################## # CARAPACE ARMOR # ################## # Plasteel Armor utility_component_template = { key = "SMALL_BIO_ARMOR_1" size = small icon = "GFX_ship_part_bio_armor_1" icon_frame = 1 power = 0 inline_script = { script = ship_components/bio_ship_armor SIZE = s TIER = 1 } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_ship_armor_1" } component_set = "BIO_ARMOR_1" upgrades_to = "SMALL_BIO_ARMOR_2" ai_weight = { weight = @T1_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 2 } } } utility_component_template = { key = "MEDIUM_BIO_ARMOR_1" size = medium icon = "GFX_ship_part_bio_armor_1" icon_frame = 1 power = 0 inline_script = { script = ship_components/bio_ship_armor SIZE = m TIER = 1 } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_ship_armor_1" } component_set = "BIO_ARMOR_1" upgrades_to = "MEDIUM_BIO_ARMOR_2" ai_weight = { weight = @T1_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 2 } } } utility_component_template = { key = "LARGE_BIO_ARMOR_1" size = large icon = "GFX_ship_part_bio_armor_1" icon_frame = 1 power = 0 inline_script = { script = ship_components/bio_ship_armor SIZE = l TIER = 1 } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_ship_armor_1" } component_set = "BIO_ARMOR_1" upgrades_to = "LARGE_BIO_ARMOR_2" ai_weight = { weight = @T1_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 2 } } } # Durasteel Armor utility_component_template = { key = "SMALL_BIO_ARMOR_2" size = small icon = "GFX_ship_part_bio_armor_2" icon_frame = 1 power = 0 inline_script = { script = ship_components/bio_ship_armor SIZE = s TIER = 2 } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_ship_armor_2" } component_set = "BIO_ARMOR_2" upgrades_to = "SMALL_BIO_ARMOR_3" ai_weight = { weight = @T2_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 2 } } } utility_component_template = { key = "MEDIUM_BIO_ARMOR_2" size = medium icon = "GFX_ship_part_bio_armor_2" icon_frame = 1 power = 0 inline_script = { script = ship_components/bio_ship_armor SIZE = m TIER = 2 } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_ship_armor_2" } component_set = "BIO_ARMOR_2" upgrades_to = "MEDIUM_BIO_ARMOR_3" ai_weight = { weight = @T2_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 2 } } } utility_component_template = { key = "LARGE_BIO_ARMOR_2" size = large icon = "GFX_ship_part_bio_armor_2" icon_frame = 1 power = 0 inline_script = { script = ship_components/bio_ship_armor SIZE = l TIER = 2 } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_ship_armor_2" } component_set = "BIO_ARMOR_2" upgrades_to = "LARGE_BIO_ARMOR_3" ai_weight = { weight = @T2_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 2 } } } # Ceramo-Metal Armor utility_component_template = { key = "SMALL_BIO_ARMOR_3" size = small icon = "GFX_ship_part_bio_armor_3" icon_frame = 1 power = 0 inline_script = { script = ship_components/bio_ship_armor SIZE = s TIER = 3 } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_ship_armor_3" } component_set = "BIO_ARMOR_3" upgrades_to = "SMALL_BIO_ARMOR_4" ai_weight = { weight = @T3_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 2 } } } utility_component_template = { key = "MEDIUM_BIO_ARMOR_3" size = medium icon = "GFX_ship_part_bio_armor_3" icon_frame = 1 power = 0 inline_script = { script = ship_components/bio_ship_armor SIZE = m TIER = 3 } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_ship_armor_3" } component_set = "BIO_ARMOR_3" upgrades_to = "MEDIUM_BIO_ARMOR_4" ai_weight = { weight = @T3_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 2 } } } utility_component_template = { key = "LARGE_BIO_ARMOR_3" size = large icon = "GFX_ship_part_bio_armor_3" icon_frame = 1 power = 0 inline_script = { script = ship_components/bio_ship_armor SIZE = l TIER = 3 } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_ship_armor_3" } component_set = "BIO_ARMOR_3" upgrades_to = "LARGE_BIO_ARMOR_4" ai_weight = { weight = @T3_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 2 } } } # Nanocomposite Armor utility_component_template = { key = "SMALL_BIO_ARMOR_4" size = small icon = "GFX_ship_part_bio_armor_4" icon_frame = 1 power = 0 inline_script = { script = ship_components/bio_ship_armor SIZE = s TIER = 4 } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_ship_armor_4" } component_set = "BIO_ARMOR_4" upgrades_to = "SMALL_BIO_ARMOR_5" ai_weight = { weight = @T4_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 2 } } } utility_component_template = { key = "MEDIUM_BIO_ARMOR_4" size = medium icon = "GFX_ship_part_bio_armor_4" icon_frame = 1 power = 0 inline_script = { script = ship_components/bio_ship_armor SIZE = m TIER = 4 } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_ship_armor_4" } component_set = "BIO_ARMOR_4" upgrades_to = "MEDIUM_BIO_ARMOR_5" ai_weight = { weight = @T4_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 2 } } } utility_component_template = { key = "LARGE_BIO_ARMOR_4" size = large icon = "GFX_ship_part_bio_armor_4" icon_frame = 1 power = 0 inline_script = { script = ship_components/bio_ship_armor SIZE = l TIER = 4 } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_ship_armor_4" } component_set = "BIO_ARMOR_4" upgrades_to = "LARGE_BIO_ARMOR_5" ai_weight = { weight = @T4_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 2 } } } # Neutronium Armor utility_component_template = { key = "SMALL_BIO_ARMOR_5" size = small icon = "GFX_ship_part_bio_armor_5" icon_frame = 1 power = 0 inline_script = { script = ship_components/bio_ship_armor SIZE = s TIER = 5 } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_ship_armor_5" } component_set = "BIO_ARMOR_5" upgrades_to = "SMALL_DRAGON_BIO_ARMOR" ai_weight = { weight = @T5_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 2 } } } utility_component_template = { key = "MEDIUM_BIO_ARMOR_5" size = medium icon = "GFX_ship_part_bio_armor_5" icon_frame = 1 power = 0 inline_script = { script = ship_components/bio_ship_armor SIZE = m TIER = 5 } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_ship_armor_5" } component_set = "BIO_ARMOR_5" upgrades_to = "MEDIUM_DRAGON_BIO_ARMOR" ai_weight = { weight = @T5_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 2 } } } utility_component_template = { key = "LARGE_BIO_ARMOR_5" size = large icon = "GFX_ship_part_bio_armor_5" icon_frame = 1 power = 0 inline_script = { script = ship_components/bio_ship_armor SIZE = l TIER = 5 } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_ship_armor_5" } component_set = "BIO_ARMOR_5" upgrades_to = "LARGE_DRAGON_BIO_ARMOR" ai_weight = { weight = @T5_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 2 } } } ######################## # Dragon Armor ######################## # Dragonscale Armor utility_component_template = { key = "SMALL_DRAGON_BIO_ARMOR" size = small icon = "GFX_ship_part_bio_dragon_armor" icon_frame = 1 power = 0 inline_script = { script = ship_components/bio_ship_armor SIZE = s TIER = 6 } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_dragon_armor" } component_set = "DRAGON_BIO_ARMOR" ai_weight = { weight = @T6_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 2 } } } utility_component_template = { key = "MEDIUM_DRAGON_BIO_ARMOR" size = medium icon = "GFX_ship_part_bio_dragon_armor" icon_frame = 1 power = 0 inline_script = { script = ship_components/bio_ship_armor SIZE = m TIER = 6 } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_dragon_armor" } component_set = "DRAGON_BIO_ARMOR" ai_weight = { weight = @T6_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 2 } } } utility_component_template = { key = "LARGE_DRAGON_BIO_ARMOR" size = large icon = "GFX_ship_part_bio_dragon_armor" icon_frame = 1 power = 0 inline_script = { script = ship_components/bio_ship_armor SIZE = l TIER = 6 } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_dragon_armor" } component_set = "DRAGON_BIO_ARMOR" ai_weight = { weight = @T6_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 2 } } } utility_component_template = { # Small key = "SMALL_BIO_ARCHAEO_ARMOR" size = small icon = "GFX_ship_part_bio_archaeo_armor" icon_frame = 1 power = @power_S3 modifier = { ship_hull_add = @bio_ship_hull_s_3 ship_armor_add = @bio_ship_armor_s_3 ship_shield_add = @bio_ship_shield_S1 ship_shield_regen_add_static = @bio_ship_regen_S3 #Regeneration per day } custom_tooltip = tt_SMALL_BIO_ARCHAEO_AP triggered_ship_modifier = { potential = { has_armor_percentage < @bio_ship_armor_regen_threshold } ship_armor_regen_add_static = @bio_ship_armor_regen_s_3 } triggered_ship_design_modifier = { potential = { exists = from from = { has_ascension_perk = ap_archaeoengineers } } ship_shield_add = @bio_ship_shield_S1 } ship_modifier = { ship_armor_hardening_add = @hardening_T6 } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_archaeoarmor" } component_set = "BIO_ARCHAEO_ARMOR" resources = { category = ship_components cost = { alloys = @s_t5_cost minor_artifacts = @minor_artifacts_cost_s } upkeep = { food = @s_t5_upkeep_energy alloys = @s_t5_upkeep_alloys } } ai_weight = { weight = 0 modifier = { add = @T5_weight owner = { has_ascension_perk = ap_archaeoengineers } } modifier = { factor = 0.0 owner = { has_monthly_income = { resource = minor_artifacts value < 3 } } } modifier = { factor = 1.3 owner = { resource_stockpile_compare = { resource = minor_artifacts value > 250 } } } inline_script = { script = ship_components/weights/roles_stealth MULT = 1.5 } } } utility_component_template = { # Medium key = "MEDIUM_BIO_ARCHAEO_ARMOR" size = medium icon = "GFX_ship_part_bio_archaeo_armor" icon_frame = 1 power = @power_M3 modifier = { ship_hull_add = @bio_ship_hull_m_3 ship_armor_add = @bio_ship_armor_m_3 ship_shield_add = @bio_ship_shield_M1 ship_shield_regen_add_static = @bio_ship_regen_M3 } custom_tooltip = tt_MEDIUM_BIO_ARCHAEO_AP triggered_ship_modifier = { potential = { has_armor_percentage < @bio_ship_armor_regen_threshold } ship_armor_regen_add_static = @bio_ship_armor_regen_m_3 } triggered_ship_design_modifier = { potential = { exists = from from = { has_ascension_perk = ap_archaeoengineers } } ship_shield_add = @bio_ship_shield_M1 } ship_modifier = { ship_armor_hardening_add = @hardening_T2 } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_archaeoarmor" } component_set = "BIO_ARCHAEO_ARMOR" resources = { category = ship_components cost = { alloys = @m_t5_cost minor_artifacts = @minor_artifacts_cost_m } upkeep = { food = @m_t5_upkeep_energy alloys = @m_t5_upkeep_alloys } } ai_weight = { weight = 0 modifier = { add = @T5_weight owner = { has_ascension_perk = ap_archaeoengineers } } modifier = { factor = 0.0 owner = { has_monthly_income = { resource = minor_artifacts value < 3 } } } modifier = { factor = 1.3 owner = { resource_stockpile_compare = { resource = minor_artifacts value > 250 } } } inline_script = { script = ship_components/weights/roles_stealth MULT = 1.5 } } } utility_component_template = { # Large key = "LARGE_BIO_ARCHAEO_ARMOR" size = large icon = "GFX_ship_part_bio_archaeo_armor" icon_frame = 1 power = @power_L3 modifier = { ship_hull_add = @bio_ship_hull_l_3 ship_armor_add = @bio_ship_armor_l_3 ship_shield_add = @bio_ship_shield_L1 ship_shield_regen_add_static = @bio_ship_regen_L3 } custom_tooltip = tt_LARGE_BIO_ARCHAEO_AP triggered_ship_modifier = { potential = { has_armor_percentage < @bio_ship_armor_regen_threshold } ship_armor_regen_add_static = @bio_ship_armor_regen_m_3 } triggered_ship_design_modifier = { potential = { exists = from from = { has_ascension_perk = ap_archaeoengineers } } ship_shield_add = @bio_ship_shield_L1 } ship_modifier = { ship_armor_hardening_add = @hardening_T2 } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_archaeoarmor" } component_set = "BIO_ARCHAEO_ARMOR" resources = { category = ship_components cost = { alloys = @l_t5_cost minor_artifacts = @minor_artifacts_cost_l } upkeep = { food = @l_t5_upkeep_energy alloys = @l_t5_upkeep_alloys } } ai_weight = { weight = 0 modifier = { add = @T5_weight owner = { has_ascension_perk = ap_archaeoengineers } } modifier = { factor = 0.0 owner = { has_monthly_income = { resource = minor_artifacts value < 3 } } } modifier = { factor = 1.3 owner = { resource_stockpile_compare = { resource = minor_artifacts value > 250 } } } inline_script = { script = ship_components/weights/roles_stealth MULT = 1.5 } } } ######################### # ENERGETIC MUSCULATURE # ######################### # Deflectors utility_component_template = { key = "SMALL_BIO_SHIELD_1" size = small icon = "GFX_ship_part_bio_shield_1" icon_frame = 1 power = @power_S1 resources = { category = ship_components cost = { alloys = @shield_s_t1_cost } upkeep = { food = @shield_s_t1_upkeep_energy alloys = @shield_s_t1_upkeep_alloys } } modifier = { ship_shield_add = @bio_ship_shield_S1 ship_shield_regen_add_static = @bio_ship_regen_S1 #Regeneration per day } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_shields_1" } component_set = "BIO_SHIELD_1" upgrades_to = "SMALL_BIO_SHIELD_2" ai_weight = { weight = @T1_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 0 } } } utility_component_template = { key = "MEDIUM_BIO_SHIELD_1" size = medium icon = "GFX_ship_part_bio_shield_1" icon_frame = 1 power = @power_M1 resources = { category = ship_components cost = { alloys = @shield_m_t1_cost } upkeep = { food = @shield_m_t1_upkeep_energy alloys = @shield_m_t1_upkeep_alloys } } modifier = { ship_shield_add = @bio_ship_shield_M1 ship_shield_regen_add_static = @bio_ship_regen_M1 #Regeneration per day } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_shields_1" } component_set = "BIO_SHIELD_1" upgrades_to = "MEDIUM_BIO_SHIELD_2" ai_weight = { weight = @T1_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 0 } } } utility_component_template = { key = "LARGE_BIO_SHIELD_1" size = large icon = "GFX_ship_part_bio_shield_1" icon_frame = 1 power = @power_L1 resources = { category = ship_components cost = { alloys = @shield_l_t1_cost } upkeep = { food = @shield_l_t1_upkeep_energy alloys = @shield_l_t1_upkeep_alloys } } modifier = { ship_shield_add = @bio_ship_shield_L1 ship_shield_regen_add_static = @bio_ship_regen_L1 #Regeneration per day } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_shields_1" } component_set = "BIO_SHIELD_1" upgrades_to = "LARGE_BIO_SHIELD_2" ai_weight = { weight = @T1_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 0 } } } # Advanced Deflectors utility_component_template = { key = "SMALL_BIO_SHIELD_2" size = small icon = "GFX_ship_part_bio_shield_2" icon_frame = 1 power = @power_S2 resources = { category = ship_components cost = { alloys = @shield_s_t2_cost } upkeep = { food = @shield_s_t2_upkeep_energy alloys = @shield_s_t2_upkeep_alloys } } modifier = { ship_shield_add = @bio_ship_shield_S2 ship_shield_regen_add_static = @bio_ship_regen_S2 #Regeneration per day } ship_modifier = { ship_shield_hardening_add = @hardening_T2 } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_shields_2" } component_set = "BIO_SHIELD_2" upgrades_to = "SMALL_BIO_SHIELD_3" ai_weight = { weight = @T2_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 0 } } } utility_component_template = { key = "MEDIUM_BIO_SHIELD_2" size = medium icon = "GFX_ship_part_bio_shield_2" icon_frame = 1 power = @power_M2 resources = { category = ship_components cost = { alloys = @shield_m_t2_cost } upkeep = { food = @shield_m_t2_upkeep_energy alloys = @shield_m_t2_upkeep_alloys } } modifier = { ship_shield_add = @bio_ship_shield_M2 ship_shield_regen_add_static = @bio_ship_regen_M2 #Regeneration per day } ship_modifier = { ship_shield_hardening_add = @hardening_T2 } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_shields_2" } component_set = "BIO_SHIELD_2" upgrades_to = "MEDIUM_BIO_SHIELD_3" ai_weight = { weight = @T2_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 0 } } } utility_component_template = { key = "LARGE_BIO_SHIELD_2" size = large icon = "GFX_ship_part_bio_shield_2" icon_frame = 1 power = @power_L2 resources = { category = ship_components cost = { alloys = @shield_l_t2_cost } upkeep = { food = @shield_l_t2_upkeep_energy alloys = @shield_l_t2_upkeep_alloys } } modifier = { ship_shield_add = @bio_ship_shield_L2 ship_shield_regen_add_static = @bio_ship_regen_L2 #Regeneration per day } ship_modifier = { ship_shield_hardening_add = @hardening_T2 } potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_shields_2" } component_set = "BIO_SHIELD_2" upgrades_to = "LARGE_BIO_SHIELD_3" ai_weight = { weight = @T2_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 0 } } } # Shields utility_component_template = { key = "SMALL_BIO_SHIELD_3" size = small icon = "GFX_ship_part_bio_shield_3" icon_frame = 1 power = @power_S3 resources = { category = ship_components cost = { alloys = @shield_s_t3_cost } upkeep = { food = @shield_s_t3_upkeep_energy alloys = @shield_s_t3_upkeep_alloys } } modifier = { ship_shield_add = @bio_ship_shield_S3 ship_shield_regen_add_static = @bio_ship_regen_S3 #Regeneration per day } ship_modifier = { ship_shield_hardening_add = @hardening_T3 } prerequisites = { "tech_shields_3" } component_set = "BIO_SHIELD_3" upgrades_to = "SMALL_BIO_SHIELD_4" potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } ai_weight = { weight = @T3_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 0 } } } utility_component_template = { key = "MEDIUM_BIO_SHIELD_3" size = medium icon = "GFX_ship_part_bio_shield_3" icon_frame = 1 power = @power_M3 resources = { category = ship_components cost = { alloys = @shield_m_t3_cost } upkeep = { food = @shield_m_t3_upkeep_energy alloys = @shield_m_t3_upkeep_alloys } } modifier = { ship_shield_add = @bio_ship_shield_M3 ship_shield_regen_add_static = @bio_ship_regen_M3 #Regeneration per day } ship_modifier = { ship_shield_hardening_add = @hardening_T3 } prerequisites = { "tech_shields_3" } component_set = "BIO_SHIELD_3" upgrades_to = "MEDIUM_BIO_SHIELD_4" potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } ai_weight = { weight = @T3_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 0 } } } utility_component_template = { key = "LARGE_BIO_SHIELD_3" size = large icon = "GFX_ship_part_bio_shield_3" icon_frame = 1 power = @power_L3 resources = { category = ship_components cost = { alloys = @shield_l_t3_cost } upkeep = { food = @shield_l_t3_upkeep_energy alloys = @shield_l_t3_upkeep_alloys } } modifier = { ship_shield_add = @bio_ship_shield_L3 ship_shield_regen_add_static = @bio_ship_regen_L3 #Regeneration per day } ship_modifier = { ship_shield_hardening_add = @hardening_T3 } prerequisites = { "tech_shields_3" } component_set = "BIO_SHIELD_3" upgrades_to = "LARGE_BIO_SHIELD_4" potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } ai_weight = { weight = @T3_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 0 } } } # Advanced Shields utility_component_template = { key = "SMALL_BIO_SHIELD_4" size = small icon = "GFX_ship_part_bio_shield_4" icon_frame = 1 power = @power_S4 resources = { category = ship_components cost = { alloys = @shield_s_t4_cost exotic_gases = 0.25 } upkeep = { food = @shield_s_t4_upkeep_energy alloys = @shield_s_t4_upkeep_alloys } } modifier = { ship_shield_add = @bio_ship_shield_S4 ship_shield_regen_add_static= @bio_ship_regen_S4 #Regeneration per day } ship_modifier = { ship_shield_hardening_add = @hardening_T4 } prerequisites = { "tech_shields_4" } component_set = "BIO_SHIELD_4" upgrades_to = "SMALL_BIO_SHIELD_5" potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } ai_weight = { weight = @T4_weight modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = exotic_gases } } inline_script = { script = ship_components/weights/roles_stealth MULT = 0 } } } utility_component_template = { key = "MEDIUM_BIO_SHIELD_4" size = medium icon = "GFX_ship_part_bio_shield_4" icon_frame = 1 power = @power_M4 resources = { category = ship_components cost = { alloys = @shield_m_t4_cost exotic_gases = 0.50 } upkeep = { food = @shield_m_t4_upkeep_energy alloys = @shield_m_t4_upkeep_alloys } } modifier = { ship_shield_add = @bio_ship_shield_M4 ship_shield_regen_add_static= @bio_ship_regen_M4 #Regeneration per day } ship_modifier = { ship_shield_hardening_add = @hardening_T4 } prerequisites = { "tech_shields_4" } component_set = "BIO_SHIELD_4" upgrades_to = "MEDIUM_BIO_SHIELD_5" potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } ai_weight = { weight = @T4_weight modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = exotic_gases } } inline_script = { script = ship_components/weights/roles_stealth MULT = 0 } } } utility_component_template = { key = "LARGE_BIO_SHIELD_4" size = large icon = "GFX_ship_part_bio_shield_4" icon_frame = 1 power = @power_L4 resources = { category = ship_components cost = { alloys = @shield_l_t4_cost exotic_gases = 1 } upkeep = { food = @shield_l_t4_upkeep_energy alloys = @shield_l_t4_upkeep_alloys } } modifier = { ship_shield_add = @bio_ship_shield_L4 ship_shield_regen_add_static= @bio_ship_regen_L4 #Regeneration per day } ship_modifier = { ship_shield_hardening_add = @hardening_T4 } prerequisites = { "tech_shields_4" } component_set = "BIO_SHIELD_4" upgrades_to = "LARGE_BIO_SHIELD_5" potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } ai_weight = { weight = @T4_weight modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = exotic_gases } } inline_script = { script = ship_components/weights/roles_stealth MULT = 0 } } } # Hyper Shields utility_component_template = { key = "SMALL_BIO_SHIELD_5" size = small icon = "GFX_ship_part_bio_shield_5" icon_frame = 1 power = @power_S5 resources = { category = ship_components cost = { alloys = @shield_s_t5_cost exotic_gases = 0.333 } upkeep = { food = @shield_s_t5_upkeep_energy alloys = @shield_s_t5_upkeep_alloys } } modifier = { ship_shield_add = @bio_ship_shield_S5 ship_shield_regen_add_static= @bio_ship_regen_S5 #Regeneration per day } ship_modifier = { ship_shield_hardening_add = @hardening_T5 } prerequisites = { "tech_shields_5" } upgrades_to = "SMALL_DARK_MATTER_BIO_DEFLECTOR" component_set = "BIO_SHIELD_5" potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } ai_weight = { weight = @T5_weight modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = exotic_gases } } inline_script = { script = ship_components/weights/roles_stealth MULT = 0 } } } utility_component_template = { key = "MEDIUM_BIO_SHIELD_5" size = medium icon = "GFX_ship_part_bio_shield_5" icon_frame = 1 power = @power_M5 resources = { category = ship_components cost = { alloys = @shield_m_t5_cost exotic_gases = 0.666 } upkeep = { food = @shield_m_t5_upkeep_energy alloys = @shield_m_t5_upkeep_alloys } } modifier = { ship_shield_add = @bio_ship_shield_M5 ship_shield_regen_add_static= @bio_ship_regen_M5 #Regeneration per day } ship_modifier = { ship_shield_hardening_add = @hardening_T5 } prerequisites = { "tech_shields_5" } upgrades_to = "MEDIUM_DARK_MATTER_BIO_DEFLECTOR" component_set = "BIO_SHIELD_5" potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } ai_weight = { weight = @T5_weight modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = exotic_gases } } inline_script = { script = ship_components/weights/roles_stealth MULT = 0 } } } utility_component_template = { key = "LARGE_BIO_SHIELD_5" size = large icon = "GFX_ship_part_bio_shield_5" icon_frame = 1 power = @power_L5 resources = { category = ship_components cost = { alloys = @shield_l_t5_cost exotic_gases = 1.333 } upkeep = { food = @shield_l_t5_upkeep_energy alloys = @shield_l_t5_upkeep_alloys } } modifier = { ship_shield_add = @bio_ship_shield_L5 ship_shield_regen_add_static= @bio_ship_regen_L5 #Regeneration per day } ship_modifier = { ship_shield_hardening_add = @hardening_T5 } prerequisites = { "tech_shields_5" } upgrades_to = "LARGE_DARK_MATTER_BIO_DEFLECTOR" component_set = "BIO_SHIELD_5" potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } ai_weight = { weight = @T5_weight modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = exotic_gases } } inline_script = { script = ship_components/weights/roles_stealth MULT = 0 } } } # Enigmatic Deflectors utility_component_template = { key = "SMALL_DARK_MATTER_BIO_DEFLECTOR" size = small icon = "GFX_ship_part_bio_dark_matter_shield" icon_frame = 1 power = @power_S6 resources = { category = ship_components cost = { alloys = @shield_s_t6_cost sr_dark_matter = 0.25 } upkeep = { food = @shield_s_t6_upkeep_energy alloys = @shield_s_t6_upkeep_alloys } } modifier = { ship_shield_add = @bio_ship_shield_S6 ship_shield_regen_add_static = @bio_ship_regen_S6 #Regeneration per day } ship_modifier = { ship_shield_hardening_add = @hardening_T6 } prerequisites = { "tech_dark_matter_deflector" } upgrades_to = "SMALL_PSI_BIO_SHIELD" component_set = "DARK_MATTER_BIO_DEFLECTOR" potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } ai_weight = { weight = @T5_weight modifier = { factor = 0 no_resource_for_component = { RESOURCE = sr_dark_matter } } modifier = { factor = 0.0 is_ai = yes } inline_script = { script = ship_components/weights/roles_stealth MULT = 0 } } } utility_component_template = { key = "MEDIUM_DARK_MATTER_BIO_DEFLECTOR" size = medium icon = "GFX_ship_part_bio_dark_matter_shield" icon_frame = 1 power = @power_M6 resources = { category = ship_components cost = { alloys = @shield_m_t6_cost sr_dark_matter = 0.5 } upkeep = { food = @shield_m_t6_upkeep_energy alloys = @shield_m_t6_upkeep_alloys } } modifier = { ship_shield_add = @bio_ship_shield_M6 ship_shield_regen_add_static = @bio_ship_regen_M6 #Regeneration per day } ship_modifier = { ship_shield_hardening_add = @hardening_T6 } prerequisites = { "tech_dark_matter_deflector" } upgrades_to = "MEDIUM_PSI_BIO_SHIELD" component_set = "DARK_MATTER_BIO_DEFLECTOR" potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } ai_weight = { weight = @T5_weight modifier = { factor = 0 no_resource_for_component = { RESOURCE = sr_dark_matter } } modifier = { factor = 0.0 is_ai = yes } inline_script = { script = ship_components/weights/roles_stealth MULT = 0 } } } utility_component_template = { key = "LARGE_DARK_MATTER_BIO_DEFLECTOR" size = large icon = "GFX_ship_part_bio_dark_matter_shield" icon_frame = 1 power = @power_L6 resources = { category = ship_components cost = { alloys = @shield_l_t6_cost sr_dark_matter = 1 } upkeep = { food = @shield_l_t6_upkeep_energy alloys = @shield_l_t6_upkeep_alloys } } modifier = { ship_shield_add = @bio_ship_shield_L6 ship_shield_regen_add_static = @bio_ship_regen_L6 #Regeneration per day } ship_modifier = { ship_shield_hardening_add = @hardening_T6 } prerequisites = { "tech_dark_matter_deflector" } upgrades_to = "LARGE_PSI_BIO_SHIELD" component_set = "DARK_MATTER_BIO_DEFLECTOR" potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } ai_weight = { weight = @T5_weight modifier = { factor = 0 no_resource_for_component = { RESOURCE = sr_dark_matter } } modifier = { factor = 0.0 is_ai = yes } inline_script = { script = ship_components/weights/roles_stealth MULT = 0 } } } #################### # Psionic Shields #################### utility_component_template = { key = "SMALL_PSI_BIO_SHIELD" size = small icon = "GFX_ship_part_bio_psi_shield" icon_frame = 1 power = @power_S7 resources = { category = ship_components cost = { alloys = @shield_s_t7_cost sr_zro = 0.111 } upkeep = { food = @shield_s_t7_upkeep_energy alloys = @shield_s_t7_upkeep_alloys } } modifier = { ship_shield_add = @bio_ship_shield_S7 ship_shield_regen_add_static = @bio_ship_regen_S7 #Regeneration per day } ship_modifier = { ship_shield_hardening_add = @hardening_T6 } prerequisites = { "tech_psionic_shield" } component_set = "PSI_BIO_SHIELD" potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } ai_weight = { weight = @T5_weight modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = sr_zro } } modifier = { factor = 0.0 is_ai = yes } inline_script = { script = ship_components/weights/roles_stealth MULT = 0 } } } utility_component_template = { key = "MEDIUM_PSI_BIO_SHIELD" size = medium icon = "GFX_ship_part_bio_psi_shield" icon_frame = 1 power = @power_M7 resources = { category = ship_components cost = { alloys = @shield_m_t7_cost sr_zro = 0.222 } upkeep = { food = @shield_m_t7_upkeep_energy alloys = @shield_m_t7_upkeep_alloys } } modifier = { ship_shield_add = @bio_ship_shield_M7 ship_shield_regen_add_static = @bio_ship_regen_M7 #Regeneration per day } ship_modifier = { ship_shield_hardening_add = @hardening_T6 } prerequisites = { "tech_psionic_shield" } component_set = "PSI_BIO_SHIELD" potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } ai_weight = { weight = @T5_weight modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = sr_zro } } modifier = { factor = 0.0 is_ai = yes } inline_script = { script = ship_components/weights/roles_stealth MULT = 0 } } } utility_component_template = { key = "LARGE_PSI_BIO_SHIELD" size = large icon = "GFX_ship_part_bio_psi_shield" icon_frame = 1 power = @power_L7 resources = { category = ship_components cost = { alloys = @shield_l_t7_cost sr_zro = 0.333 } upkeep = { food = @shield_l_t7_upkeep_energy alloys = @shield_l_t7_upkeep_alloys } } modifier = { ship_shield_add = @bio_ship_shield_L7 ship_shield_regen_add_static = @bio_ship_regen_L7 #Regeneration per day } ship_modifier = { ship_shield_hardening_add = @hardening_T6 } prerequisites = { "tech_psionic_shield" } component_set = "PSI_BIO_SHIELD" potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } ai_weight = { weight = @T5_weight modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = sr_zro } } modifier = { factor = 0.0 is_ai = yes } inline_script = { script = ship_components/weights/roles_stealth MULT = 0 } } } utility_component_template = { #Low power requirements, lower str. Maybe good regen. key = "SMALL_PSI_BIO_BARRIER" size = small icon = "GFX_ship_part_bio_psi_shield" icon_frame = 1 power = 0 resources = { category = ship_components cost = { alloys = @shield_s_t2_cost } upkeep = { alloys = @shield_s_t2_upkeep_alloys } } modifier = { ship_shield_add = @bio_ship_shield_S2 ship_shield_regen_add_static = @bio_ship_regen_S5 #Regeneration per day } ship_modifier = { ship_shield_hardening_add = @hardening_T6 } prerequisites = { "tech_psionic_barrier" } upgrades_to = "SMALL_PSI_BIO_SHIELD" component_set = "PSI_BIO_BARRIER" potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } ai_weight = { weight = @T3_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 0 } } } utility_component_template = { #Low power requirements, lower str. Maybe good regen. key = "MEDIUM_PSI_BIO_BARRIER" size = medium icon = "GFX_ship_part_bio_psi_shield" icon_frame = 1 power = 0 resources = { category = ship_components cost = { alloys = @shield_m_t2_cost } upkeep = { alloys = @shield_m_t2_upkeep_alloys } } modifier = { ship_shield_add = @bio_ship_shield_M2 ship_shield_regen_add_static = @bio_ship_regen_M5 #Regeneration per day } ship_modifier = { ship_shield_hardening_add = @hardening_T6 } prerequisites = { "tech_psionic_barrier" } upgrades_to = "MEDIUM_PSI_BIO_SHIELD" component_set = "PSI_BIO_BARRIER" potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } ai_weight = { weight = @T3_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 0 } } } utility_component_template = { #Low power requirements, lower str. Maybe good regen. key = "LARGE_PSI_BIO_BARRIER" size = large icon = "GFX_ship_part_bio_psi_shield" icon_frame = 1 power = 0 resources = { category = ship_components cost = { alloys = @shield_l_t2_cost } upkeep = { alloys = @shield_l_t2_upkeep_alloys } } modifier = { ship_shield_add = @bio_ship_shield_L2 ship_shield_regen_add_static = @bio_ship_regen_L5 #Regeneration per day } ship_modifier = { ship_shield_hardening_add = @hardening_T6 } prerequisites = { "tech_psionic_barrier" } upgrades_to = "LARGE_PSI_BIO_SHIELD" component_set = "PSI_BIO_BARRIER" potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } ai_weight = { weight = @T3_weight modifier = { factor = 0 NOT = { has_technology = tech_cloaking_psi } from = { has_stealth_ship_role = yes } } } } ####################### # Archaeotech Shields ####################### utility_component_template = { # Small key = "SMALL_BIO_ARCHAEO_SHIELD" size = small icon = "GFX_ship_part_bio_archaeo_shield" icon_frame = 1 power = @power_S5 resources = { category = ship_components cost = { alloys = @shield_s_t5_cost minor_artifacts = @minor_artifacts_cost_s } upkeep = { food = @shield_s_t5_upkeep_energy alloys = @shield_s_t5_upkeep_alloys } } modifier = { ship_shield_add = @bio_ship_shield_S3 ship_shield_regen_add_static = @bio_ship_regen_S6 #Regeneration per day } ship_modifier = { ship_shield_hardening_add = 0.15 } custom_tooltip = tt_SMALL_BIO_ARCHAEO_AP triggered_ship_design_modifier = { potential = { exists = from from = { has_ascension_perk = ap_archaeoengineers } } ship_shield_add = @bio_ship_shield_S1 } prerequisites = { "tech_archaeoshield" } component_set = "BIO_ARCHAEO_SHIELD" potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } ai_weight = { weight = 0 modifier = { add = @T5_weight owner = { has_ascension_perk = ap_archaeoengineers } } modifier = { factor = 0.0 owner = { has_monthly_income = { resource = minor_artifacts value < 3 } } } modifier = { factor = 1.3 owner = { resource_stockpile_compare = { resource = minor_artifacts value > 250 } } } inline_script = { script = ship_components/weights/roles_stealth MULT = 0 } } } utility_component_template = { # Medium key = "MEDIUM_BIO_ARCHAEO_SHIELD" size = medium icon = "GFX_ship_part_bio_archaeo_shield" icon_frame = 1 power = @power_M5 resources = { category = ship_components cost = { alloys = @shield_m_t5_cost minor_artifacts = @minor_artifacts_cost_m } upkeep = { food = @shield_m_t5_upkeep_energy alloys = @shield_m_t5_upkeep_alloys } } modifier = { ship_shield_add = @bio_ship_shield_M3 ship_shield_regen_add_static = @bio_ship_regen_M6 #Regeneration per day } ship_modifier = { ship_shield_hardening_add = 0.15 } custom_tooltip = tt_MEDIUM_BIO_ARCHAEO_AP triggered_ship_design_modifier = { potential = { exists = from from = { has_ascension_perk = ap_archaeoengineers } } ship_shield_add = @bio_ship_shield_M1 } prerequisites = { "tech_archaeoshield" } component_set = "BIO_ARCHAEO_SHIELD" potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } ai_weight = { weight = 0 modifier = { add = @T5_weight owner = { has_ascension_perk = ap_archaeoengineers } } modifier = { factor = 0.0 owner = { has_monthly_income = { resource = minor_artifacts value < 3 } } } modifier = { factor = 1.3 owner = { resource_stockpile_compare = { resource = minor_artifacts value > 250 } } } inline_script = { script = ship_components/weights/roles_stealth MULT = 0 } } } utility_component_template = { # Large key = "LARGE_BIO_ARCHAEO_SHIELD" size = large icon = "GFX_ship_part_bio_archaeo_shield" icon_frame = 1 power = @power_L5 resources = { category = ship_components cost = { alloys = @shield_l_t5_cost minor_artifacts = @minor_artifacts_cost_l } upkeep = { food = @shield_l_t5_upkeep_energy alloys = @shield_l_t5_upkeep_alloys } } modifier = { ship_shield_add = @bio_ship_shield_L3 ship_shield_regen_add_static = @bio_ship_regen_L6 #Regeneration per day } ship_modifier = { ship_shield_hardening_add = 0.15 } custom_tooltip = tt_LARGE_BIO_ARCHAEO triggered_ship_design_modifier = { potential = { exists = from from = { has_ascension_perk = ap_archaeoengineers } } ship_shield_add = @bio_ship_shield_L1 } prerequisites = { "tech_archaeoshield" } component_set = "BIO_ARCHAEO_SHIELD" potential = { from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } ai_weight = { weight = 0 modifier = { add = @T5_weight owner = { has_ascension_perk = ap_archaeoengineers } } modifier = { factor = 0.0 owner = { has_monthly_income = { resource = minor_artifacts value < 3 } } } modifier = { factor = 1.3 owner = { resource_stockpile_compare = { resource = minor_artifacts value > 250 } } } inline_script = { script = ship_components/weights/roles_stealth MULT = 0 } } } ############# # REACTORS # ############# ######################## # Fission Reactors ######################## utility_component_template = { key = "CORVETTE_BIO_FISSION_REACTOR" size = small icon = "GFX_ship_part_bio_reactor_1" icon_frame = 1 power = @corvette_reactor_power_1 resources = { category = ship_components cost = { food = @corvette_reactor_cost_1 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 0.10 } upkeep = { food = 0.01 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_fission_power" } component_set = "power_core" potential = { ship_uses_corvette_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "CORVETTE_BIO_FUSION_REACTOR" ai_weight = { weight = 1 } } utility_component_template = { key = "DESTROYER_BIO_FISSION_REACTOR" size = small icon = "GFX_ship_part_bio_reactor_1" icon_frame = 1 power = @destroyer_reactor_power_1 resources = { category = ship_components cost = { food = @destroyer_reactor_cost_1 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 0.20 } upkeep = { food = 0.02 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_fission_power" } component_set = "power_core" potential = { ship_uses_destroyer_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "DESTROYER_BIO_FUSION_REACTOR" ai_weight = { weight = 1 } } utility_component_template = { key = "CRUISER_BIO_FISSION_REACTOR" size = small icon = "GFX_ship_part_bio_reactor_1" icon_frame = 1 power = @cruiser_reactor_power_1 resources = { category = ship_components cost = { food = @cruiser_reactor_cost_1 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 0.40 } upkeep = { food = 0.04 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_fission_power" } component_set = "power_core" potential = { ship_uses_cruiser_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "CRUISER_BIO_FUSION_REACTOR" ai_weight = { weight = 1 } } utility_component_template = { key = "BATTLESHIP_BIO_FISSION_REACTOR" size = small icon = "GFX_ship_part_bio_reactor_1" icon_frame = 1 power = @battleship_reactor_power_1 resources = { category = ship_components cost = { food = @battleship_reactor_cost_1 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 0.80 } upkeep = { food = 0.08 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_fission_power" } component_set = "power_core" potential = { ship_uses_battleship_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "BATTLESHIP_BIO_FUSION_REACTOR" ai_weight = { weight = 1 } } utility_component_template = { key = "TITAN_BIO_FISSION_REACTOR" size = small icon = "GFX_ship_part_bio_reactor_1" icon_frame = 1 power = @titan_reactor_power_1 resources = { category = ship_components cost = { food = @titan_reactor_cost_1 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 1.60 } upkeep = { food = 0.16 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_fission_power" } component_set = "power_core" potential = { ship_uses_titan_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "TITAN_BIO_FUSION_REACTOR" ai_weight = { weight = 1 } } utility_component_template = { key = "JUGGERNAUT_BIO_FISSION_REACTOR" size = small icon = "GFX_ship_part_bio_reactor_1" icon_frame = 1 power = @juggernaut_reactor_power_1 resources = { category = ship_components cost = { food = @juggernaut_reactor_cost_1 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 5.6 } upkeep = { food = 0.56 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_fission_power" } component_set = "power_core" potential = { ship_uses_juggernaut_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "JUGGERNAUT_BIO_FUSION_REACTOR" ai_weight = { weight = 1 } } utility_component_template = { key = "PLATFORM_BIO_FISSION_REACTOR" size = large icon = "GFX_ship_part_bio_reactor_1" icon_frame = 1 power = @platform_reactor_power_1 resources = { category = ship_components cost = { food = @platform_reactor_cost_1 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 0.20 } upkeep = { food = 0.02 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_fission_power" } potential = { ship_uses_platform_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "power_core" upgrades_to = "PLATFORM_BIO_FUSION_REACTOR" ai_weight = { weight = 1 } } utility_component_template = { key = "STARBASE_BIO_FISSION_REACTOR" size = large icon = "GFX_ship_part_bio_reactor_1" icon_frame = 1 power = @starbase_reactor_power_1 prerequisites = { "tech_fission_power" } potential = { ship_uses_starbase_components = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "power_core" upgrades_to = "STARBASE_BIO_FUSION_REACTOR" ai_weight = { weight = 1 } } ######################## # Fusion Reactors ######################## utility_component_template = { key = "CORVETTE_BIO_FUSION_REACTOR" size = small icon = "GFX_ship_part_bio_reactor_2" icon_frame = 1 power = @corvette_reactor_power_2 resources = { category = ship_components cost = { food = @corvette_reactor_cost_2 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 0.13 } upkeep = { food = 0.013 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_fusion_power" } component_set = "power_core" potential = { ship_uses_corvette_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "CORVETTE_BIO_COLD_FUSION_REACTOR" ai_weight = { weight = 2 } } utility_component_template = { key = "DESTROYER_BIO_FUSION_REACTOR" size = small icon = "GFX_ship_part_bio_reactor_2" icon_frame = 1 power = @destroyer_reactor_power_2 resources = { category = ship_components cost = { food = @destroyer_reactor_cost_2 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 0.26 } upkeep = { food = 0.026 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_fusion_power" } component_set = "power_core" potential = { ship_uses_destroyer_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "DESTROYER_BIO_COLD_FUSION_REACTOR" ai_weight = { weight = 2 } } utility_component_template = { key = "CRUISER_BIO_FUSION_REACTOR" size = small icon = "GFX_ship_part_bio_reactor_2" icon_frame = 1 power = @cruiser_reactor_power_2 resources = { category = ship_components cost = { food = @cruiser_reactor_cost_2 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 0.52 } upkeep = { food = 0.052 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_fusion_power" } component_set = "power_core" potential = { ship_uses_cruiser_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "CRUISER_BIO_COLD_FUSION_REACTOR" ai_weight = { weight = 2 } } utility_component_template = { key = "BATTLESHIP_BIO_FUSION_REACTOR" size = small icon = "GFX_ship_part_bio_reactor_2" icon_frame = 1 power = @battleship_reactor_power_2 resources = { category = ship_components cost = { food = @battleship_reactor_cost_2 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 1.04 } upkeep = { food = 0.104 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_fusion_power" } component_set = "power_core" potential = { ship_uses_battleship_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "BATTLESHIP_BIO_COLD_FUSION_REACTOR" ai_weight = { weight = 2 } } utility_component_template = { key = "TITAN_BIO_FUSION_REACTOR" size = small icon = "GFX_ship_part_bio_reactor_2" icon_frame = 1 power = @titan_reactor_power_2 resources = { category = ship_components cost = { food = @titan_reactor_cost_2 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 2.08 } upkeep = { food = 0.208 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_fusion_power" } component_set = "power_core" potential = { ship_uses_titan_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "TITAN_BIO_COLD_FUSION_REACTOR" ai_weight = { weight = 2 } } utility_component_template = { key = "JUGGERNAUT_BIO_FUSION_REACTOR" size = small icon = "GFX_ship_part_bio_reactor_2" icon_frame = 1 power = @juggernaut_reactor_power_2 resources = { category = ship_components cost = { food = @juggernaut_reactor_cost_2 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 7.28 } upkeep = { food = 0.728 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_fusion_power" } component_set = "power_core" potential = { ship_uses_juggernaut_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "JUGGERNAUT_BIO_COLD_FUSION_REACTOR" ai_weight = { weight = 2 } } utility_component_template = { key = "PLATFORM_BIO_FUSION_REACTOR" size = large icon = "GFX_ship_part_bio_reactor_2" icon_frame = 1 power = @platform_reactor_power_2 resources = { category = ship_components cost = { food = @platform_reactor_cost_2 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 0.26 } upkeep = { food = 0.026 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_fusion_power" } potential = { ship_uses_platform_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "power_core" upgrades_to = "PLATFORM_BIO_COLD_FUSION_REACTOR" ai_weight = { weight = 2 } } utility_component_template = { key = "STARBASE_BIO_FUSION_REACTOR" size = large icon = "GFX_ship_part_bio_reactor_2" icon_frame = 1 power = @starbase_reactor_power_2 prerequisites = { "tech_fusion_power" } component_set = "power_core" potential = { ship_uses_starbase_components = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "STARBASE_BIO_COLD_FUSION_REACTOR" ai_weight = { weight = 2 } } ######################## # Cold Fusion Reactors ######################## utility_component_template = { key = "CORVETTE_BIO_COLD_FUSION_REACTOR" size = small icon = "GFX_ship_part_bio_reactor_3" icon_frame = 1 power = @corvette_reactor_power_3 resources = { category = ship_components cost = { food = @corvette_reactor_cost_3 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 0.17 } upkeep = { food = 0.017 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_cold_fusion_power" } component_set = "power_core" potential = { ship_uses_corvette_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "CORVETTE_BIO_ANTIMATTER_REACTOR" ai_weight = { weight = 3 } } utility_component_template = { key = "DESTROYER_BIO_COLD_FUSION_REACTOR" size = small icon = "GFX_ship_part_bio_reactor_3" icon_frame = 1 power = @destroyer_reactor_power_3 resources = { category = ship_components cost = { food = @destroyer_reactor_cost_3 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 0.34 } upkeep = { food = 0.034 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_cold_fusion_power" } component_set = "power_core" potential = { ship_uses_destroyer_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "DESTROYER_BIO_ANTIMATTER_REACTOR" ai_weight = { weight = 3 } } utility_component_template = { key = "CRUISER_BIO_COLD_FUSION_REACTOR" size = small icon = "GFX_ship_part_bio_reactor_3" icon_frame = 1 power = @cruiser_reactor_power_3 resources = { category = ship_components cost = { food = @cruiser_reactor_cost_3 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 0.68 } upkeep = { food = 0.068 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_cold_fusion_power" } component_set = "power_core" potential = { ship_uses_cruiser_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "CRUISER_BIO_ANTIMATTER_REACTOR" ai_weight = { weight = 3 } } utility_component_template = { key = "BATTLESHIP_BIO_COLD_FUSION_REACTOR" size = small icon = "GFX_ship_part_bio_reactor_3" icon_frame = 1 power = @battleship_reactor_power_3 resources = { category = ship_components cost = { food = @battleship_reactor_cost_3 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 1.35 } upkeep = { food = 0.135 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_cold_fusion_power" } component_set = "power_core" potential = { ship_uses_battleship_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "BATTLESHIP_BIO_ANTIMATTER_REACTOR" ai_weight = { weight = 3 } } utility_component_template = { key = "TITAN_BIO_COLD_FUSION_REACTOR" size = small icon = "GFX_ship_part_bio_reactor_3" icon_frame = 1 power = @titan_reactor_power_3 resources = { category = ship_components cost = { food = @titan_reactor_cost_3 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 2.70 } upkeep = { food = 0.270 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_cold_fusion_power" } component_set = "power_core" potential = { ship_uses_titan_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "TITAN_BIO_ANTIMATTER_REACTOR" ai_weight = { weight = 3 } } utility_component_template = { key = "JUGGERNAUT_BIO_COLD_FUSION_REACTOR" size = small icon = "GFX_ship_part_bio_reactor_3" icon_frame = 1 power = @juggernaut_reactor_power_3 resources = { category = ship_components cost = { food = @juggernaut_reactor_cost_3 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 9.46 } upkeep = { food = 0.946 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_antimatter_power" } component_set = "power_core" potential = { ship_uses_juggernaut_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "JUGGERNAUT_BIO_ANTIMATTER_REACTOR" ai_weight = { weight = 3 } } utility_component_template = { key = "PLATFORM_BIO_COLD_FUSION_REACTOR" size = large icon = "GFX_ship_part_bio_reactor_3" icon_frame = 1 power = @platform_reactor_power_3 resources = { category = ship_components cost = { food = @platform_reactor_cost_3 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 0.26 } upkeep = { food = 0.026 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_cold_fusion_power" } component_set = "power_core" potential = { ship_uses_platform_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "PLATFORM_BIO_ANTIMATTER_REACTOR" ai_weight = { weight = 3 } } utility_component_template = { key = "STARBASE_BIO_COLD_FUSION_REACTOR" size = large icon = "GFX_ship_part_bio_reactor_3" icon_frame = 1 power = @starbase_reactor_power_3 prerequisites = { "tech_cold_fusion_power" } component_set = "power_core" potential = { ship_uses_starbase_components = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "STARBASE_BIO_ANTIMATTER_REACTOR" ai_weight = { weight = 3 } } ######################## # Antimatter Reactors ######################## utility_component_template = { key = "CORVETTE_BIO_ANTIMATTER_REACTOR" size = small icon = "GFX_ship_part_bio_reactor_4" icon_frame = 1 power = @corvette_reactor_power_4 resources = { category = ship_components cost = { food = @corvette_reactor_cost_4 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 0.22 } upkeep = { food = 0.022 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_antimatter_power" } component_set = "power_core" potential = { ship_uses_corvette_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "CORVETTE_BIO_ZERO_POINT_REACTOR" ai_weight = { weight = 4 } } utility_component_template = { key = "DESTROYER_BIO_ANTIMATTER_REACTOR" size = small icon = "GFX_ship_part_bio_reactor_4" icon_frame = 1 power = @destroyer_reactor_power_4 resources = { category = ship_components cost = { food = @destroyer_reactor_cost_4 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 0.44 } upkeep = { food = 0.044 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_antimatter_power" } component_set = "power_core" potential = { ship_uses_destroyer_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "DESTROYER_BIO_ZERO_POINT_REACTOR" ai_weight = { weight = 4 } } utility_component_template = { key = "CRUISER_BIO_ANTIMATTER_REACTOR" size = small icon = "GFX_ship_part_bio_reactor_4" icon_frame = 1 power = @cruiser_reactor_power_4 resources = { category = ship_components cost = { food = @cruiser_reactor_cost_4 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 0.88 } upkeep = { food = 0.088 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_antimatter_power" } component_set = "power_core" potential = { ship_uses_cruiser_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "CRUISER_BIO_ZERO_POINT_REACTOR" ai_weight = { weight = 4 } } utility_component_template = { key = "BATTLESHIP_BIO_ANTIMATTER_REACTOR" size = small icon = "GFX_ship_part_bio_reactor_4" icon_frame = 1 power = @battleship_reactor_power_4 resources = { category = ship_components cost = { food = @battleship_reactor_cost_4 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 1.76 } upkeep = { food = 0.176 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_antimatter_power" } component_set = "power_core" potential = { ship_uses_battleship_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "BATTLESHIP_BIO_ZERO_POINT_REACTOR" ai_weight = { weight = 4 } } utility_component_template = { key = "TITAN_BIO_ANTIMATTER_REACTOR" size = small icon = "GFX_ship_part_bio_reactor_4" icon_frame = 1 power = @titan_reactor_power_4 resources = { category = ship_components cost = { food = @titan_reactor_cost_4 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 3.51 } upkeep = { food = 0.351 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_antimatter_power" } component_set = "power_core" potential = { ship_uses_titan_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "TITAN_BIO_ZERO_POINT_REACTOR" ai_weight = { weight = 4 } } utility_component_template = { key = "JUGGERNAUT_BIO_ANTIMATTER_REACTOR" size = small icon = "GFX_ship_part_bio_reactor_4" icon_frame = 1 power = @juggernaut_reactor_power_4 resources = { category = ship_components cost = { food = @juggernaut_reactor_cost_4 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 12.30 } upkeep = { food = 1.230 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_antimatter_power" } component_set = "power_core" potential = { ship_uses_juggernaut_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "JUGGERNAUT_BIO_ZERO_POINT_REACTOR" ai_weight = { weight = 4 } } utility_component_template = { key = "PLATFORM_BIO_ANTIMATTER_REACTOR" size = large icon = "GFX_ship_part_bio_reactor_4" icon_frame = 1 power = @platform_reactor_power_4 resources = { category = ship_components cost = { food = @platform_reactor_cost_4 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 0.44 } upkeep = { food = 0.044 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_antimatter_power" } component_set = "power_core" potential = { ship_uses_platform_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "PLATFORM_BIO_ZERO_POINT_REACTOR" ai_weight = { weight = 4 } } utility_component_template = { key = "STARBASE_BIO_ANTIMATTER_REACTOR" size = large icon = "GFX_ship_part_bio_reactor_4" icon_frame = 1 power = @starbase_reactor_power_4 prerequisites = { "tech_antimatter_power" } component_set = "power_core" potential = { ship_uses_starbase_components = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "STARBASE_BIO_ZERO_POINT_REACTOR" ai_weight = { weight = 4 } } ######################## # Zero-Point Reactors ######################## utility_component_template = { key = "CORVETTE_BIO_ZERO_POINT_REACTOR" size = small icon = "GFX_ship_part_bio_reactor_5" icon_frame = 1 power = @corvette_reactor_power_5 resources = { category = ship_components cost = { food = @corvette_reactor_cost_5 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 0.28 } upkeep = { food = 0.028 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_zero_point_power" } component_set = "power_core" potential = { ship_uses_corvette_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "CORVETTE_BIO_DARK_MATTER_REACTOR" ai_weight = { weight = 5 } } utility_component_template = { key = "DESTROYER_BIO_ZERO_POINT_REACTOR" size = small icon = "GFX_ship_part_bio_reactor_5" icon_frame = 1 power = @destroyer_reactor_power_5 resources = { category = ship_components cost = { food = @destroyer_reactor_cost_5 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 0.57 } upkeep = { food = 0.057 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_zero_point_power" } component_set = "power_core" potential = { ship_uses_destroyer_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "DESTROYER_BIO_DARK_MATTER_REACTOR" ai_weight = { weight = 5 } } utility_component_template = { key = "CRUISER_BIO_ZERO_POINT_REACTOR" size = small icon = "GFX_ship_part_bio_reactor_5" icon_frame = 1 power = @cruiser_reactor_power_5 resources = { category = ship_components cost = { food = @cruiser_reactor_cost_5 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 1.14 } upkeep = { food = 0.114 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_zero_point_power" } component_set = "power_core" potential = { ship_uses_cruiser_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "CRUISER_BIO_DARK_MATTER_REACTOR" ai_weight = { weight = 5 } } utility_component_template = { key = "BATTLESHIP_BIO_ZERO_POINT_REACTOR" size = small icon = "GFX_ship_part_bio_reactor_5" icon_frame = 1 power = @battleship_reactor_power_5 resources = { category = ship_components cost = { food = @battleship_reactor_cost_5 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 2.29 } upkeep = { food = 0.229 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_zero_point_power" } component_set = "power_core" potential = { ship_uses_battleship_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "BATTLESHIP_BIO_DARK_MATTER_REACTOR" ai_weight = { weight = 5 } } utility_component_template = { key = "TITAN_BIO_ZERO_POINT_REACTOR" size = small icon = "GFX_ship_part_bio_reactor_5" icon_frame = 1 power = @titan_reactor_power_5 resources = { category = ship_components cost = { food = @titan_reactor_cost_5 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 4.56 } upkeep = { food = 0.456 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_zero_point_power" } component_set = "power_core" potential = { ship_uses_titan_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "TITAN_BIO_DARK_MATTER_REACTOR" ai_weight = { weight = 5 } } utility_component_template = { key = "COLOSSUS_BIO_ZERO_POINT_REACTOR" size = small icon = "GFX_ship_part_bio_reactor_5" icon_frame = 1 power = @colossus_power component_set = "power_core" potential = { ship_uses_colossus_components = yes from = { country_uses_bio_ships = yes } } upgrades_to = "COLOSSUS_BIO_DARK_MATTER_REACTOR" ai_weight = { weight = 5 } } utility_component_template = { key = "JUGGERNAUT_BIO_ZERO_POINT_REACTOR" size = small icon = "GFX_ship_part_bio_reactor_5" icon_frame = 1 power = @juggernaut_reactor_power_5 resources = { category = ship_components cost = { food = @juggernaut_reactor_cost_5 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 15.99 } upkeep = { food = 1.599 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_zero_point_power" } component_set = "power_core" potential = { ship_uses_juggernaut_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "JUGGERNAUT_BIO_DARK_MATTER_REACTOR" ai_weight = { weight = 5 } } utility_component_template = { key = "PLATFORM_BIO_ZERO_POINT_REACTOR" size = large icon = "GFX_ship_part_bio_reactor_5" icon_frame = 1 power = @platform_reactor_power_5 resources = { category = ship_components cost = { food = @platform_reactor_cost_5 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 0.57 } upkeep = { food = 0.057 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_zero_point_power" } component_set = "power_core" potential = { ship_uses_platform_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "PLATFORM_BIO_DARK_MATTER_REACTOR" ai_weight = { weight = 5 } } utility_component_template = { key = "ION_CANNON_BIO_ZERO_POINT_REACTOR" size = small icon = "GFX_ship_part_bio_reactor_5" icon_frame = 1 power = @battleship_reactor_power_5 resources = { category = ship_components cost = { alloys = @cruiser_reactor_cost_5 } } component_set = "power_core" potential = { ship_uses_ion_cannon_components = yes from = { country_uses_bio_ships = yes } } upgrades_to = "ION_CANNON_BIO_DARK_MATTER_REACTOR" ai_weight = { weight = 5 } } utility_component_template = { key = "STARBASE_BIO_ZERO_POINT_REACTOR" size = large icon = "GFX_ship_part_bio_reactor_5" icon_frame = 1 power = @starbase_reactor_power_5 prerequisites = { "tech_zero_point_power" } component_set = "power_core" potential = { ship_uses_starbase_components = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } upgrades_to = "STARBASE_BIO_DARK_MATTER_REACTOR" ai_weight = { weight = 5 } } #################### # Engimatic Reactors #################### utility_component_template = { key = "CORVETTE_BIO_DARK_MATTER_REACTOR" size = small icon = "GFX_ship_part_bio_dark_matter_power_core" icon_frame = 1 power = @corvette_reactor_power_6 resources = { category = ship_components cost = { sr_dark_matter = 1 } cost = { food = @corvette_reactor_cost_6 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 0.37 } upkeep = { food = 0.037 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_dark_matter_power_core" } component_set = "power_core" potential = { ship_uses_corvette_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } ai_weight = { weight = 6 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = sr_dark_matter } } modifier = { factor = 0.0 is_ai = yes } } } utility_component_template = { key = "DESTROYER_BIO_DARK_MATTER_REACTOR" size = small icon = "GFX_ship_part_bio_dark_matter_power_core" icon_frame = 1 power = @destroyer_reactor_power_6 resources = { category = ship_components cost = { sr_dark_matter = 2 } cost = { food = @destroyer_reactor_cost_6 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 0.74 } upkeep = { food = 0.074 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_dark_matter_power_core" } component_set = "power_core" potential = { ship_uses_destroyer_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } ai_weight = { weight = 6 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = sr_dark_matter } } modifier = { factor = 0.0 is_ai = yes } } } utility_component_template = { key = "CRUISER_BIO_DARK_MATTER_REACTOR" size = small icon = "GFX_ship_part_bio_dark_matter_power_core" icon_frame = 1 power = @cruiser_reactor_power_6 resources = { category = ship_components cost = { sr_dark_matter = 4 } cost = { food = @cruiser_reactor_cost_6 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 1.48 } upkeep = { food = 0.148 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_dark_matter_power_core" } component_set = "power_core" potential = { ship_uses_cruiser_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } ai_weight = { weight = 6 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = sr_dark_matter } } modifier = { factor = 0.0 is_ai = yes } } } utility_component_template = { key = "BATTLESHIP_BIO_DARK_MATTER_REACTOR" size = small icon = "GFX_ship_part_bio_dark_matter_power_core" icon_frame = 1 power = @battleship_reactor_power_6 resources = { category = ship_components cost = { sr_dark_matter = 8 } cost = { food = @battleship_reactor_cost_6 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 2.98 } upkeep = { food = 0.298 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_dark_matter_power_core" } component_set = "power_core" potential = { ship_uses_battleship_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } ai_weight = { weight = 6 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = sr_dark_matter } } modifier = { factor = 0.0 is_ai = yes } } } utility_component_template = { key = "TITAN_BIO_DARK_MATTER_REACTOR" size = small icon = "GFX_ship_part_bio_dark_matter_power_core" icon_frame = 1 power = @titan_reactor_power_6 resources = { category = ship_components cost = { sr_dark_matter = 16 } cost = { food = @titan_reactor_cost_6 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 5.93 } upkeep = { food = 0.593 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_dark_matter_power_core" } component_set = "power_core" potential = { ship_uses_titan_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } ai_weight = { weight = 6 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = sr_dark_matter } } modifier = { factor = 0.0 is_ai = yes } } } utility_component_template = { key = "COLOSSUS_BIO_DARK_MATTER_REACTOR" size = small icon = "GFX_ship_part_bio_dark_matter_power_core" icon_frame = 1 power = @colossus_power resources = { category = ship_components } prerequisites = { "tech_dark_matter_power_core" } component_set = "power_core" potential = { ship_uses_colossus_components = yes from = { country_uses_bio_ships = yes } } ai_weight = { weight = 6 } } utility_component_template = { key = "JUGGERNAUT_BIO_DARK_MATTER_REACTOR" size = small icon = "GFX_ship_part_bio_dark_matter_power_core" icon_frame = 1 power = @juggernaut_reactor_power_6 resources = { category = ship_components cost = { sr_dark_matter = 32 } cost = { food = @juggernaut_reactor_cost_6 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 20.79 } upkeep = { food = 2.079 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_dark_matter_power_core" } component_set = "power_core" potential = { ship_uses_juggernaut_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } ai_weight = { weight = 6 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = sr_dark_matter } } modifier = { factor = 0.0 is_ai = yes } } } utility_component_template = { key = "PLATFORM_BIO_DARK_MATTER_REACTOR" size = large icon = "GFX_ship_part_bio_dark_matter_power_core" icon_frame = 1 power = @platform_reactor_power_6 resources = { category = ship_components cost = { sr_dark_matter = 4 } cost = { food = @platform_reactor_cost_6 mult = @alloy_to_food_cost_ratio } upkeep = { energy = 0.74 } upkeep = { food = 0.074 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_dark_matter_power_core" } component_set = "power_core" potential = { ship_uses_platform_reactors = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } ai_weight = { weight = 6 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = sr_dark_matter } } modifier = { factor = 0.0 is_ai = yes } } } utility_component_template = { key = "ION_CANNON_BIO_DARK_MATTER_REACTOR" size = small icon = "GFX_ship_part_bio_dark_matter_power_core" icon_frame = 1 power = @battleship_reactor_power_6 resources = { category = ship_components cost = { sr_dark_matter = 8 } cost = { food = @cruiser_reactor_cost_6 mult = @alloy_to_food_cost_ratio } } prerequisites = { "tech_dark_matter_power_core" } component_set = "power_core" potential = { ship_uses_ion_cannon_components = yes from = { country_uses_bio_ships = yes } } ai_weight = { weight = 6 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = sr_dark_matter } } modifier = { factor = 0.0 is_ai = yes } } } utility_component_template = { key = "STARBASE_BIO_DARK_MATTER_REACTOR" size = large icon = "GFX_ship_part_bio_dark_matter_power_core" icon_frame = 1 power = @starbase_reactor_power_6 prerequisites = { "tech_dark_matter_power_core" } component_set = "power_core" potential = { ship_uses_starbase_components = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } ai_weight = { weight = 6 } } #################### # FTL Drives #################### @cost1 = 5 @cost2 = 10 @cost3 = 15 @cost4 = 20 @power0 = -5 @power1 = -10 @power2 = -15 @power3 = -20 @power4 = -30 ### NON-FTL DRIVE utility_component_template = { key = "BIO_EMPTY_DRIVE" size = small icon = "GFX_ship_part_empty_ftl_drive" icon_frame = 1 power = 0 potential = { is_eager_explorer_ship = no from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "ftl_components" upgrades_to = "BIO_HYPER_DRIVE_1" ai_weight = { base = 0 } } ### HYPER DRIVES utility_component_template = { key = "BIO_HYPER_DRIVE_1" size = small icon = "GFX_ship_part_bioship_hyper_drive_1" icon_frame = 1 power = @power1 resources = { category = ship_components cost = { food = @cost1 mult = @alloy_to_food_cost_ratio } } ftl = yes ship_modifier = { ship_disengage_opportunities_add = 1 } ai_weight = { weight = 1 } potential = { is_eager_explorer_ship = no from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_hyper_drive_1" } component_set = "ftl_components" upgrades_to = "BIO_HYPER_DRIVE_2" } utility_component_template = { key = "BIO_HYPER_DRIVE_2" size = small icon = "GFX_ship_part_bioship_hyper_drive_2" icon_frame = 1 power = @power2 resources = { category = ship_components cost = { food = @cost2 mult = @alloy_to_food_cost_ratio } } ftl = yes ship_modifier = { ship_disengage_opportunities_add = 1 ship_windup_mult = -0.25 } ai_weight = { weight = 2 } potential = { is_eager_explorer_ship = no from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_hyper_drive_2" } component_set = "ftl_components" upgrades_to = "BIO_HYPER_DRIVE_3" } utility_component_template = { key = "BIO_HYPER_DRIVE_3" size = small icon = "GFX_ship_part_bioship_hyper_drive_3" icon_frame = 1 power = @power3 resources = { category = ship_components cost = { food = @cost3 mult = @alloy_to_food_cost_ratio } } ftl = yes ship_modifier = { ship_disengage_opportunities_add = 1 ship_windup_mult = -0.5 } ai_weight = { weight = 3 } potential = { is_eager_explorer_ship = no from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_hyper_drive_3" } component_set = "ftl_components" upgrades_to = "BIO_JUMP_DRIVE_1" } ### Jump drives utility_component_template = { key = "BIO_JUMP_DRIVE_1" size = small icon = "GFX_ship_part_bioship_jump_drive_1" icon_frame = 1 power = @power4 resources = { category = ship_components cost = { food = @cost4 mult = @alloy_to_food_cost_ratio } } ftl = yes jumpdrive = yes ship_modifier = { ship_disengage_opportunities_add = 1 ship_windup_mult = -0.7 } ai_weight = { weight = 4 } potential = { ship_uses_jump_drives = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_jump_drive_1" } component_set = "ftl_components" upgrades_to = "BIO_PSI_JUMP_DRIVE_1" } ### Jump drives utility_component_template = { key = "BIO_PSI_JUMP_DRIVE_1" size = small icon = "GFX_ship_part_bioship_psi_jump_drive_1" icon_frame = 1 power = @power4 resources = { category = ship_components cost = { food = @cost4 mult = @alloy_to_food_cost_ratio } } ftl = yes jumpdrive = yes ship_modifier = { ship_disengage_opportunities_add = 2 ship_windup_mult = -0.8 ship_ftl_jumpdrive_range_mult = 0.50 } ai_weight = { weight = 5 } potential = { ship_uses_jump_drives = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } prerequisites = { "tech_psi_jump_drive_1" } component_set = "ftl_components" } #################### # DEFAULT COMPUTER # #################### @computer_cost0 = 0 @computer_cost1 = 5 @computer_cost2 = 10 @computer_cost3 = 20 @computer_power0 = -5 @computer_power1 = -10 @computer_power2 = -15 @computer_power3 = -25 utility_component_template = { key = "BIO_COMBAT_COMPUTER_DEFAULT" size = small icon = "GFX_ship_part_bioship_computer_default" icon_frame = 1 ship_behavior = "default" upgrade_path = default potential = { from = { country_uses_bio_ships = yes } OR = { is_ship_class = shipclass_military is_ship_size = juggernaut } } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ai_weight = { weight = 1 } } ######################## # BASIC SHIP COMPUTERS # ######################## utility_component_template = { key = "BIO_COMBAT_COMPUTER_SWARM_DEFAULT" size = small icon = "GFX_ship_part_bioship_computer_default" icon_frame = 1 power = @computer_power0 resources = { category = ship_components cost = { food = @computer_cost0 mult = @alloy_to_food_cost_ratio } } ship_behavior = "swarm" upgrade_path = swarm hidden = yes potential = { from = { country_uses_bio_ships = yes } ship_uses_swarm_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" upgrades_to = "BIO_COMBAT_COMPUTER_SWARM_BASIC" ai_tags = { gunship gunship_stealth } ai_tag_weight = 0 ai_weight = { weight = 1 } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_PICKET_DEFAULT" size = small icon = "GFX_ship_part_bioship_computer_default" icon_frame = 1 power = @computer_power0 resources = { category = ship_components cost = { food = @computer_cost0 mult = @alloy_to_food_cost_ratio } } ship_behavior = "picket" upgrade_path = picket hidden = yes potential = { from = { country_uses_bio_ships = yes } ship_uses_picket_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" upgrades_to = "BIO_COMBAT_COMPUTER_PICKET_BASIC" ai_tags = { screen screen_stealth } ai_tag_weight = 0 ai_weight = { weight = 1 } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_LINE_DEFAULT" size = small icon = "GFX_ship_part_bioship_computer_default" icon_frame = 1 power = @computer_power0 resources = { category = ship_components cost = { food = @computer_cost0 mult = @alloy_to_food_cost_ratio } } ship_behavior = "line" upgrade_path = line hidden = yes potential = { from = { country_uses_bio_ships = yes } ship_uses_line_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" upgrades_to = "BIO_COMBAT_COMPUTER_LINE_BASIC" ai_tags = { gunship gunship_stealth } ai_tag_weight = 0 ai_weight = { weight = 1 } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_ARTILLERY_DEFAULT" size = small icon = "GFX_ship_part_bioship_computer_default" icon_frame = 1 power = @computer_power0 resources = { category = ship_components cost = { food = @computer_cost0 mult = @alloy_to_food_cost_ratio } } ship_behavior = "artillery" upgrade_path = artillery hidden = yes potential = { from = { country_uses_bio_ships = yes } ship_uses_artillery_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" upgrades_to = "BIO_COMBAT_COMPUTER_ARTILLERY_BASIC" ai_tags = { artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth } ai_tag_weight = 0 ai_weight = { weight = 1 } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_PLATFORM_DEFAULT" size = small icon = "GFX_ship_part_bioship_computer_default" icon_frame = 1 power = @computer_power0 resources = { category = ship_components cost = { food = @computer_cost0 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_platform_computers = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "platform" upgrades_to = "BIO_COMBAT_COMPUTER_PLATFORM_BASIC" ship_modifier = { } ai_weight = { weight = 1 } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_DEBUFFER_DEFAULT" size = small icon = "GFX_ship_part_bioship_computer_default" icon_frame = 1 power = @computer_power0 resources = { category = ship_components cost = { food = @computer_cost0 mult = @alloy_to_food_cost_ratio } } ship_behavior = "swarm" upgrade_path = debuffer hidden = yes potential = { from = { country_uses_bio_ships = yes } ship_uses_debuffer_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" upgrades_to = "BIO_COMBAT_COMPUTER_DEBUFFER_BASIC" ai_tags = { debuffer_role debuffer_role_stealth } ai_tag_weight = 0 ai_weight = { weight = 1 } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_BUFFER_DEFAULT" size = small icon = "GFX_ship_part_bioship_computer_default" icon_frame = 1 power = @computer_power0 resources = { category = ship_components cost = { food = @computer_cost0 mult = @alloy_to_food_cost_ratio } } ship_behavior = "swarm" upgrade_path = buffer hidden = yes potential = { from = { country_uses_bio_ships = yes } ship_uses_buffer_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" upgrades_to = "BIO_COMBAT_COMPUTER_BUFFER_BASIC" ai_tags = { buffer_role buffer_role_stealth } ai_tag_weight = 0 ai_weight = { weight = 1 } } ##################### # 'SWARM' COMPUTERS # ##################### utility_component_template = { key = "BIO_COMBAT_COMPUTER_SWARM_BASIC" size = small icon = "GFX_ship_part_bioship_computer_swarm_basic" icon_frame = 1 power = @computer_power1 resources = { category = ship_components cost = { food = @computer_cost1 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_swarm_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "swarm" upgrade_path = swarm prerequisites = { "tech_combat_computers_1" } upgrades_to = "BIO_COMBAT_COMPUTER_SWARM_ADVANCED" ai_tags = { gunship gunship_stealth brawler brawler_stealth } ai_tag_weight = 0 modifier = { ship_evasion_mult = 0.05 } ship_modifier = { ship_fire_rate_mult = 0.05 } ai_weight = { weight = 2 } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_SWARM_ADVANCED" size = small icon = "GFX_ship_part_bioship_computer_swarm_advanced" icon_frame = 1 power = @computer_power2 resources = { category = ship_components cost = { food = @computer_cost2 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_swarm_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "swarm" upgrade_path = swarm prerequisites = { "tech_combat_computers_2" } upgrades_to = "BIO_COMBAT_COMPUTER_SWARM_SAPIENT" ai_tags = { gunship gunship_stealth brawler brawler_stealth } ai_tag_weight = 0 modifier = { ship_evasion_mult = 0.10 } ship_modifier = { ship_fire_rate_mult = 0.10 } ai_weight = { weight = 3 } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_SWARM_SAPIENT" size = small icon = "GFX_ship_part_bioship_computer_swarm_sapient" icon_frame = 1 power = @computer_power3 resources = { category = ship_components cost = { food = @computer_cost3 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_swarm_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "swarm" upgrade_path = swarm prerequisites = { "tech_combat_computers_3" } ai_tags = { gunship gunship_stealth brawler brawler_stealth } ai_tag_weight = 0 modifier = { ship_evasion_mult = 0.25 } ship_modifier = { ship_fire_rate_mult = 0.15 } ai_weight = { weight = 5 modifier = { factor = 0 OR = { has_global_flag = ghost_signal_5_flag has_global_flag = ghost_signal_4_flag has_global_flag = ghost_signal_3_flag has_global_flag = ghost_signal_2_flag has_global_flag = ghost_signal_1_flag has_policy_flag = ai_outlawed } } } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_SWARM_AUTONOMOUS" size = small icon = "GFX_ship_part_bioship_computer_swarm_sapient" icon_frame = 1 power = @computer_power3 resources = { category = ship_components cost = { food = @computer_cost3 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_swarm_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "swarm" upgrade_path = swarm prerequisites = { "tech_combat_computers_autonomous" } ai_tags = { gunship gunship_stealth brawler brawler_stealth } ai_tag_weight = 0 modifier = { ship_evasion_mult = 0.25 } ship_modifier = { ship_fire_rate_mult = 0.15 } ai_weight = { weight = 5 } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_SWARM_PRECOG" size = small icon = "GFX_ship_part_bioship_computer_swarm_precog" icon_frame = 1 power = @computer_power3 resources = { category = ship_components cost = { food = @computer_cost3 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_swarm_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "swarm" upgrade_path = swarm prerequisites = { "tech_precognition_interface" } ai_tags = { gunship gunship_stealth brawler brawler_stealth } ai_tag_weight = 0 modifier = { ship_evasion_mult = 0.15 ship_speed_mult = 0.20 } ship_modifier = { ship_fire_rate_mult = 0.15 } ai_weight = { weight = 4 } } ##################### # 'TORPEDO' COMPUTERS # ##################### utility_component_template = { key = "BIO_COMBAT_COMPUTER_TORPEDO_BASIC" size = small icon = "GFX_ship_part_bioship_computer_swarm_basic" icon_frame = 1 power = @computer_power1 resources = { category = ship_components cost = { food = @computer_cost1 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_torpedo_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "swarm" upgrade_path = torpedo prerequisites = { tech_combat_computers_1 } upgrades_to = "BIO_COMBAT_COMPUTER_SWARM_ADVANCED" ai_tags = { explosive explosive_stealth } ai_tag_weight = 0 ship_modifier = { weapon_type_mandible_weapon_damage_mult = 0.05 ship_damage_against_starbases_mult = 0.50 ship_orbital_bombardment_mult = 0.50 } ai_weight = { weight = 2 } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_TORPEDO_ADVANCED" size = small icon = "GFX_ship_part_bioship_computer_swarm_advanced" icon_frame = 1 power = @computer_power2 resources = { category = ship_components cost = { food = @computer_cost2 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_torpedo_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "swarm" upgrade_path = torpedo prerequisites = { tech_combat_computers_2 } upgrades_to = "BIO_COMBAT_COMPUTER_TORPEDO_SAPIENT" ai_tags = { explosive explosive_stealth } ai_tag_weight = 0 ship_modifier = { weapon_type_mandible_weapon_damage_mult = 0.10 ship_damage_against_starbases_mult = 0.65 ship_orbital_bombardment_mult = 0.65 } ai_weight = { weight = 3 } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_TORPEDO_SAPIENT" size = small icon = "GFX_ship_part_bioship_computer_swarm_sapient" icon_frame = 1 power = @computer_power3 resources = { category = ship_components cost = { food = @computer_cost3 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_torpedo_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "swarm" upgrade_path = torpedo prerequisites = { tech_combat_computers_3 } ai_tags = { explosive explosive_stealth } ai_tag_weight = 0 modifier = { ship_evasion_mult = 0.10 } ship_modifier = { weapon_type_mandible_weapon_damage_mult = 0.15 ship_damage_against_starbases_mult = 0.80 ship_orbital_bombardment_mult = 0.80 } ai_weight = { weight = 5 modifier = { factor = 0 OR = { has_global_flag = ghost_signal_5_flag has_global_flag = ghost_signal_4_flag has_global_flag = ghost_signal_3_flag has_global_flag = ghost_signal_2_flag has_global_flag = ghost_signal_1_flag has_policy_flag = ai_outlawed } } } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_TORPEDO_AUTONOMOUS" size = small icon = "GFX_ship_part_bioship_computer_swarm_sapient" icon_frame = 1 power = @computer_power3 resources = { category = ship_components cost = { food = @computer_cost3 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_torpedo_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "swarm" upgrade_path = torpedo prerequisites = { tech_combat_computers_autonomous } ai_tags = { explosive explosive_stealth } ai_tag_weight = 0 modifier = { ship_evasion_mult = 0.10 } ship_modifier = { weapon_type_mandible_weapon_damage_mult = 0.15 ship_damage_against_starbases_mult = 1.00 ship_orbital_bombardment_mult = 1.00 } ai_weight = { weight = 5 } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_TORPEDO_PRECOG" size = small icon = "GFX_ship_part_bioship_computer_swarm_precog" icon_frame = 1 power = @computer_power3 resources = { category = ship_components cost = { food = @computer_cost3 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_torpedo_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "swarm" upgrade_path = torpedo prerequisites = { tech_precognition_interface } ai_tags = { explosive explosive_stealth } ai_tag_weight = 0 ship_modifier = { weapon_type_mandible_weapon_damage_mult = 0.15 ship_tracking_add = 10 ship_damage_against_starbases_mult = 1.0 ship_orbital_bombardment_mult = 1.0 } ai_weight = { weight = 4 } } ###################### # 'PICKET' COMPUTERS # ###################### utility_component_template = { key = "BIO_COMBAT_COMPUTER_PICKET_BASIC" size = small icon = "GFX_ship_part_bioship_computer_picket_basic" icon_frame = 1 power = @computer_power1 resources = { category = ship_components cost = { food = @computer_cost1 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_picket_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "picket" upgrade_path = picket prerequisites = { "tech_combat_computers_1" } upgrades_to = "BIO_COMBAT_COMPUTER_PICKET_ADVANCED" ai_tags = { screen screen_stealth } ai_tag_weight = 0 ship_modifier = { ship_fire_rate_mult = 0.05 ship_tracking_add = 10 } ai_weight = { weight = 2 } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_PICKET_ADVANCED" size = small icon = "GFX_ship_part_bioship_computer_picket_advanced" icon_frame = 1 power = @computer_power2 resources = { category = ship_components cost = { food = @computer_cost2 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_picket_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "picket" upgrade_path = picket prerequisites = { "tech_combat_computers_2" } upgrades_to = "BIO_COMBAT_COMPUTER_PICKET_SAPIENT" ai_tags = { screen screen_stealth } ai_tag_weight = 0 ship_modifier = { ship_fire_rate_mult = 0.10 ship_tracking_add = 20 } ai_weight = { weight = 3 } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_PICKET_SAPIENT" size = small icon = "GFX_ship_part_bioship_computer_picket_sapient" icon_frame = 1 power = @computer_power3 resources = { category = ship_components cost = { food = @computer_cost3 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_picket_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "picket" upgrade_path = picket prerequisites = { "tech_combat_computers_3" } ai_tags = { screen screen_stealth } ai_tag_weight = 0 modifier = { ship_evasion_mult = 0.10 } ship_modifier = { ship_fire_rate_mult = 0.15 ship_tracking_add = 30 } ai_weight = { weight = 5 modifier = { factor = 0 OR = { has_global_flag = ghost_signal_5_flag has_global_flag = ghost_signal_4_flag has_global_flag = ghost_signal_3_flag has_global_flag = ghost_signal_2_flag has_global_flag = ghost_signal_1_flag has_policy_flag = ai_outlawed } } } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_PICKET_AUTONOMOUS" size = small icon = "GFX_ship_part_bioship_computer_picket_sapient" icon_frame = 1 power = @computer_power3 resources = { category = ship_components cost = { food = @computer_cost3 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_picket_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "picket" upgrade_path = picket prerequisites = { "tech_combat_computers_autonomous" } ai_tags = { screen screen_stealth } ai_tag_weight = 0 modifier = { ship_evasion_mult = 0.10 } ship_modifier = { ship_fire_rate_mult = 0.15 ship_tracking_add = 30 } ai_weight = { weight = 5 } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_PICKET_PRECOG" size = small icon = "GFX_ship_part_bioship_computer_picket_precog" icon_frame = 1 power = @computer_power3 resources = { category = ship_components cost = { food = @computer_cost3 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_picket_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "picket" upgrade_path = picket prerequisites = { "tech_precognition_interface" } ai_tags = { screen screen_stealth } ai_tag_weight = 0 ship_modifier = { ship_fire_rate_mult = 0.20 ship_tracking_add = 40 } ai_weight = { weight = 4 } } #################### # 'LINE' COMPUTERS # #################### utility_component_template = { key = "BIO_COMBAT_COMPUTER_LINE_BASIC" size = small icon = "GFX_ship_part_bioship_computer_line_basic" icon_frame = 1 power = @computer_power1 resources = { category = ship_components cost = { food = @computer_cost1 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_line_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "line" upgrade_path = line prerequisites = { "tech_combat_computers_1" } upgrades_to = "BIO_COMBAT_COMPUTER_LINE_ADVANCED" ai_tags = { gunship gunship_stealth } ai_tag_weight = 0 ship_modifier = { ship_fire_rate_mult = 0.05 ship_accuracy_add = 5 } ai_weight = { weight = 2 } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_LINE_ADVANCED" size = small icon = "GFX_ship_part_bioship_computer_line_advanced" icon_frame = 1 power = @computer_power2 resources = { category = ship_components cost = { food = @computer_cost2 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_line_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "line" upgrade_path = line prerequisites = { "tech_combat_computers_2" } upgrades_to = "BIO_COMBAT_COMPUTER_LINE_SAPIENT" ai_tags = { gunship gunship_stealth } ai_tag_weight = 0 ship_modifier = { ship_fire_rate_mult = 0.10 ship_accuracy_add = 10 } ai_weight = { weight = 3 } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_LINE_SAPIENT" size = small icon = "GFX_ship_part_bioship_computer_line_sapient" icon_frame = 1 power = @computer_power3 resources = { category = ship_components cost = { food = @computer_cost3 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_line_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "line" upgrade_path = line prerequisites = { "tech_combat_computers_3" } ai_tags = { gunship gunship_stealth } ai_tag_weight = 0 ship_modifier = { ship_fire_rate_mult = 0.20 ship_accuracy_add = 20 } ai_weight = { weight = 5 modifier = { factor = 0 OR = { has_global_flag = ghost_signal_5_flag has_global_flag = ghost_signal_4_flag has_global_flag = ghost_signal_3_flag has_global_flag = ghost_signal_2_flag has_global_flag = ghost_signal_1_flag has_policy_flag = ai_outlawed } } } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_LINE_AUTONOMOUS" size = small icon = "GFX_ship_part_bioship_computer_line_sapient" icon_frame = 1 power = @computer_power3 resources = { category = ship_components cost = { food = @computer_cost3 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_line_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "line" upgrade_path = line prerequisites = { "tech_combat_computers_autonomous" } ai_tags = { gunship gunship_stealth } ai_tag_weight = 0 ship_modifier = { ship_fire_rate_mult = 0.20 ship_accuracy_add = 20 } ai_weight = { weight = 5 } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_LINE_PRECOG" size = small icon = "GFX_ship_part_bioship_computer_line_precog" icon_frame = 1 power = @computer_power3 resources = { category = ship_components cost = { food = @computer_cost3 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_line_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "line" upgrade_path = line prerequisites = { "tech_precognition_interface" } ai_tags = { gunship gunship_stealth } ai_tag_weight = 0 ship_modifier = { ship_fire_rate_mult = 0.15 ship_accuracy_add = 15 ship_tracking_add = 10 } ai_weight = { weight = 4 } } ###################### # 'ARTILLERY' COMPUTERS # ###################### utility_component_template = { key = "BIO_COMBAT_COMPUTER_ARTILLERY_BASIC" size = small icon = "GFX_ship_part_bioship_computer_artillery_basic" icon_frame = 1 power = @computer_power1 resources = { category = ship_components cost = { food = @computer_cost1 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_artillery_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "artillery" upgrade_path = artillery prerequisites = { "tech_combat_computers_1" } upgrades_to = "BIO_COMBAT_COMPUTER_ARTILLERY_ADVANCED" ai_tags = { artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth } ai_tag_weight = 0 ship_modifier = { ship_fire_rate_mult = 0.05 ship_weapon_range_mult = 0.05 } ai_weight = { weight = 2 } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_ARTILLERY_ADVANCED" size = small icon = "GFX_ship_part_bioship_computer_artillery_advanced" icon_frame = 1 power = @computer_power2 resources = { category = ship_components cost = { food = @computer_cost2 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_artillery_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "artillery" upgrade_path = artillery prerequisites = { "tech_combat_computers_2" } upgrades_to = "BIO_COMBAT_COMPUTER_ARTILLERY_SAPIENT" ai_tags = { artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth } ai_tag_weight = 0 ship_modifier = { ship_fire_rate_mult = 0.10 ship_weapon_range_mult = 0.10 } ai_weight = { weight = 3 } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_ARTILLERY_SAPIENT" size = small icon = "GFX_ship_part_bioship_computer_artillery_sapient" icon_frame = 1 power = @computer_power3 resources = { category = ship_components cost = { food = @computer_cost3 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_artillery_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "artillery" upgrade_path = artillery prerequisites = { "tech_combat_computers_3" } ai_tags = { artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth } ai_tag_weight = 0 ship_modifier = { ship_fire_rate_mult = 0.20 ship_weapon_range_mult = 0.20 } ai_weight = { weight = 5 modifier = { factor = 0 OR = { has_global_flag = ghost_signal_5_flag has_global_flag = ghost_signal_4_flag has_global_flag = ghost_signal_3_flag has_global_flag = ghost_signal_2_flag has_global_flag = ghost_signal_1_flag has_policy_flag = ai_outlawed } } } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_ARTILLERY_AUTONOMOUS" size = small icon = "GFX_ship_part_bioship_computer_artillery_sapient" icon_frame = 1 power = @computer_power3 resources = { category = ship_components cost = { food = @computer_cost3 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_artillery_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "artillery" upgrade_path = artillery prerequisites = { "tech_combat_computers_autonomous" } ai_tags = { artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth } ai_tag_weight = 0 ship_modifier = { ship_fire_rate_mult = 0.20 ship_weapon_range_mult = 0.20 } ai_weight = { weight = 5 } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_ARTILLERY_PRECOG" size = small icon = "GFX_ship_part_bioship_computer_artillery_precog" icon_frame = 1 power = @computer_power3 resources = { category = ship_components cost = { food = @computer_cost3 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_artillery_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "artillery" upgrade_path = artillery prerequisites = { "tech_precognition_interface" } ai_tags = { artillery artillery_stealth energy_torpedoes energy_torpedoes_stealth } ai_tag_weight = 0 ship_modifier = { ship_fire_rate_mult = 0.15 ship_weapon_range_mult = 0.15 ship_tracking_add = 10 } ai_weight = { weight = 4 } } ###################### # 'CARRIER' COMPUTERS # ###################### utility_component_template = { key = "BIO_COMBAT_COMPUTER_CARRIER_BASIC" size = small icon = "GFX_ship_part_bioship_computer_carrier_basic" icon_frame = 1 power = @computer_power1 resources = { category = ship_components cost = { food = @computer_cost1 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_carrier_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "carrier" upgrade_path = carrier prerequisites = { "tech_combat_computers_1" } upgrades_to = "BIO_COMBAT_COMPUTER_CARRIER_ADVANCED" ai_tags = { carrier } ai_tag_weight = 0 ship_modifier = { ship_engagement_range_mult = 0.25 } ai_weight = { weight = 2 modifier = { factor = 5 is_preferred_weapons = weapon_type_strike_craft } } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_CARRIER_ADVANCED" size = small icon = "GFX_ship_part_bioship_computer_carrier_advanced" icon_frame = 1 power = @computer_power2 resources = { category = ship_components cost = { food = @computer_cost2 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_carrier_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "carrier" upgrade_path = carrier prerequisites = { "tech_combat_computers_2" } upgrades_to = "BIO_COMBAT_COMPUTER_CARRIER_SAPIENT" ai_tags = { carrier } ai_tag_weight = 0 ship_modifier = { ship_engagement_range_mult = 0.50 } ai_weight = { weight = 3 modifier = { factor = 5 is_preferred_weapons = weapon_type_strike_craft } } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_CARRIER_SAPIENT" size = small icon = "GFX_ship_part_bioship_computer_carrier_sapient" icon_frame = 1 power = @computer_power3 resources = { category = ship_components cost = { food = @computer_cost3 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_carrier_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "carrier" upgrade_path = carrier prerequisites = { "tech_combat_computers_3" } ai_tags = { carrier } ai_tag_weight = 0 ship_modifier = { ship_engagement_range_mult = 1.0 } ai_weight = { weight = 5 modifier = { factor = 5 is_preferred_weapons = weapon_type_strike_craft } modifier = { factor = 0 OR = { has_global_flag = ghost_signal_5_flag has_global_flag = ghost_signal_4_flag has_global_flag = ghost_signal_3_flag has_global_flag = ghost_signal_2_flag has_global_flag = ghost_signal_1_flag has_policy_flag = ai_outlawed } } } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_CARRIER_AUTONOMOUS" size = small icon = "GFX_ship_part_bioship_computer_carrier_sapient" icon_frame = 1 power = @computer_power3 resources = { category = ship_components cost = { food = @computer_cost3 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_carrier_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "carrier" upgrade_path = carrier prerequisites = { "tech_combat_computers_autonomous" } ai_tags = { carrier } ai_tag_weight = 0 ship_modifier = { ship_engagement_range_mult = 1.0 } ai_weight = { weight = 5 modifier = { factor = 5 is_preferred_weapons = weapon_type_strike_craft } } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_CARRIER_PRECOG" size = small icon = "GFX_ship_part_bioship_computer_carrier_precog" icon_frame = 1 power = @computer_power3 resources = { category = ship_components cost = { food = @computer_cost3 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_carrier_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "carrier" upgrade_path = carrier prerequisites = { "tech_precognition_interface" } ai_tags = { carrier } ai_tag_weight = 0 ship_modifier = { ship_engagement_range_mult = 0.75 ship_tracking_add = 10 } ai_weight = { weight = 4 modifier = { factor = 5 is_preferred_weapons = weapon_type_strike_craft } } } ################ # Platform ################ utility_component_template = { key = "BIO_COMBAT_COMPUTER_PLATFORM_BASIC" size = small icon = "GFX_ship_part_bioship_computer_swarm_basic" icon_frame = 1 power = @computer_power1 resources = { category = ship_components cost = { food = @computer_cost1 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_platform_computers = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "platform" prerequisites = { "tech_combat_computers_1" } upgrades_to = "BIO_COMBAT_COMPUTER_PLATFORM_ADVANCED" ship_modifier = { ship_fire_rate_mult = 0.25 ship_tracking_add = 15 } ai_weight = { weight = 2 } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_PLATFORM_ADVANCED" size = small icon = "GFX_ship_part_bioship_computer_swarm_advanced" icon_frame = 1 power = @computer_power2 resources = { category = ship_components cost = { food = @computer_cost2 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_platform_computers = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "platform" prerequisites = { "tech_combat_computers_2" } upgrades_to = "BIO_COMBAT_COMPUTER_PLATFORM_SAPIENT" ship_modifier = { ship_fire_rate_mult = 0.30 ship_tracking_add = 20 } ai_weight = { weight = 3 } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_PLATFORM_SAPIENT" size = small icon = "GFX_ship_part_bioship_computer_swarm_sapient" icon_frame = 1 power = @computer_power3 resources = { category = ship_components cost = { food = @computer_cost3 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_platform_computers = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "platform" prerequisites = { "tech_combat_computers_3" } ship_modifier = { ship_fire_rate_mult = 0.35 ship_tracking_add = 25 ship_accuracy_add = 10 } ai_weight = { weight = 5 modifier = { factor = 0 OR = { has_global_flag = ghost_signal_5_flag has_global_flag = ghost_signal_4_flag has_global_flag = ghost_signal_3_flag has_global_flag = ghost_signal_2_flag has_global_flag = ghost_signal_1_flag has_policy_flag = ai_outlawed } } } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_PLATFORM_AUTONOMOUS" size = small icon = "GFX_ship_part_bioship_computer_swarm_sapient" icon_frame = 1 power = @computer_power3 resources = { category = ship_components cost = { food = @computer_cost3 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_platform_computers = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "platform" prerequisites = { "tech_combat_computers_autonomous" } ship_modifier = { ship_fire_rate_mult = 0.35 ship_tracking_add = 25 ship_accuracy_add = 10 } ai_weight = { weight = 5 } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_PLATFORM_PRECOG" size = small icon = "GFX_ship_part_bioship_computer_swarm_precog" icon_frame = 1 power = @computer_power3 resources = { category = ship_components cost = { food = @computer_cost3 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_platform_computers = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "platform" prerequisites = { "tech_precognition_interface" } ship_modifier = { ship_fire_rate_mult = 0.35 ship_tracking_add = 35 } ai_weight = { weight = 4 } } ################ # Starbase ################ utility_component_template = { key = "STARBASE_BIO_COMBAT_COMPUTER_1" size = small icon = "GFX_ship_part_bioship_computer_default" icon_frame = 1 power = 0 potential = { from = { country_uses_bio_ships = yes } ship_uses_starbase_components = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "platform" upgrades_to = "STARBASE_BIO_COMBAT_COMPUTER_2" ship_modifier = { ship_fire_rate_mult = 0.05 ship_tracking_add = 10 } ai_weight = { weight = 1 } } utility_component_template = { key = "STARBASE_BIO_COMBAT_COMPUTER_2" size = small icon = "GFX_ship_part_bioship_computer_default" icon_frame = 1 power = 0 potential = { from = { country_uses_bio_ships = yes } ship_uses_starbase_components = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "platform" prerequisites = { "tech_combat_computers_1" } upgrades_to = "STARBASE_BIO_COMBAT_COMPUTER_3" ship_modifier = { ship_fire_rate_mult = 0.10 ship_tracking_add = 20 } ai_weight = { weight = 2 } } utility_component_template = { key = "STARBASE_BIO_COMBAT_COMPUTER_3" size = small icon = "GFX_ship_part_bioship_computer_default" icon_frame = 1 power = 0 potential = { from = { country_uses_bio_ships = yes } ship_uses_starbase_components = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "platform" prerequisites = { "tech_combat_computers_2" } ship_modifier = { ship_fire_rate_mult = 0.15 ship_tracking_add = 30 } ai_weight = { weight = 3 } } ################ # Special ################ utility_component_template = { key = "BIO_COMBAT_COMPUTER_COLOSSUS" size = small icon = "GFX_ship_part_bioship_computer_default" icon_frame = 1 power = @computer_power0 resources = { category = ship_components cost = { food = @computer_cost0 mult = @alloy_to_food_cost_ratio } } ship_behavior = "colossus" potential = { from = { country_uses_bio_ships = yes } ship_uses_colossus_computers = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ai_weight = { weight = 0 } } ######################## # 'DEBUFFER' COMPUTERS # ######################## utility_component_template = { key = "BIO_COMBAT_COMPUTER_DEBUFFER_BASIC" size = small icon = "GFX_ship_part_bioship_computer_debuffer_basic" icon_frame = 1 power = @computer_power1 resources = { category = ship_components cost = { food = @computer_cost1 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_debuffer_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "swarm" upgrade_path = debuffer prerequisites = { "tech_combat_computers_1" } upgrades_to = "BIO_COMBAT_COMPUTER_DEBUFFER_ADVANCED" ai_tags = { debuffer_role debuffer_role_stealth } ai_tag_weight = 0 ship_modifier = { debuffer_role_weapon_fire_rate_mult = 0.05 ship_accuracy_add = 5 } ai_weight = { weight = 2 } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_DEBUFFER_ADVANCED" size = small icon = "GFX_ship_part_bioship_computer_debuffer_advanced" icon_frame = 1 power = @computer_power2 resources = { category = ship_components cost = { food = @computer_cost2 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_debuffer_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "swarm" upgrade_path = debuffer prerequisites = { "tech_combat_computers_2" } upgrades_to = "BIO_COMBAT_COMPUTER_DEBUFFER_SAPIENT" ai_tags = { debuffer_role debuffer_role_stealth } ai_tag_weight = 0 ship_modifier = { debuffer_role_weapon_fire_rate_mult = 0.10 ship_accuracy_add = 10 } ai_weight = { weight = 3 } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_DEBUFFER_SAPIENT" size = small icon = "GFX_ship_part_bioship_computer_debuffer_sapient" icon_frame = 1 power = @computer_power3 resources = { category = ship_components cost = { food = @computer_cost3 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_debuffer_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "swarm" upgrade_path = debuffer prerequisites = { "tech_combat_computers_3" } ai_tags = { debuffer_role debuffer_role_stealth } ai_tag_weight = 0 ship_modifier = { debuffer_role_weapon_fire_rate_mult = 0.20 ship_accuracy_add = 20 } ai_weight = { weight = 5 modifier = { factor = 0 OR = { has_global_flag = ghost_signal_5_flag has_global_flag = ghost_signal_4_flag has_global_flag = ghost_signal_3_flag has_global_flag = ghost_signal_2_flag has_global_flag = ghost_signal_1_flag has_policy_flag = ai_outlawed } } } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_DEBUFFER_AUTONOMOUS" size = small icon = "GFX_ship_part_bioship_computer_debuffer_sapient" icon_frame = 1 power = @computer_power3 resources = { category = ship_components cost = { food = @computer_cost3 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_debuffer_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "swarm" upgrade_path = debuffer prerequisites = { "tech_combat_computers_autonomous" } ai_tags = { debuffer_role debuffer_role_stealth } ai_tag_weight = 0 ship_modifier = { debuffer_role_weapon_fire_rate_mult = 0.20 ship_accuracy_add = 20 } ai_weight = { weight = 5 } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_DEBUFFER_PRECOG" size = small icon = "GFX_ship_part_bioship_computer_debuffer_precog" icon_frame = 1 power = @computer_power3 resources = { category = ship_components cost = { food = @computer_cost3 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_debuffer_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "swarm" upgrade_path = debuffer prerequisites = { "tech_precognition_interface" } ai_tags = { debuffer_role debuffer_role_stealth } ai_tag_weight = 0 ship_modifier = { debuffer_role_weapon_fire_rate_mult = 0.15 ship_accuracy_add = 15 ship_tracking_add = 10 } ai_weight = { weight = 4 } } ######################## # 'BUFFER' COMPUTERS # ######################## utility_component_template = { key = "BIO_COMBAT_COMPUTER_BUFFER_BASIC" size = small icon = "GFX_ship_part_bioship_computer_buffer_basic" icon_frame = 1 power = @computer_power1 resources = { category = ship_components cost = { food = @computer_cost1 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_buffer_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "swarm" upgrade_path = buffer target_type = target_allies prerequisites = { "tech_combat_computers_1" } upgrades_to = "BIO_COMBAT_COMPUTER_BUFFER_ADVANCED" ai_tags = { buffer_role buffer_role_stealth } ai_tag_weight = 0 modifier = { ship_evasion_mult = 0.05 } ship_modifier = { buffer_role_weapon_fire_rate_mult = 0.05 } ai_weight = { weight = 2 } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_BUFFER_ADVANCED" size = small icon = "GFX_ship_part_bioship_computer_buffer_advanced" icon_frame = 1 power = @computer_power2 resources = { category = ship_components cost = { food = @computer_cost2 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_buffer_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "swarm" upgrade_path = buffer target_type = target_allies prerequisites = { "tech_combat_computers_2" } upgrades_to = "BIO_COMBAT_COMPUTER_BUFFER_SAPIENT" ai_tags = { buffer_role buffer_role_stealth } ai_tag_weight = 0 modifier = { ship_evasion_mult = 0.10 } ship_modifier = { buffer_role_weapon_fire_rate_mult = 0.10 } ai_weight = { weight = 3 } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_BUFFER_SAPIENT" size = small icon = "GFX_ship_part_bioship_computer_buffer_sapient" icon_frame = 1 power = @computer_power3 resources = { category = ship_components cost = { food = @computer_cost3 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_buffer_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "swarm" upgrade_path = buffer target_type = target_allies prerequisites = { "tech_combat_computers_3" } ai_tags = { buffer_role buffer_role_stealth } ai_tag_weight = 0 modifier = { ship_evasion_mult = 0.20 } ship_modifier = { buffer_role_weapon_fire_rate_mult = 0.20 } ai_weight = { weight = 5 modifier = { factor = 0 OR = { has_global_flag = ghost_signal_5_flag has_global_flag = ghost_signal_4_flag has_global_flag = ghost_signal_3_flag has_global_flag = ghost_signal_2_flag has_global_flag = ghost_signal_1_flag has_policy_flag = ai_outlawed } } } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_BUFFER_AUTONOMOUS" size = small icon = "GFX_ship_part_bioship_computer_buffer_sapient" icon_frame = 1 power = @computer_power3 resources = { category = ship_components cost = { food = @computer_cost3 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_buffer_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "swarm" upgrade_path = buffer target_type = target_allies prerequisites = { "tech_combat_computers_autonomous" } ai_tags = { buffer_role buffer_role_stealth } ai_tag_weight = 0 modifier = { ship_evasion_mult = 0.20 } ship_modifier = { buffer_role_weapon_fire_rate_mult = 0.20 } ai_weight = { weight = 5 } } utility_component_template = { key = "BIO_COMBAT_COMPUTER_BUFFER_PRECOG" size = small icon = "GFX_ship_part_bioship_computer_buffer_precog" icon_frame = 1 power = @computer_power3 resources = { category = ship_components cost = { food = @computer_cost3 mult = @alloy_to_food_cost_ratio } } potential = { from = { country_uses_bio_ships = yes } ship_uses_buffer_role = yes } show_tech_unlock_if = { country_uses_bio_ships = yes } component_set = "combat_computers" ship_behavior = "swarm" upgrade_path = buffer target_type = target_allies prerequisites = { "tech_precognition_interface" } ai_tags = { buffer_role buffer_role_stealth } ai_tag_weight = 0 modifier = { ship_evasion_mult = 0.15 ship_speed_mult = 0.20 } ship_modifier = { buffer_role_weapon_fire_rate_mult = 0.15 } ai_weight = { weight = 4 } } ######################## # LM Bioship Armors # ######################## # Plasteel Armor utility_component_template = { key = "SMALL_BIO_LM_ARMOR_1" size = small icon = "GFX_ship_part_bio_lm_armor_1" icon_frame = 1 power = 0 inline_script = { script = ship_components/bio_lm_ship_armor SIZE = s TIER = 1 } potential = { from = { country_uses_bio_ships = yes is_galvanic_empire = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes is_galvanic_empire = yes } prerequisites = { "tech_ship_armor_1" } component_set = "BIO_LM_ARMOR_1" upgrades_to = "SMALL_BIO_LM_ARMOR_2" ai_weight = { weight = @T1_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 2 } } } utility_component_template = { key = "MEDIUM_BIO_LM_ARMOR_1" size = medium icon = "GFX_ship_part_bio_lm_armor_1" icon_frame = 1 power = 0 inline_script = { script = ship_components/bio_lm_ship_armor SIZE = m TIER = 1 } potential = { from = { country_uses_bio_ships = yes is_galvanic_empire = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes is_galvanic_empire = yes } prerequisites = { "tech_ship_armor_1" } component_set = "BIO_LM_ARMOR_1" upgrades_to = "MEDIUM_BIO_LM_ARMOR_2" ai_weight = { weight = @T1_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 2 } } } utility_component_template = { key = "LARGE_BIO_LM_ARMOR_1" size = large icon = "GFX_ship_part_bio_lm_armor_1" icon_frame = 1 power = 0 inline_script = { script = ship_components/bio_lm_ship_armor SIZE = l TIER = 1 } potential = { from = { country_uses_bio_ships = yes is_galvanic_empire = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes is_galvanic_empire = yes } prerequisites = { "tech_ship_armor_1" } component_set = "BIO_LM_ARMOR_1" upgrades_to = "LARGE_BIO_LM_ARMOR_2" ai_weight = { weight = @T1_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 2 } } } # Durasteel Armor utility_component_template = { key = "SMALL_BIO_LM_ARMOR_2" size = small icon = "GFX_ship_part_bio_lm_armor_2" icon_frame = 1 power = 0 inline_script = { script = ship_components/bio_lm_ship_armor SIZE = s TIER = 2 } potential = { from = { country_uses_bio_ships = yes is_galvanic_empire = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes is_galvanic_empire = yes } prerequisites = { "tech_ship_armor_2" } component_set = "BIO_LM_ARMOR_2" upgrades_to = "SMALL_BIO_LM_ARMOR_3" ai_weight = { weight = @T2_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 2 } } } utility_component_template = { key = "MEDIUM_BIO_LM_ARMOR_2" size = medium icon = "GFX_ship_part_bio_lm_armor_2" icon_frame = 1 power = 0 inline_script = { script = ship_components/bio_lm_ship_armor SIZE = m TIER = 2 } potential = { from = { country_uses_bio_ships = yes is_galvanic_empire = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes is_galvanic_empire = yes } prerequisites = { "tech_ship_armor_2" } component_set = "BIO_LM_ARMOR_2" upgrades_to = "MEDIUM_BIO_LM_ARMOR_3" ai_weight = { weight = @T2_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 2 } } } utility_component_template = { key = "LARGE_BIO_LM_ARMOR_2" size = large icon = "GFX_ship_part_bio_lm_armor_2" icon_frame = 1 power = 0 inline_script = { script = ship_components/bio_lm_ship_armor SIZE = l TIER = 2 } potential = { from = { country_uses_bio_ships = yes is_galvanic_empire = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes is_galvanic_empire = yes } prerequisites = { "tech_ship_armor_2" } component_set = "BIO_LM_ARMOR_2" upgrades_to = "LARGE_BIO_LM_ARMOR_3" ai_weight = { weight = @T2_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 2 } } } # Ceramo-Metal Armor utility_component_template = { key = "SMALL_BIO_LM_ARMOR_3" size = small icon = "GFX_ship_part_bio_lm_armor_3" icon_frame = 1 power = 0 inline_script = { script = ship_components/bio_lm_ship_armor SIZE = s TIER = 3 } potential = { from = { country_uses_bio_ships = yes is_galvanic_empire = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes is_galvanic_empire = yes } prerequisites = { "tech_ship_armor_3" } component_set = "BIO_LM_ARMOR_3" upgrades_to = "SMALL_BIO_LM_ARMOR_4" ai_weight = { weight = @T3_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 2 } } } utility_component_template = { key = "MEDIUM_BIO_LM_ARMOR_3" size = medium icon = "GFX_ship_part_bio_lm_armor_3" icon_frame = 1 power = 0 inline_script = { script = ship_components/bio_lm_ship_armor SIZE = m TIER = 3 } potential = { from = { country_uses_bio_ships = yes is_galvanic_empire = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes is_galvanic_empire = yes } prerequisites = { "tech_ship_armor_3" } component_set = "BIO_LM_ARMOR_3" upgrades_to = "MEDIUM_BIO_LM_ARMOR_4" ai_weight = { weight = @T3_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 2 } } } utility_component_template = { key = "LARGE_BIO_LM_ARMOR_3" size = large icon = "GFX_ship_part_bio_lm_armor_3" icon_frame = 1 power = 0 inline_script = { script = ship_components/bio_lm_ship_armor SIZE = l TIER = 3 } potential = { from = { country_uses_bio_ships = yes is_galvanic_empire = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes is_galvanic_empire = yes } prerequisites = { "tech_ship_armor_3" } component_set = "BIO_LM_ARMOR_3" upgrades_to = "LARGE_BIO_LM_ARMOR_4" ai_weight = { weight = @T3_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 2 } } } # Nanocomposite Armor utility_component_template = { key = "SMALL_BIO_LM_ARMOR_4" size = small icon = "GFX_ship_part_bio_lm_armor_4" icon_frame = 1 power = 0 inline_script = { script = ship_components/bio_lm_ship_armor SIZE = s TIER = 4 } potential = { from = { country_uses_bio_ships = yes is_galvanic_empire = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes is_galvanic_empire = yes } prerequisites = { "tech_ship_armor_4" } component_set = "BIO_LM_ARMOR_4" upgrades_to = "SMALL_BIO_LM_ARMOR_5" ai_weight = { weight = @T4_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 2 } } } utility_component_template = { key = "MEDIUM_BIO_LM_ARMOR_4" size = medium icon = "GFX_ship_part_bio_lm_armor_4" icon_frame = 1 power = 0 inline_script = { script = ship_components/bio_lm_ship_armor SIZE = m TIER = 4 } potential = { from = { country_uses_bio_ships = yes is_galvanic_empire = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes is_galvanic_empire = yes } prerequisites = { "tech_ship_armor_4" } component_set = "BIO_LM_ARMOR_4" upgrades_to = "MEDIUM_BIO_LM_ARMOR_5" ai_weight = { weight = @T4_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 2 } } } utility_component_template = { key = "LARGE_BIO_LM_ARMOR_4" size = large icon = "GFX_ship_part_bio_lm_armor_4" icon_frame = 1 power = 0 inline_script = { script = ship_components/bio_lm_ship_armor SIZE = l TIER = 4 } potential = { from = { country_uses_bio_ships = yes is_galvanic_empire = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes is_galvanic_empire = yes } prerequisites = { "tech_ship_armor_4" } component_set = "BIO_LM_ARMOR_4" upgrades_to = "LARGE_BIO_LM_ARMOR_5" ai_weight = { weight = @T4_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 2 } } } # Neutronium Armor utility_component_template = { key = "SMALL_BIO_LM_ARMOR_5" size = small icon = "GFX_ship_part_bio_lm_armor_5" icon_frame = 1 power = 0 inline_script = { script = ship_components/bio_lm_ship_armor SIZE = s TIER = 5 } potential = { from = { country_uses_bio_ships = yes is_galvanic_empire = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes is_galvanic_empire = yes } prerequisites = { "tech_ship_armor_5" } component_set = "BIO_LM_ARMOR_5" ai_weight = { weight = @T5_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 2 } } } utility_component_template = { key = "MEDIUM_BIO_LM_ARMOR_5" size = medium icon = "GFX_ship_part_bio_lm_armor_5" icon_frame = 1 power = 0 inline_script = { script = ship_components/bio_lm_ship_armor SIZE = m TIER = 5 } potential = { from = { country_uses_bio_ships = yes is_galvanic_empire = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes is_galvanic_empire = yes } prerequisites = { "tech_ship_armor_5" } component_set = "BIO_LM_ARMOR_5" ai_weight = { weight = @T5_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 2 } } } utility_component_template = { key = "LARGE_BIO_LM_ARMOR_5" size = large icon = "GFX_ship_part_bio_lm_armor_5" icon_frame = 1 power = 0 inline_script = { script = ship_components/bio_lm_ship_armor SIZE = l TIER = 5 } potential = { from = { country_uses_bio_ships = yes is_galvanic_empire = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes is_galvanic_empire = yes } prerequisites = { "tech_ship_armor_5" } component_set = "BIO_LM_ARMOR_5" ai_weight = { weight = @T5_weight inline_script = { script = ship_components/weights/roles_stealth MULT = 2 } } }