			steel = 18
		}

		manpower = 3100
	}

	#1965
	carrier_0 = {
		year = 1965

		module_slots = inherit
		archetype = carrier
		priority = 5


		#Displacement
		lg_armor_piercing = 0.00
		lg_attack = 1.00
		anti_air_attack = 9.63
		carrier_size = 10.00

		#ASW
		sub_attack = 0.00
		sub_detection = 25.40

		#ground support
		#shore_bombardment = 0.5

		#countermeasures/ECM
		#evasion = 10.00
		armor_value = 5.00

		#radar
		#fire_range = 14.00
		surface_detection = 15.00

		#stealth/size
		surface_visibility = 40.00

		#engine
		naval_speed = 30.00
		naval_range = 5000.00

		max_strength = 500
		fuel_consumption = 80.0

		build_cost_ic = 25000.00
		resources = {
			aluminium = 1
			steel = 4
		}


		manpower = 1000

	}
	#1975
	carrier_1 = {
		year = 1975

		archetype = carrier
		parent = carrier_0
		priority = 5

		module_slots = inherit

		#Displacement
		lg_armor_piercing = 0.00
		lg_attack = 1.12
		anti_air_attack = 11.56
		carrier_size = 20.00

		#ASW
		sub_attack = 0.00
		sub_detection = 28.45

		#ground support
		#shore_bombardment = 0.5

		#countermeasures/ECM
		#evasion = 11.20
		armor_value = 5.60

		#radar
		#fire_range = 15.68
		surface_detection = 16.80

		#stealth/size
		surface_visibility = 34.00

		#engine
		naval_speed = 30.00
		naval_range = 5000.00

		max_strength = 500

		fuel_consumption = 90.0

		build_cost_ic = 27350.35
		resources = {
			aluminium = 1
			steel = 5
		}

		manpower = 1000
	}
	#1985
	carrier_2 = {
		year = 1985

		archetype = carrier
		parent = carrier_1
		priority = 5

		module_slots = inherit

		#Displacement
		lg_armor_piercing = 0.00
		lg_attack = 1.25
		anti_air_attack = 13.87
		carrier_size = 30.00

		#ASW
		sub_attack = 0.00
		sub_detection = 31.86

		#ground support
		#shore_bombardment = 0.5

		#countermeasures/ECM
		#evasion = 12.54
		armor_value = 6.27

		#radar
		#fire_range = 17.56
		surface_detection = 18.82

		#stealth/size
		surface_visibility = 28.90

		#engine
		naval_speed = 30.00
		naval_range = 5000.00

		max_strength = 500

		fuel_consumption = 100.0

		build_cost_ic = 29450.45
		resources = {
			aluminium = 1
			steel = 7
		}

		manpower = 1400
	}
	#2005
	carrier_3 = {
		year = 2005

		archetype = carrier
		parent = carrier_2
		priority = 5

		module_slots = inherit

		#Displacement
		lg_armor_piercing = 0.00
		lg_attack = 1.40
		anti_air_attack = 16.64
		carrier_size = 50.00

		#ASW
		sub_attack = 0.00
		sub_detection = 35.69

		#ground support
		#shore_bombardment = 0.5

		#countermeasures/ECM
		#evasion = 14.05
		armor_value = 7.02

		#radar
		#fire_range = 19.67
		surface_detection = 21.07

		#stealth/size
		surface_visibility = 24.57

		#engine
		naval_speed = 30.00
		naval_range = 5000.00

		max_strength = 500

		fuel_consumption = 110.0

		build_cost_ic = 32000.45
		resources = {
			aluminium = 1
			steel = 8
			chromium = 1
		}

		manpower = 1600
	}
	#2015
	carrier_4 = {
		year = 2015

		archetype = carrier
		parent = carrier_3
		priority = 5

		module_slots = inherit

		#Displacement
		lg_armor_piercing = 0.00
		lg_attack = 1.57
		anti_air_attack = 19.97
		carrier_size = 60.00

		#ASW
		sub_attack = 0.00
		sub_detection = 39.97

		#ground support
		#shore_bombardment = 0.5

		#countermeasures/ECM
		#evasion = 15.74
		armor_value = 7.87

		#radar
		#fire_range = 22.03
		surface_detection = 23.60

		#stealth/size
		surface_visibility = 20.88

		#engine
		naval_speed = 30.00
		naval_range = 5000.00

		max_strength = 500

		fuel_consumption = 120.0

		build_cost_ic = 32000.45
		resources = {
			aluminium = 1
			steel = 8
			chromium = 2
		}

		manpower = 1800
	}
	#2025
	carrier_5 = {
		year = 2025

		archetype = carrier
		parent = carrier_4
		priority = 5

		module_slots = inherit

		#Displacement
		lg_armor_piercing = 0.00
		lg_attack = 1.76
		anti_air_attack = 23.96
		carrier_size = 70.00

		#ASW
		sub_attack = 0.00
		sub_detection = 44.76

		#ground support
		#shore_bombardment = 0.5

		#countermeasures/ECM
		#evasion = 17.62
		armor_value = 8.81

		#radar
		#fire_range = 24.67
		surface_detection = 26.44

		#stealth/size
		surface_visibility = 17.75

		#engine
		naval_speed = 30.00
		naval_range = 5000.00

		max_strength = 500

		fuel_consumption = 130.0

		build_cost_ic = 34350.25
		resources = {
			aluminium = 2
			steel = 9
			chromium = 3
		}
		manpower = 2000
	}
	#2035
	carrier_6 = {
		year = 2035

		archetype = carrier
		parent = carrier_5
		priority = 5

		module_slots = inherit

		#Displacement
		lg_armor_piercing = 0.00
		lg_attack = 1.97
		anti_air_attack = 28.76
		carrier_size = 70.00

		#ASW
		sub_attack = 0.00
		sub_detection = 50.14

		#ground support

		#countermeasures/ECM
		armor_value = 9.87

		#radar
		surface_detection = 29.61

		#stealth/size
		surface_visibility = 15.09

		#engine
		naval_speed = 30.00
		naval_range = 5000.00

		max_strength = 500

		fuel_consumption = 150.0

		build_cost_ic = 36250.25
		resources = {
			aluminium = 2
			steel = 11
			chromium = 3
		}

		manpower = 2000
	}

	##Landing Helicopter Assault Ship
	#1975
	LHA_0 = {
		year = 1975
		archetype = helicopter_operator
		priority = 5

		module_slots = inherit

		#Displacement
		lg_armor_piercing = 0.00
		lg_attack = 1.12
		anti_air_attack = 11.56
		carrier_size = 7.00

		#ASW
		sub_attack = 0.00
		sub_detection = 28.45

		#ground support

		#countermeasures/ECM
		armor_value = 5.60

		#radar
		surface_detection = 16.80

		#stealth/size
		surface_visibility = 34.00

		#engine
		naval_speed = 30.00
		naval_range = 5000.00

		max_strength = 500

		#port_capacity_usage = 2
		fuel_consumption = 65.0

		build_cost_ic = 12575.65
		resources = {
			tungsten = 1
			steel = 4
		}

		manpower = 800
	}
	#1985
	LHA_1 = {
		year = 1985

		archetype = helicopter_operator
		parent = LHA_0
		priority = 5

		module_slots = inherit

		#Displacement
		lg_armor_piercing = 0.00
		lg_attack = 1.25
		anti_air_attack = 13.87
		carrier_size = 10.00

		#ASW
		sub_attack = 0.00
		sub_detection = 31.86

		#ground support

		#countermeasures/ECM
		armor_value = 6.27

		#radar
		surface_detection = 18.82

		#stealth/size
		surface_visibility = 28.90

		#engine
		naval_speed = 30.00
		naval_range = 5000.00

		max_strength = 500

		#port_capacity_usage = 2
		fuel_consumption = 70.0

		build_cost_ic = 16755.85
		resources = {
			tungsten = 1
			steel = 6
		}

		manpower = 1000
	}
	#2015
	LHA_2 = {
		year = 2015
		archetype = helicopter_operator
		parent = LHA_1
		priority = 5

		module_slots = inherit

		#Displacement
		lg_armor_piercing = 0.00
		lg_attack = 1.57
		anti_air_attack = 19.97
		carrier_size = 17.00

		#ASW
		sub_attack = 0.00
		sub_detection = 39.97

		#ground support

		#countermeasures/ECM
		armor_value = 7.87

		#radar
		surface_detection = 23.60

		#stealth/size
		surface_visibility = 20.88

		#engine
		naval_speed = 30.00
		naval_range = 5000.00

		max_strength = 500

		#port_capacity_usage = 2
		fuel_consumption = 75.0

		build_cost_ic = 19586.56
		resources = {
			tungsten = 2
			steel = 8
			chromium = 2
		}

		manpower = 1000
	}
	#2025
	LHA_3 = {
		year = 2025

		archetype = helicopter_operator
		parent = LHA_2
		priority = 5

		module_slots = inherit

		#Displacement
		lg_armor_piercing = 0.00
		lg_attack = 1.76
		anti_air_attack = 23.96
		carrier_size = 20.00

		#ASW
		sub_attack = 0.00
		sub_detection = 44.76

		#ground support

		#countermeasures/ECM
		armor_value = 8.81

		#radar
		surface_detection = 26.44

		#stealth/size
		surface_visibility = 17.75

		#engine
		naval_speed = 30.00
		naval_range = 5000.00

		max_strength = 500

		#port_capacity_usage = 2
		fuel_consumption = 80.0

		build_cost_ic = 21245.52
		resources = {
			tungsten = 2
			steel = 10
			chromium = 2
		}

		manpower = 1000
	}
	#2035
	LHA_4 = {
		year = 2035

		archetype = helicopter_operator
		parent = LHA_3
		priority = 5

		module_slots = inherit

		#Displacement
		lg_armor_piercing = 0.00
		lg_attack = 1.97
		anti_air_attack = 28.76
		carrier_size = 37.00

		#ASW
		sub_attack = 0.00
		sub_detection = 50.14

		#ground support

		#countermeasures/ECM
		armor_value = 19.74

		#radar
		surface_detection = 29.61

		#stealth/size
		surface_visibility = 22.63

		#engine
		naval_speed = 30.00
		naval_range = 5000.00

		max_strength = 500

		#port_capacity_usage = 2
		fuel_consumption = 85.0

		build_cost_ic = 23451.61
		resources = {
			tungsten = 2
			steel = 11
			chromium = 3
		}
		manpower = 1000
	}

	#1975
	LPD_0 = {
		year = 1975
		archetype = helicopter_operator
		priority = 5
		module_slots = inherit


		#Displacement
		lg_armor_piercing = 0.00
		lg_attack = 1.12
		anti_air_attack = 11.56
		carrier_size = 0

		#ASW
		sub_attack = 0.00
		sub_detection = 10.50

		#countermeasures/ECM
		armor_value = 5.60

		#radar
		#fire_range = 15.68
		surface_detection = 16.80

		#stealth/size
		surface_visibility = 34.00

		#engine
		naval_speed = 30.00
		naval_range = 5000.00

		max_strength = 300

		#port_capacity_usage = 2
		fuel_consumption = 45.0

		build_cost_ic = 8500.00
		resources = {
			steel = 4
		}

		manpower = 750

	}
	#1985
	LPD_1 = {
		year = 1985

		archetype = helicopter_operator
		parent = LPD_0
		priority = 5

		module_slots = inherit

		#Displacement
		lg_armor_piercing = 0.00
		lg_attack = 1.25
		anti_air_attack = 13.87
		carrier_size = 0

		#ASW
		sub_attack = 0.00
		sub_detection = 11.93

		#ground support

		#countermeasures/ECM
		armor_value = 6.27

		#radar
		surface_detection = 18.82

		#stealth/size
		surface_visibility = 28.90

		#engine
		naval_speed = 30.00
		naval_range = 5000.00

		max_strength = 300

		#port_capacity_usage = 2
		fuel_consumption = 50.0

		build_cost_ic = 10750.60
		resources = {
			steel = 5
		}

		manpower = 750
	}
	#2015
	LPD_2 = {
		year = 2015
		archetype = helicopter_operator
		parent = LPD_1
		priority = 5

		module_slots = inherit

		#Displacement
		lg_armor_piercing = 0.00
		lg_attack = 1.57
		anti_air_attack = 19.97
		carrier_size = 0

		#ASW
		sub_attack = 0.00
		sub_detection = 20.62

		#ground support

		#countermeasures/ECM
		armor_value = 7.87

		#radar
		surface_detection = 23.60

		#stealth/size
		surface_visibility = 20.88

		#engine
		naval_speed = 30.00
		naval_range = 5000.00

		max_strength = 300

		#port_capacity_usage = 2
		fuel_consumption = 55.0

		build_cost_ic = 12715.98
		resources = {
			tungsten = 1
			steel = 6
			chromium = 1
		}

		manpower = 750
	}
	#2025
	LPD_3 = {
		year = 2025

		archetype = helicopter_operator
		parent = LPD_2
		priority = 5

		module_slots = inherit

		#Displacement
		lg_armor_piercing = 0.00
		lg_attack = 1.76
		anti_air_attack = 23.96
		carrier_size = 0

		#ASW
		sub_attack = 0.00
		sub_detection = 24.74

		#ground support
		#shore_bombardment = 2

		#countermeasures/ECM
		#evasion = 17.62
		armor_value = 8.81

		#radar
		#fire_range = 24.67
		surface_detection = 26.44

		#stealth/size
		surface_visibility = 17.75

		#engine
		naval_speed = 30.00
		naval_range = 5000.00

		max_strength = 300

		#port_capacity_usage = 2
		fuel_consumption = 60.0

		build_cost_ic = 13850.80
		resources = {
			tungsten = 1
			steel = 7
			chromium = 1
		}

		manpower = 750
	}
	#2035
	LPD_4 = {
		year = 2035
		archetype = helicopter_operator
		parent = LPD_3
		priority = 5

		module_slots = inherit

		#Displacement
		lg_armor_piercing = 0.00
		lg_attack = 1.97
		anti_air_attack = 28.76
		carrier_size = 0

		#ASW
		sub_attack = 0.00
		sub_detection = 29.69

		#ground support

		#countermeasures/ECM
		armor_value = 19.74

		#radar
		surface_detection = 29.61

		#stealth/size
		surface_visibility = 22.63

		#engine
		naval_speed = 30.00
		naval_range = 5000.00

		max_strength = 300

		#port_capacity_usage = 2
		fuel_consumption = 65.0

		build_cost_ic = 15000.00
		resources = {
			tungsten = 1
			steel = 9
			chromium = 2
		}

		manpower = 750
	}

#MTG 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
		}
	}
	attack_submarine_hull_1 = {
		year = 1965
		archetype = attack_submarine
		priority = 5
		can_convert_from = { attack_submarine_hull_1 }
		module_slots = inherit

		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
		}
	}
	attack_submarine_hull_2 = {
		year = 1980
		archetype = attack_submarine
		parent = attack_submarine_hull_1
		priority = 6
		can_convert_from = { attack_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_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

		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
		priority = 7
		can_convert_from = { attack_submarine_hull_3 }

		module_slots = inherit

		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

		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
		priority = 8
		can_convert_from = { attack_submarine_hull_4 }

		module_slots = inherit
		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

		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
		priority = 10
		can_convert_from = { attack_submarine_hull_5 }

		module_slots = inherit
		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

		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
		priority = 12
		can_convert_from = { attack_submarine_hull_6 }

		module_slots = inherit

		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

		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
		}
	}

#NON-MTG ATTACK SUBMARINES
	#1965 SSN
	attack_submarine_1 = {
		year = 1965

		archetype = attack_submarine
		priority = 5

		module_slots = inherit

		#Displacement
		lg_armor_piercing = 0.00
		lg_attack = 0.00
		anti_air_attack = 3.00
		torpedo_attack = 25.33

		#ASW
		sub_detection = 7.59

		#ground support
		#shore_bombardment = 0.00

		#countermeasures/ECM
		#evasion = 11.14
		armor_value = 0.00

		#radar
		#fire_range = 5.06
		surface_detection = 20.26

		#stealth/size
		surface_visibility = 20.00
		sub_visibility = 20

		naval_speed = 30.00
		naval_range = 5000.00

		reliability = 0.9
		max_strength = 100
		#port_capacity_usage = 1
		fuel_consumption = 3.0

		manpower = 200

		build_cost_ic = 10166.58
		resources = {
			steel = 2
			tungsten = 1
			aluminium = 3
		}

		type = {
			submarine
		}

	}
	#1975 SSN
	attack_submarine_2 = {
		year = 1975

		archetype = attack_submarine
		parent = attack_submarine_1
		priority = 5

		module_slots = inherit

		#Displacement
		lg_armor_piercing = 0.00
		lg_attack = 0.00
		anti_air_attack = 3.60
		torpedo_attack = 28.37

		#ASW
		sub_detection = 8.50

		#ground support
		#shore_bombardment = 0.00

		#countermeasures/ECM
		#evasion = 12.48
		armor_value = 0.00

		#radar
		#fire_range = 5.67
		surface_detection = 22.69

		#stealth/size
		surface_visibility = 12.20
		sub_visibility = 12.20

		naval_speed = 30.00
		naval_range = 5000.00

		reliability = 0.9
		max_strength = 100
		#port_capacity_usage = 1
		fuel_consumption = 4.50

		manpower = 200

		build_cost_ic = 13150.58
		resources = {
			steel = 2
			tungsten = 1
			aluminium = 4
		}

		type = {
			submarine
		}
	}
	#1985 SSN
	attack_submarine_3 = {
		year = 1985

		archetype = attack_submarine
		parent = attack_submarine_2
		priority = 5

		module_slots = inherit

		#Displacement
		lg_armor_piercing = 0.00
		lg_attack = 0.00
		anti_air_attack = 5.90
		torpedo_attack = 31.77

		#ASW
		sub_detection = 9.52

		#ground support
		#shore_bombardment = 0.00

		#countermeasures/ECM
		#evasion = 13.97
		armor_value = 0.00

		#radar
		#fire_range = 6.35
		surface_detection = 25.41

		#stealth/size
		surface_visibility = 7.44
		sub_visibility = 7.44

		naval_speed = 30.00
		naval_range = 5000.00

		reliability = 0.9
		max_strength = 100
		#port_capacity_usage = 1
		fuel_consumption = 6.0

		manpower = 200
		build_cost_ic = 15780.45
		resources = {
			steel = 5
			tungsten = 1
			aluminium = 5
		}

		type = {
			submarine
		}
	}
	#2005 SSN
	attack_submarine_4 = {
		year = 2005

		archetype = attack_submarine
		parent = attack_submarine_3
		priority = 5

		module_slots = inherit

		#Displacement
		lg_armor_piercing = 0.00
		lg_attack = 0.00
		anti_air_attack = 7.08
		torpedo_attack = 35.59

		#ASW
		sub_detection = 10.66

		#ground support
		#shore_bombardment = 0.00

		#countermeasures/ECM
		#evasion = 15.65
		armor_value = 0.00

		#radar
		#fire_range = 7.11
		surface_detection = 28.46

		#stealth/size
		surface_visibility = 4.53
		sub_visibility = 4.53

		naval_speed = 30.00
		naval_range = 5000.00

		reliability = 0.9
		max_strength = 100
		#port_capacity_usage = 1
		fuel_consumption = 7.50

		manpower = 200

		build_cost_ic = 17806.45
		resources = {
			steel = 4
			tungsten = 1
			aluminium = 6
		}

		type = {
			submarine
		}
	}
	#2015 SSN
	attack_submarine_5 = {
		year = 2015

		archetype = attack_submarine
		parent = attack_submarine_4
		priority = 5

		module_slots = inherit

		#Displacement
		lg_armor_piercing = 0.00
		lg_attack = 0.00
		anti_air_attack = 8.50
		torpedo_attack = 39.86

		#ASW
		sub_detection = 11.94

		#ground support
		#shore_bombardment = 0.00

		#countermeasures/ECM
		#evasion = 17.53
		armor_value = 0.00

		#radar
		#fire_range = 7.96
		surface_detection = 31.88

		#stealth/size
		surface_visibility = 2.76
		sub_visibility = 2.76

		naval_speed = 30.00
		naval_range = 5000.00

		reliability = 0.9
		max_strength = 100
		#port_capacity_usage = 1
		fuel_consumption = 9.0

		manpower = 200

		build_cost_ic = 19205.45
		resources = {
			steel = 5
			chromium = 2
			aluminium = 7
		}

		type = {
			submarine
		}
	}
	#2025 SSN
	attack_submarine_6 = {
		year = 2025

		archetype = attack_submarine
		parent = attack_submarine_5
		priority = 5

		module_slots = inherit

		#Displacement
		lg_armor_piercing = 0.00
		lg_attack = 0.00
		anti_air_attack = 10.20
		torpedo_attack = 44.64

		#ASW
		sub_detection = 13.38

		#ground support
		#shore_bombardment = 0.00

		#countermeasures/ECM
		#evasion = 19.63
		armor_value = 0.00

		#radar
		#fire_range = 8.92
		surface_detection = 35.71

		#stealth/size
		surface_visibility = 1.69
		sub_visibility = 1.69

		naval_speed = 30.00
		naval_range = 5000.00

		reliability = 0.9
		max_strength = 100
		#port_capacity_usage = 1
		fuel_consumption = 10.50

		manpower = 200

		build_cost_ic = 20105.45
		resources = {
			steel = 5
			chromium = 3
			aluminium = 7
		}

		type = {
			submarine
		}
	}
	#2035 SSN
	attack_submarine_7 = {
		year = 2035

		archetype = attack_submarine
		parent = attack_submarine_6
		priority = 5

		module_slots = inherit

		#Displacement
		lg_armor_piercing = 0.00
		lg_attack = 0.00
		anti_air_attack = 12.24
		torpedo_attack = 50.00

		#ASW
		sub_detection = 14.98

		#ground support
		#shore_bombardment = 0.00

		#countermeasures/ECM
		#evasion = 21.99
		armor_value = 0.00

		#radar
		#fire_range = 9.99
		surface_detection = 39.99

		#stealth/size
		surface_visibility = 1.03
		sub_visibility = 1.03

		naval_speed = 30.00
		naval_range = 5000.00

		reliability = 0.9
		max_strength = 100
		#port_capacity_usage = 1
		fuel_consumption = 12.0

		manpower = 200

		build_cost_ic = 22150.45
		resources = {
			steel = 6
			chromium = 3
			aluminium = 8
		}

		type = {
			submarine
		}

	}

	#1965
	diesel_attack_submarine_1 = {
		year = 1965

		archetype = attack_submarine
		priority = 5

		module_slots = inherit

		#Displacement
		#ap_attack = 0.00
		##attack = 0.00
		anti_air_attack = 3.00
		torpedo_attack = 21.00

		#ASW
		sub_detection = 7.59

		#ground support
		#shore_bombardment = 0.00

		#countermeasures/ECM
		#evasion = 11.14
		armor_value = 0.00

		#radar
		#fire_range = 5.06
		surface_detection = 16.00

		#stealth/size
		surface_visibility = 15.00
		sub_visibility = 15

		naval_speed = 20.00
		naval_range = 3000.00

		reliability = 0.9
		max_strength = 100
		#port_capacity_usage = 1
		fuel_consumption = 22.5

		manpower = 200
		build_cost_ic = 3728.96
		resources = {
			steel = 2
			aluminium = 1
		}
		type = {
			submarine
		}

	}
	#1975
	diesel_attack_submarine_2 = {
		year = 1975

		archetype = attack_submarine
		parent = diesel_attack_submarine_1
		priority = 5

		module_slots = inherit

		#Displacement
		#ap_attack = 0.00
		##attack = 0.00
		anti_air_attack = 3.60
		torpedo_attack = 23.52

		#ASW
		sub_detection = 8.50

		#ground support
		#shore_bombardment = 0.00

		#countermeasures/ECM
		#evasion = 12.48
		armor_value = 0.00

		#radar
		#fire_range = 5.67
		surface_detection = 17.92

		#stealth/size
		surface_visibility = 8.52
		sub_visibility = 8.52

		naval_speed = 20.00
		naval_range = 3000.00

		reliability = 0.9
		max_strength = 100
		#port_capacity_usage = 1
		fuel_consumption = 25

		manpower = 200
		build_cost_ic = 4020.60
		resources = {
			steel = 4
			aluminium = 1
		}
		type = {
			submarine
		}
	}
	#1985
	diesel_attack_submarine_3 = {
		year = 1985

		archetype = attack_submarine
		parent = diesel_attack_submarine_2
		priority = 5

		module_slots = inherit

		#Displacement
		#ap_attack = 0.00
		##attack = 0.00
		anti_air_attack = 6.34
		torpedo_attack = 26.34

		#ASW
		sub_detection = 9.52

		#ground support
		#shore_bombardment = 0.00

		#countermeasures/ECM
		#evasion = 13.97
		armor_value = 0.00

		#radar
		#fire_range = 6.35
		surface_detection = 20.07

		#stealth/size
		surface_visibility = 4.84
		sub_visibility = 4.84

		naval_speed = 20.00
		naval_range = 3000.00

		reliability = 0.9
		max_strength = 100
		#port_capacity_usage = 1
		fuel_consumption = 27.5

		manpower = 200
		build_cost_ic = 4250.40
		resources = {
			steel = 5
			aluminium = 2
		}
		type = {
			submarine
		}
	}
	#2005
	diesel_attack_submarine_4 = {
		year = 2005

		archetype = attack_submarine
		parent = diesel_attack_submarine_3
		priority = 5

		module_slots = inherit

		#Displacement
		#ap_attack = 0.00
		##attack = 0.00
		anti_air_attack = 7.60
		torpedo_attack = 29.50

		#ASW
		sub_detection = 10.66

		#ground support
		#shore_bombardment = 0.00

		#countermeasures/ECM
		#evasion = 15.65
		armor_value = 0.00

		#radar
		#fire_range = 7.11
		surface_detection = 22.48

		#stealth/size
		surface_visibility = 2.75
		sub_visibility = 2.75

		naval_speed = 20.00
		naval_range = 3000.00

		reliability = 0.9
		max_strength = 100
		#port_capacity_usage = 1
		fuel_consumption = 36

		manpower = 200
		build_cost_ic = 4650.00
		resources = {
			steel = 7
			aluminium = 2
		}
		type = {
			submarine
		}
	}
	#2015
	diesel_attack_submarine_5 = {
		year = 2015

		archetype = attack_submarine
		parent = diesel_attack_submarine_4
		priority = 5

		module_slots = inherit

		#Displacement
		#ap_attack = 0.00
		##attack = 0.00
		anti_air_attack = 9.12
		torpedo_attack = 33.04

		#ASW
		sub_detection = 11.94

		#ground support
		#shore_bombardment = 0.00

		#countermeasures/ECM
		#evasion = 17.53
		armor_value = 0.00

		#radar
		#fire_range = 7.96
		surface_detection = 25.18

		#stealth/size
		surface_visibility = 1.56
		sub_visibility = 1.56

		naval_speed = 20.00
		naval_range = 3000.00

		reliability = 0.9
		max_strength = 100
		#port_capacity_usage = 1
		fuel_consumption = 48

		manpower = 200
		build_cost_ic = 4925.00
		resources = {
			steel = 7
			aluminium = 3
			tungsten = 1
		}
		type = {
			submarine
		}
	}
	#2025
	diesel_attack_submarine_6 = {
		year = 2025

		archetype = attack_submarine
		parent = diesel_attack_submarine_5
		priority = 5

		module_slots = inherit

		#Displacement
		#ap_attack = 0.00
		##attack = 0.00
		anti_air_attack = 10.95
		torpedo_attack = 37.01

		#ASW
		sub_detection = 13.38

		#ground support
		#shore_bombardment = 0.00

		#countermeasures/ECM
		#evasion = 19.63
		armor_value = 0.00

		#radar
		#fire_range = 8.92
		surface_detection = 28.20

		#stealth/size
		surface_visibility = 0.89
		sub_visibility = 0.89

		naval_speed = 20.00
		naval_range = 3000.00

		reliability = 0.9
		max_strength = 100
		#port_capacity_usage = 1
		fuel_consumption = 57.55

		manpower = 200
		build_cost_ic = 5325.00
		resources = {
			steel = 8
			aluminium = 3
			chromium = 1
		}
		type = {
			submarine
		}
	}
	#2035
	diesel_attack_submarine_7 = {
		year = 2035

		archetype = attack_submarine
		parent = diesel_attack_submarine_6
		priority = 5

		module_slots = inherit

		#Displacement
		#ap_attack = 0.00
		##attack = 0.00
		anti_air_attack = 13.14
		torpedo_attack = 41.45

		#ASW
		sub_detection = 14.98

		#ground support
		#shore_bombardment = 0.00

		#countermeasures/ECM
		#evasion = 21.99
		armor_value = 0.00

		#radar
		#fire_range = 9.99
		surface_detection = 31.58

		#stealth/size
		surface_visibility = 0.50
		sub_visibility = 0.50

		naval_speed = 20.00
		naval_range = 3000.00

		reliability = 0.9
		max_strength = 100
		#port_capacity_usage = 1
		fuel_consumption = 65.0

		manpower = 200

		build_cost_ic = 6000.00
		resources = {
			steel = 8
			aluminium = 4
			chromium = 1
		}

		type = {
			submarine
		}
	}

#MTG 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
		}
	}

	missile_submarine_hull_1 = {
		year = 1965
		archetype = missile_submarine
		priority = 5
		
		can_convert_from = { missile_submarine_hull_1 }

		module_slots = inherit

		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
		}
	}

	missile_submarine_hull_2 = {
		year = 1980

		archetype = missile_submarine
		parent = missile_submarine_hull_1
		priority = 6

		can_convert_from = { 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

		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
		priority = 7
		can_convert_from = { missile_submarine_hull_3 }

		module_slots = inherit

		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

		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
		priority = 8
		can_convert_from = { missile_submarine_hull_4 }

		module_slots = inherit

		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

		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
		priority = 10
		can_convert_from = { missile_submarine_hull_5 }

		module_slots = inherit

		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

		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
		priority = 12
		can_convert_from = { missile_submarine_hull_6 }

		module_slots = inherit
		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

		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
		}
	}

#NON-MTG MISSILE SUBMARINES
	#1965 SSGN
	missile_submarine_1 = {
		year = 1965

		archetype = missile_submarine
		priority = 5

		module_slots = inherit

		#Displacement
		lg_armor_piercing = 22.18
		lg_attack = 7.59
		anti_air_attack = 1.50
		#torpedo_attack = 21.00

		#ASW
		sub_detection = 7.59

		#ground support
		#shore_bombardment = 0.00

		#countermeasures/ECM
		#evasion = 11.14
		armor_value = 0.00

		#radar
		#fire_range = 8.61
		surface_detection = 16.00

		#stealth/size
		surface_visibility = 15.00
		sub_visibility = 15

		naval_speed = 20.00
		naval_range = 3000.00

		reliability = 0.9
		max_strength = 100
		#port_capacity_usage = 1
		fuel_consumption = 1.75

		manpower = 250

		build_cost_ic = 15000
		resources = {
			steel = 6
			aluminium = 1
		}

		type = {
			submarine
		}

	}

	#1975 SSGN
	missile_submarine_2 = {
		year = 1975

		archetype = missile_submarine
		parent = missile_submarine_1
		priority = 5

		module_slots = inherit

		#Displacement
		lg_armor_piercing = 24.84
		lg_attack = 8.50
		anti_air_attack = 1.80
		#torpedo_attack = 23.52

		#ASW
		sub_detection = 8.50

		#ground support
		#shore_bombardment = 0.00

		#countermeasures/ECM
		#evasion = 12.48
		armor_value = 0.00

		#radar
		#fire_range = 9.64
		surface_detection = 17.92

		#stealth/size
		surface_visibility = 12.50
		sub_visibility = 12.50

		naval_speed = 20.00
		naval_range = 3000.00

		reliability = 0.9
		max_strength = 100
		#port_capacity_usage = 1

		manpower = 250
		fuel_consumption = 2.75

		build_cost_ic = 17850
		resources = {
			steel = 6
			aluminium = 2
			tungsten = 1
		}

		type = {
			submarine
		}

	}

	#1985 SSGN
	missile_submarine_3 = {
		year = 1985

		archetype = missile_submarine
		parent = missile_submarine_2
		priority = 5

		module_slots = inherit

		#Displacement
		lg_armor_piercing = 27.82
		lg_attack = 9.52
		anti_air_attack = 2.16
		#torpedo_attack = 26.34

		#ASW
		sub_detection = 9.52

		#ground support
		#shore_bombardment = 0.00

		#countermeasures/ECM
		#evasion = 13.97
		armor_value = 0.00

		#radar
		#fire_range = 10.80
		surface_detection = 20.07

		#stealth/size
		surface_visibility = 10.42
		sub_visibility = 10.42

		naval_speed = 20.00
		naval_range = 3000.00

		reliability = 0.9
		max_strength = 100
		#port_capacity_usage = 1
		fuel_consumption = 3.75

		manpower = 250

		build_cost_ic = 19200.0
		resources = {
			steel = 9
			aluminium = 2
			tungsten = 1
		}
		type = {
			submarine
		}

	}

	#2005 SSGN
	missile_submarine_4 = {
		year = 2005

		archetype = missile_submarine
		parent = missile_submarine_3
		priority = 5

		module_slots = inherit

		#Displacement
		lg_armor_piercing = 31.16
		lg_attack = 10.66
		anti_air_attack = 2.59
		#torpedo_attack = 29.50

		#ASW
		sub_detection = 10.66

		#ground support
		#shore_bombardment = 0.00

		#countermeasures/ECM
		#evasion = 15.65
		armor_value = 0.00

		#radar
		#fire_range = 12.10
		surface_detection = 22.48

		#stealth/size
		surface_visibility = 8.68
		sub_visibility = 8.68

		naval_speed = 20.00
		naval_range = 3000.00
		fuel_consumption = 4.75

		reliability = 0.9
		max_strength = 100
		#port_capacity_usage = 1

		manpower = 250

		build_cost_ic = 21000.0
		resources = {
			steel = 10
			aluminium = 3
			tungsten = 2
		}

		type = {
			submarine
		}

	}

	#2015 SSGN
	missile_submarine_5 = {
		year = 2015

		archetype = missile_submarine
		parent = missile_submarine_4
		priority = 5

		module_slots = inherit

		#Displacement
		lg_armor_piercing = 34.90
		lg_attack = 11.94
		anti_air_attack = 3.11
		#torpedo_attack = 33.04

		#ASW
		sub_detection = 11.94

		#ground support
		#shore_bombardment = 0.00

		#countermeasures/ECM
		#evasion = 17.53
		armor_value = 0.00

		#radar
		#fire_range = 13.55
		surface_detection = 25.18

		#stealth/size
		surface_visibility = 7.23
		sub_visibility = 7.23

		naval_speed = 20.00
		naval_range = 3000.00

		reliability = 0.9
		max_strength = 100
		#port_capacity_usage = 1
		fuel_consumption = 5.75

		manpower = 250

		build_cost_ic = 22680.0
		resources = {
			steel = 12
			aluminium = 3
			chromium = 2
		}

		type = {
			submarine
		}

	}

	#2025 SSGN
	missile_submarine_6 = {
		year = 2025

		archetype = missile_submarine
		parent = missile_submarine_5
		priority = 5

		module_slots = inherit

		#Displacement
		lg_armor_piercing = 39.09
		lg_attack = 13.38
		anti_air_attack = 3.73
		#torpedo_attack = 37.01

		#ASW
		sub_detection = 13.38

		#ground support
		#shore_bombardment = 0.00

		#countermeasures/ECM
		#evasion = 19.63
		armor_value = 0.00

		#radar
		#fire_range = 15.17
		surface_detection = 28.20

		#stealth/size
		surface_visibility = 6.03
		sub_visibility = 6.03

		naval_speed = 20.00
		naval_range = 3000.00

		reliability = 0.9
		max_strength = 100
		#port_capacity_usage = 1
		fuel_consumption = 6.75

		manpower = 250

		build_cost_ic = 24680.0
		resources = {
			steel = 11
			aluminium = 4
			chromium = 3
		}

		type = {
			submarine
		}

	}

	#2035 SSGN
	missile_submarine_7 = {
		year = 2035

		archetype = missile_submarine
		parent = missile_submarine_6
		priority = 5

		module_slots = inherit

		#Displacement
		lg_armor_piercing = 43.78
		lg_attack = 14.98
		anti_air_attack = 4.48
		#torpedo_attack = 41.45

		#ASW
		sub_detection = 14.98

		#ground support
		#shore_bombardment = 0.00

		#countermeasures/ECM
		#evasion = 21.99
		armor_value = 0.00

		#radar
		#fire_range = 16.99
		surface_detection = 31.58

		#stealth/size
		surface_visibility = 5.02
		sub_visibility = 5.02

		naval_speed = 20.00
		naval_range = 3000.00

		reliability = 0.9
		max_strength = 100
		#port_capacity_usage = 1
		fuel_consumption = 8.0

		manpower = 250

		build_cost_ic = 26980.75
		resources = {
			steel = 12
			aluminium = 4
			chromium = 3
		}

		type = {
			submarine
		}
	}
#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
		}
	}
	patrol_boat_1 = {
		year = 1965
		archetype = patrol_boat
		priority = 100
		module_slots = inherit
	}
}