#################### # Reactor Booster # #################### utility_component_template = { key = "REACTOR_BOOSTER_1" size = aux icon = "GFX_ship_part_reactor_booster_1" icon_frame = 1 resources = { category = ship_components cost = { alloys = 5 } } prerequisites = { "tech_reactor_boosters_1" } component_set = "REACTOR_BOOSTER_1" upgrades_to = "REACTOR_BOOSTER_2" modifier = { ship_reactor_power_mult = 0.20 } ai_weight = { weight = 1 } } utility_component_template = { key = "REACTOR_BOOSTER_2" size = aux icon = "GFX_ship_part_reactor_booster_2" icon_frame = 1 resources = { category = ship_components cost = { alloys = 10 } } prerequisites = { "tech_reactor_boosters_2" } component_set = "REACTOR_BOOSTER_2" upgrades_to = "REACTOR_BOOSTER_3" modifier = { ship_reactor_power_mult = 0.33 } ai_weight = { weight = 3 } } utility_component_template = { key = "REACTOR_BOOSTER_3" size = aux icon = "GFX_ship_part_reactor_booster_3" icon_frame = 1 resources = { category = ship_components cost = { alloys = 15 } } prerequisites = { "tech_reactor_boosters_3" } component_set = "REACTOR_BOOSTER_3" modifier = { ship_reactor_power_mult = 0.50 } ai_weight = { weight = 5 } } #################### # Shield Recharger # #################### utility_component_template = { key = "SHIELD_BOOSTER" size = aux icon = "GFX_ship_part_shield_recharger" icon_frame = 1 power = -20 resources = { category = ship_components cost = { alloys = 10 exotic_gases = 1 } } prerequisites = { "tech_shield_rechargers_1" } component_set = "SHIELD_BOOSTER" modifier = { ship_shield_mult = 0.1 } ai_weight = { weight = 10 modifier = { factor = 2.0 is_preferred_weapons = weapon_type_energy is_country_type = default has_monthly_income = { resource = exotic_gases value > 0 } } modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = exotic_gases } } } } ############################# # Regenerative Hull Tissue # ############################# utility_component_template = { key = "AUTO_REPAIR" size = aux icon = "GFX_ship_part_auto_repair" icon_frame = 1 power = -10 resources = { category = ship_components cost = { alloys = 20 } } modifier = { ship_hull_regen_add_perc = 0.05 ship_armor_regen_add_perc = 0.1 } prerequisites = { tech_regenerative_hull_tissue } component_set = "AUTO_REPAIR" ai_weight = { weight = 10 modifier = { factor = 2.0 is_preferred_weapons = weapon_type_explosive } } } ############################# # Auxiliary Fire-control # ############################# utility_component_template = { key = "FIRE_CONTROL_1" size = aux icon = "GFX_ship_part_computer_default" icon_frame = 1 power = -10 resources = { category = ship_components cost = { alloys = 10 } } ship_modifier = { ship_accuracy_add = 5 } prerequisites = { tech_auxiliary_fire_control } component_set = "FIRE_CONTROL_1" ai_weight = { weight = 10 modifier = { factor = 3.0 is_preferred_weapons = weapon_type_kinetic } } } ############ # HARDENERS ############ utility_component_template = { key = "SHIELD_HARDENER_1" size = aux icon = "GFX_ship_part_shield_hardener_1" icon_frame = 1 power = -15 resources = { category = ship_components cost = { alloys = 10 exotic_gases = 1 } } prerequisites = { "tech_shield_hardeners_1" } component_set = "SHIELD_HARDENER_1" upgrades_to = "SHIELD_HARDENER_2" ship_modifier = { ship_shield_hardening_add = 0.15 } ai_weight = { weight = 10 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = exotic_gases } } modifier = { factor = 2.0 is_preferred_weapons = weapon_type_energy is_country_type = default } } } utility_component_template = { key = "SHIELD_HARDENER_2" size = aux icon = "GFX_ship_part_shield_hardener_2" icon_frame = 1 power = -25 resources = { category = ship_components cost = { alloys = 30 sr_zro = 1 } } prerequisites = { "tech_shield_hardeners_2" } component_set = "SHIELD_HARDENER_2" ship_modifier = { ship_shield_hardening_add = 0.25 } ai_weight = { weight = 10 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = sr_zro } } modifier = { factor = 0.0 is_ai = yes } } } utility_component_template = { key = "ARMOR_HARDENER_1" size = aux icon = "GFX_ship_part_armor_hardener_1" icon_frame = 1 power = -15 resources = { category = ship_components cost = { alloys = 10 rare_crystals = 1 } } prerequisites = { "tech_armor_hardeners_1" } component_set = "ARMOR_HARDENER_1" upgrades_to = "ARMOR_HARDENER_2" ship_modifier = { ship_armor_hardening_add = 0.15 } ai_weight = { weight = 10 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = rare_crystals } } modifier = { factor = 2.0 is_preferred_weapons = weapon_type_kinetic is_country_type = default has_monthly_income = { resource = rare_crystals value > 0 } } } } utility_component_template = { key = "ARMOR_HARDENER_2" size = aux icon = "GFX_ship_part_armor_hardener_2" icon_frame = 1 power = -25 resources = { category = ship_components cost = { alloys = 30 sr_living_metal = 1 } } prerequisites = { "tech_armor_hardeners_2" } component_set = "ARMOR_HARDENER_2" ship_modifier = { ship_armor_hardening_add = 0.25 } ai_weight = { weight = 10 modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = sr_living_metal } } modifier = { factor = 0.0 is_ai = yes } } } #################### # Covenant Uniques # #################### utility_component_template = { key = "COMPOSER_MARK" size = aux icon = "GFX_ship_part_composer_covenant_aux" icon_frame = 1 power = -20 resources = { category = ship_components cost = { alloys = 20 sr_zro = 2 } } modifier = { ship_hull_regen_add_perc = 0.1 ship_armor_regen_add_perc = 0.15 } prerequisites = { tech_covenant_composer } component_set = "COMPOSER_MARK" ai_weight = { weight = 10 modifier = { factor = 0 has_country_resource = { type = sr_zro amount < 100 } } } } utility_component_template = { key = "EATER_MARK" size = aux icon = "GFX_ship_part_eater_covenant_aux" icon_frame = 1 power = -20 resources = { category = ship_components cost = { alloys = 20 sr_zro = 2 } } ship_modifier = { ship_orbital_bombardment_mult = 0.2 ship_accuracy_add = 5 } prerequisites = { tech_covenant_eater } component_set = "EATER_MARK" ai_weight = { weight = 10 modifier = { factor = 0 has_country_resource = { type = sr_zro amount < 100 } } } } utility_component_template = { key = "INSTRUMENT_MARK" size = aux icon = "GFX_ship_part_instrument_covenant_aux" icon_frame = 1 power = -20 resources = { category = ship_components cost = { alloys = 20 sr_zro = 2 } } modifier = { ship_speed_mult = 0.25 } potential = { is_ship_class = shipclass_military } prerequisites = { tech_covenant_instrument } component_set = "INSTRUMENT_MARK" ai_weight = { weight = 10 modifier = { factor = 0 has_country_resource = { type = sr_zro amount < 100 } } } } utility_component_template = { key = "CRADLE_MARK" size = aux icon = "GFX_ship_part_cradle_covenant_aux" icon_frame = 1 power = -20 resources = { category = ship_components cost = { alloys = 20 sr_zro = 2 } } ship_modifier = { diplo_weight_ship_mult = 0.5 ship_shield_mult = 0.10 } potential = { is_ship_class = shipclass_military } prerequisites = { tech_covenant_cradle } component_set = "CRADLE_MARK" ai_weight = { weight = 10 modifier = { factor = 0 has_country_resource = { type = sr_zro amount < 100 } } } } utility_component_template = { key = "WHISPERERS_MARK" size = aux icon = "GFX_ship_part_whisperers_covenant_aux" icon_frame = 1 power = -20 resources = { category = ship_components cost = { alloys = 20 sr_zro = 2 } } modifier = { ship_evasion_mult = 0.15 } prerequisites = { tech_covenant_whisperers } component_set = "WHISPERERS_MARK" ai_weight = { weight = 10 modifier = { factor = 0 has_country_resource = { type = sr_zro amount < 100 } } } } ##################################### # Synth Queen Auto-Repair Module # ##################################### utility_component_template = { key = "AUTO_REPAIR_3" size = aux icon = "GFX_ship_part_nanite_repair_system_synth_queen" icon_frame = 1 power = -20 resources = { category = ship_components cost = { alloys = 10 nanites = 3 } } modifier = { ship_hull_regen_add_perc = 0.25 ship_armor_regen_add_perc = 0.2 } prerequisites = { tech_nanite_repair_system_synth_queen } component_set = "AUTO_REPAIR_3" ai_weight = { weight = 15 modifier = { factor = 2.0 is_preferred_weapons = weapon_type_explosive } modifier = { factor = 0.0 no_resource_for_component = { RESOURCE = nanites } } modifier = { factor = 0.0 is_ai = yes } } } ######################## # Asteroidal Armor ######################## utility_component_template = { key = "ASTEROIDAL_CARAPACE_ARMOR" size = aux icon = "GFX_ship_part_asteroidal_carapace" icon_frame = 1 power = -10 modifier = { ship_armor_mult = 0.08 } prerequisites = { "tech_asteroidal_carapace" } component_set = "ASTEROIDAL_CARAPACE_ARMOR" resources = { category = ship_components cost = { minerals = 40 } } }