@cost0 = 0 @cost1 = 5 @cost2 = 10 @cost3 = 20 @power0 = -5 @power1 = -10 @power2 = -15 @power3 = -25 #################### # DEFAULT COMPUTER # #################### utility_component_template = { key = "COMBAT_COMPUTER_DEFAULT" size = small icon = "GFX_ship_part_computer_default" icon_frame = 1 ship_behavior = "default" upgrade_path = default potential = { from = { country_uses_bio_ships = no } OR = { is_ship_class = shipclass_military is_ship_class = shipclass_entropy_conduit is_ship_size = juggernaut } } show_tech_unlock_if = { country_uses_bio_ships = no } component_set = "combat_computers" ai_weight = { weight = 1 } } ######################## # BASIC SHIP COMPUTERS # ######################## utility_component_template = { key = "COMBAT_COMPUTER_SWARM_DEFAULT" size = small icon = "GFX_ship_part_computer_default" icon_frame = 1 power = @power0 resources = { category = ship_components cost = { alloys = @cost0 } } ship_behavior = "swarm" upgrade_path = swarm hidden = yes potential = { from = { country_uses_bio_ships = no } ship_uses_swarm_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } component_set = "combat_computers" upgrades_to = "COMBAT_COMPUTER_SWARM_BASIC" ai_tags = { gunship gunship_stealth } ai_tag_weight = 0 ai_weight = { weight = 1 } } utility_component_template = { key = "COMBAT_COMPUTER_PICKET_DEFAULT" size = small icon = "GFX_ship_part_computer_default" icon_frame = 1 power = @power0 resources = { category = ship_components cost = { alloys = @cost0 } } ship_behavior = "picket" upgrade_path = picket hidden = yes potential = { from = { country_uses_bio_ships = no } ship_uses_picket_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } component_set = "combat_computers" upgrades_to = "COMBAT_COMPUTER_PICKET_BASIC" ai_tags = { screen screen_stealth } ai_tag_weight = 0 ai_weight = { weight = 1 } } utility_component_template = { key = "COMBAT_COMPUTER_LINE_DEFAULT" size = small icon = "GFX_ship_part_computer_default" icon_frame = 1 power = @power0 resources = { category = ship_components cost = { alloys = @cost0 } } ship_behavior = "line" upgrade_path = line hidden = yes potential = { from = { country_uses_bio_ships = no } ship_uses_line_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } component_set = "combat_computers" upgrades_to = "COMBAT_COMPUTER_LINE_BASIC" ai_tags = { gunship gunship_stealth } ai_tag_weight = 0 ai_weight = { weight = 1 } } utility_component_template = { key = "COMBAT_COMPUTER_ARTILLERY_DEFAULT" size = small icon = "GFX_ship_part_computer_default" icon_frame = 1 power = @power0 resources = { category = ship_components cost = { alloys = @cost0 } } ship_behavior = "artillery" upgrade_path = artillery hidden = yes potential = { from = { country_uses_bio_ships = no } ship_uses_artillery_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } component_set = "combat_computers" upgrades_to = "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 = "COMBAT_COMPUTER_PLATFORM_DEFAULT" size = small icon = "GFX_ship_part_computer_default" icon_frame = 1 power = @power0 resources = { category = ship_components cost = { alloys = @cost0 } } potential = { from = { country_uses_bio_ships = no } ship_uses_platform_computers = yes } show_tech_unlock_if = { country_uses_bio_ships = no } component_set = "combat_computers" ship_behavior = "platform" upgrades_to = "COMBAT_COMPUTER_PLATFORM_BASIC" ship_modifier = { } ai_weight = { weight = 1 } } utility_component_template = { key = "COMBAT_COMPUTER_TORPEDO_DEFAULT" size = small icon = "GFX_ship_part_computer_default" icon_frame = 1 power = @power0 resources = { category = ship_components cost = { alloys = @cost0 } } ship_behavior = "torpedo" upgrade_path = torpedo hidden = yes potential = { from = { country_uses_bio_ships = no } ship_uses_torpedo_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } component_set = "combat_computers" upgrades_to = "COMBAT_COMPUTER_TORPEDO_BASIC" ai_tags = { explosive explosive_stealth } ai_tag_weight = 0 ai_weight = { weight = 1 } } utility_component_template = { key = "COMBAT_COMPUTER_CARRIER_DEFAULT" size = small icon = "GFX_ship_part_computer_default" icon_frame = 1 power = @power0 resources = { category = ship_components cost = { alloys = @cost0 } } ship_behavior = "carrier" upgrade_path = carrier hidden = yes potential = { from = { country_uses_bio_ships = no } ship_uses_carrier_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } component_set = "combat_computers" upgrades_to = "COMBAT_COMPUTER_CARRIER_BASIC" ai_tags = { carrier } ai_tag_weight = 0 ai_weight = { weight = 1 } } ##################### # 'SWARM' COMPUTERS # ##################### utility_component_template = { key = "COMBAT_COMPUTER_SWARM_BASIC" size = small icon = "GFX_ship_part_computer_swarm_basic" icon_frame = 1 power = @power1 resources = { category = ship_components cost = { alloys = @cost1 } } potential = { from = { country_uses_bio_ships = no } ship_uses_swarm_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } component_set = "combat_computers" ship_behavior = "swarm" upgrade_path = swarm prerequisites = { "tech_combat_computers_1" } upgrades_to = "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 = "COMBAT_COMPUTER_SWARM_ADVANCED" size = small icon = "GFX_ship_part_computer_swarm_advanced" icon_frame = 1 power = @power2 resources = { category = ship_components cost = { alloys = @cost2 } } potential = { from = { country_uses_bio_ships = no } ship_uses_swarm_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } component_set = "combat_computers" ship_behavior = "swarm" upgrade_path = swarm prerequisites = { "tech_combat_computers_2" } upgrades_to = "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 = "COMBAT_COMPUTER_SWARM_SAPIENT" size = small icon = "GFX_ship_part_computer_swarm_sapient" icon_frame = 1 power = @power3 resources = { category = ship_components cost = { alloys = @cost3 } } potential = { from = { country_uses_bio_ships = no } ship_uses_swarm_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } 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 = "COMBAT_COMPUTER_SWARM_AUTONOMOUS" size = small icon = "GFX_ship_part_computer_swarm_sapient" icon_frame = 1 power = @power3 resources = { category = ship_components cost = { alloys = @cost3 } } potential = { from = { country_uses_bio_ships = no } ship_uses_swarm_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } 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 = "COMBAT_COMPUTER_SWARM_PRECOG" size = small icon = "GFX_ship_part_computer_swarm_precog" icon_frame = 1 power = @power3 resources = { category = ship_components cost = { alloys = @cost3 } } potential = { from = { country_uses_bio_ships = no } ship_uses_swarm_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } 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 = "COMBAT_COMPUTER_TORPEDO_BASIC" size = small icon = "GFX_ship_part_computer_swarm_basic" icon_frame = 1 power = @power1 resources = { category = ship_components cost = { alloys = @cost1 } } potential = { from = { country_uses_bio_ships = no } ship_uses_torpedo_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } component_set = "combat_computers" ship_behavior = "torpedo" upgrade_path = torpedo prerequisites = { tech_combat_computers_1 tech_torpedoes_1 } upgrades_to = "COMBAT_COMPUTER_SWARM_ADVANCED" ai_tags = { explosive explosive_stealth } ai_tag_weight = 0 ship_modifier = { weapon_type_explosive_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 = "COMBAT_COMPUTER_TORPEDO_ADVANCED" size = small icon = "GFX_ship_part_computer_swarm_advanced" icon_frame = 1 power = @power2 resources = { category = ship_components cost = { alloys = @cost2 } } potential = { from = { country_uses_bio_ships = no } ship_uses_torpedo_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } component_set = "combat_computers" ship_behavior = "torpedo" upgrade_path = torpedo prerequisites = { tech_combat_computers_2 tech_torpedoes_1 } upgrades_to = "COMBAT_COMPUTER_TORPEDO_SAPIENT" ai_tags = { explosive explosive_stealth } ai_tag_weight = 0 ship_modifier = { weapon_type_explosive_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 = "COMBAT_COMPUTER_TORPEDO_SAPIENT" size = small icon = "GFX_ship_part_computer_swarm_sapient" icon_frame = 1 power = @power3 resources = { category = ship_components cost = { alloys = @cost3 } } potential = { from = { country_uses_bio_ships = no } ship_uses_torpedo_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } component_set = "combat_computers" ship_behavior = "torpedo" upgrade_path = torpedo prerequisites = { tech_combat_computers_3 tech_torpedoes_1 } ai_tags = { explosive explosive_stealth } ai_tag_weight = 0 modifier = { ship_evasion_mult = 0.10 } ship_modifier = { weapon_type_explosive_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 = "COMBAT_COMPUTER_TORPEDO_AUTONOMOUS" size = small icon = "GFX_ship_part_computer_swarm_sapient" icon_frame = 1 power = @power3 resources = { category = ship_components cost = { alloys = @cost3 } } potential = { from = { country_uses_bio_ships = no } ship_uses_torpedo_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } component_set = "combat_computers" ship_behavior = "torpedo" upgrade_path = torpedo prerequisites = { tech_combat_computers_autonomous tech_torpedoes_1 } ai_tags = { explosive explosive_stealth } ai_tag_weight = 0 modifier = { ship_evasion_mult = 0.10 } ship_modifier = { weapon_type_explosive_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 = "COMBAT_COMPUTER_TORPEDO_PRECOG" size = small icon = "GFX_ship_part_computer_swarm_precog" icon_frame = 1 power = @power3 resources = { category = ship_components cost = { alloys = @cost3 } } potential = { from = { country_uses_bio_ships = no } ship_uses_torpedo_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } component_set = "combat_computers" ship_behavior = "torpedo" upgrade_path = torpedo prerequisites = { tech_precognition_interface tech_torpedoes_1 } ai_tags = { explosive explosive_stealth } ai_tag_weight = 0 ship_modifier = { weapon_type_explosive_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 = "COMBAT_COMPUTER_PICKET_BASIC" size = small icon = "GFX_ship_part_computer_picket_basic" icon_frame = 1 power = @power1 resources = { category = ship_components cost = { alloys = @cost1 } } potential = { from = { country_uses_bio_ships = no } ship_uses_picket_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } component_set = "combat_computers" ship_behavior = "picket" upgrade_path = picket prerequisites = { "tech_combat_computers_1" } upgrades_to = "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 = "COMBAT_COMPUTER_PICKET_ADVANCED" size = small icon = "GFX_ship_part_computer_picket_advanced" icon_frame = 1 power = @power2 resources = { category = ship_components cost = { alloys = @cost2 } } potential = { from = { country_uses_bio_ships = no } ship_uses_picket_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } component_set = "combat_computers" ship_behavior = "picket" upgrade_path = picket prerequisites = { "tech_combat_computers_2" } upgrades_to = "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 = "COMBAT_COMPUTER_PICKET_SAPIENT" size = small icon = "GFX_ship_part_computer_picket_sapient" icon_frame = 1 power = @power3 resources = { category = ship_components cost = { alloys = @cost3 } } potential = { from = { country_uses_bio_ships = no } ship_uses_picket_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } 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 = "COMBAT_COMPUTER_PICKET_AUTONOMOUS" size = small icon = "GFX_ship_part_computer_picket_sapient" icon_frame = 1 power = @power3 resources = { category = ship_components cost = { alloys = @cost3 } } potential = { from = { country_uses_bio_ships = no } ship_uses_picket_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } 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 = "COMBAT_COMPUTER_PICKET_PRECOG" size = small icon = "GFX_ship_part_computer_picket_precog" icon_frame = 1 power = @power3 resources = { category = ship_components cost = { alloys = @cost3 } } potential = { from = { country_uses_bio_ships = no } ship_uses_picket_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } 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 = "COMBAT_COMPUTER_LINE_BASIC" size = small icon = "GFX_ship_part_computer_line_basic" icon_frame = 1 power = @power1 resources = { category = ship_components cost = { alloys = @cost1 } } potential = { from = { country_uses_bio_ships = no } ship_uses_line_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } component_set = "combat_computers" ship_behavior = "line" upgrade_path = line prerequisites = { "tech_combat_computers_1" } upgrades_to = "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 = "COMBAT_COMPUTER_LINE_ADVANCED" size = small icon = "GFX_ship_part_computer_line_advanced" icon_frame = 1 power = @power2 resources = { category = ship_components cost = { alloys = @cost2 } } potential = { from = { country_uses_bio_ships = no } ship_uses_line_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } component_set = "combat_computers" ship_behavior = "line" upgrade_path = line prerequisites = { "tech_combat_computers_2" } upgrades_to = "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 = "COMBAT_COMPUTER_LINE_SAPIENT" size = small icon = "GFX_ship_part_computer_line_sapient" icon_frame = 1 power = @power3 resources = { category = ship_components cost = { alloys = @cost3 } } potential = { from = { country_uses_bio_ships = no } ship_uses_line_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } 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 = "COMBAT_COMPUTER_LINE_AUTONOMOUS" size = small icon = "GFX_ship_part_computer_line_sapient" icon_frame = 1 power = @power3 resources = { category = ship_components cost = { alloys = @cost3 } } potential = { from = { country_uses_bio_ships = no } ship_uses_line_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } 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 = "COMBAT_COMPUTER_LINE_PRECOG" size = small icon = "GFX_ship_part_computer_line_precog" icon_frame = 1 power = @power3 resources = { category = ship_components cost = { alloys = @cost3 } } potential = { from = { country_uses_bio_ships = no } ship_uses_line_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } 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 = "COMBAT_COMPUTER_ARTILLERY_BASIC" size = small icon = "GFX_ship_part_computer_artillery_basic" icon_frame = 1 power = @power1 resources = { category = ship_components cost = { alloys = @cost1 } } potential = { from = { country_uses_bio_ships = no } ship_uses_artillery_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } component_set = "combat_computers" ship_behavior = "artillery" upgrade_path = artillery prerequisites = { "tech_combat_computers_1" } upgrades_to = "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 = "COMBAT_COMPUTER_ARTILLERY_ADVANCED" size = small icon = "GFX_ship_part_computer_artillery_advanced" icon_frame = 1 power = @power2 resources = { category = ship_components cost = { alloys = @cost2 } } potential = { from = { country_uses_bio_ships = no } ship_uses_artillery_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } component_set = "combat_computers" ship_behavior = "artillery" upgrade_path = artillery prerequisites = { "tech_combat_computers_2" } upgrades_to = "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 = "COMBAT_COMPUTER_ARTILLERY_SAPIENT" size = small icon = "GFX_ship_part_computer_artillery_sapient" icon_frame = 1 power = @power3 resources = { category = ship_components cost = { alloys = @cost3 } } potential = { from = { country_uses_bio_ships = no } ship_uses_artillery_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } 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 = "COMBAT_COMPUTER_ARTILLERY_AUTONOMOUS" size = small icon = "GFX_ship_part_computer_artillery_sapient" icon_frame = 1 power = @power3 resources = { category = ship_components cost = { alloys = @cost3 } } potential = { from = { country_uses_bio_ships = no } ship_uses_artillery_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } 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 = "COMBAT_COMPUTER_ARTILLERY_PRECOG" size = small icon = "GFX_ship_part_computer_artillery_precog" icon_frame = 1 power = @power3 resources = { category = ship_components cost = { alloys = @cost3 } } potential = { from = { country_uses_bio_ships = no } ship_uses_artillery_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } 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 = "COMBAT_COMPUTER_CARRIER_BASIC" size = small icon = "GFX_ship_part_computer_carrier_basic" icon_frame = 1 power = @power1 resources = { category = ship_components cost = { alloys = @cost1 } } potential = { from = { country_uses_bio_ships = no } ship_uses_carrier_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } component_set = "combat_computers" ship_behavior = "carrier" upgrade_path = carrier prerequisites = { "tech_combat_computers_1" } upgrades_to = "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 = "COMBAT_COMPUTER_CARRIER_ADVANCED" size = small icon = "GFX_ship_part_computer_carrier_advanced" icon_frame = 1 power = @power2 resources = { category = ship_components cost = { alloys = @cost2 } } potential = { from = { country_uses_bio_ships = no } ship_uses_carrier_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } component_set = "combat_computers" ship_behavior = "carrier" upgrade_path = carrier prerequisites = { "tech_combat_computers_2" } upgrades_to = "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 = "COMBAT_COMPUTER_CARRIER_SAPIENT" size = small icon = "GFX_ship_part_computer_carrier_sapient" icon_frame = 1 power = @power3 resources = { category = ship_components cost = { alloys = @cost3 } } potential = { from = { country_uses_bio_ships = no } ship_uses_carrier_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } 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 = "COMBAT_COMPUTER_CARRIER_AUTONOMOUS" size = small icon = "GFX_ship_part_computer_carrier_sapient" icon_frame = 1 power = @power3 resources = { category = ship_components cost = { alloys = @cost3 } } potential = { from = { country_uses_bio_ships = no } ship_uses_carrier_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } 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 = "COMBAT_COMPUTER_CARRIER_PRECOG" size = small icon = "GFX_ship_part_computer_carrier_precog" icon_frame = 1 power = @power3 resources = { category = ship_components cost = { alloys = @cost3 } } potential = { from = { country_uses_bio_ships = no } ship_uses_carrier_role = yes } show_tech_unlock_if = { country_uses_bio_ships = no } 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 = "COMBAT_COMPUTER_PLATFORM_BASIC" size = small icon = "GFX_ship_part_computer_platform_basic" icon_frame = 1 power = @power1 resources = { category = ship_components cost = { alloys = @cost1 } } potential = { from = { country_uses_bio_ships = no } ship_uses_platform_computers = yes } show_tech_unlock_if = { country_uses_bio_ships = no } component_set = "combat_computers" ship_behavior = "platform" prerequisites = { "tech_combat_computers_1" } upgrades_to = "COMBAT_COMPUTER_PLATFORM_ADVANCED" ship_modifier = { ship_fire_rate_mult = 0.25 ship_tracking_add = 15 } ai_weight = { weight = 2 } } utility_component_template = { key = "COMBAT_COMPUTER_PLATFORM_ADVANCED" size = small icon = "GFX_ship_part_computer_platform_advanced" icon_frame = 1 power = @power2 resources = { category = ship_components cost = { alloys = @cost2 } } potential = { from = { country_uses_bio_ships = no } ship_uses_platform_computers = yes } show_tech_unlock_if = { country_uses_bio_ships = no } component_set = "combat_computers" ship_behavior = "platform" prerequisites = { "tech_combat_computers_2" } upgrades_to = "COMBAT_COMPUTER_PLATFORM_SAPIENT" ship_modifier = { ship_fire_rate_mult = 0.30 ship_tracking_add = 20 } ai_weight = { weight = 3 } } utility_component_template = { key = "COMBAT_COMPUTER_PLATFORM_SAPIENT" size = small icon = "GFX_ship_part_computer_platform_sapient" icon_frame = 1 power = @power3 resources = { category = ship_components cost = { alloys = @cost3 } } potential = { from = { country_uses_bio_ships = no } ship_uses_platform_computers = yes } show_tech_unlock_if = { country_uses_bio_ships = no } 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 = "COMBAT_COMPUTER_PLATFORM_AUTONOMOUS" size = small icon = "GFX_ship_part_computer_platform_sapient" icon_frame = 1 power = @power3 resources = { category = ship_components cost = { alloys = @cost3 } } potential = { from = { country_uses_bio_ships = no } ship_uses_platform_computers = yes } show_tech_unlock_if = { country_uses_bio_ships = no } 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 = "COMBAT_COMPUTER_PLATFORM_PRECOG" size = small icon = "GFX_ship_part_computer_platform_precog" icon_frame = 1 power = @power3 resources = { category = ship_components cost = { alloys = @cost3 } } potential = { from = { country_uses_bio_ships = no } ship_uses_platform_computers = yes } show_tech_unlock_if = { country_uses_bio_ships = no } 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_COMBAT_COMPUTER_1" size = small icon = "GFX_ship_part_computer_default" icon_frame = 1 power = 0 potential = { from = { country_uses_bio_ships = no } ship_uses_starbase_components = yes } show_tech_unlock_if = { country_uses_bio_ships = no } component_set = "combat_computers" ship_behavior = "platform" upgrades_to = "STARBASE_COMBAT_COMPUTER_2" ship_modifier = { ship_fire_rate_mult = 0.05 ship_tracking_add = 10 } ai_weight = { weight = 1 } } utility_component_template = { key = "STARBASE_COMBAT_COMPUTER_2" size = small icon = "GFX_ship_part_computer_default" icon_frame = 1 power = 0 potential = { from = { country_uses_bio_ships = no } ship_uses_starbase_components = yes } show_tech_unlock_if = { country_uses_bio_ships = no } component_set = "combat_computers" ship_behavior = "platform" prerequisites = { "tech_combat_computers_1" } upgrades_to = "STARBASE_COMBAT_COMPUTER_3" ship_modifier = { ship_fire_rate_mult = 0.10 ship_tracking_add = 20 } ai_weight = { weight = 2 } } utility_component_template = { key = "STARBASE_COMBAT_COMPUTER_3" size = small icon = "GFX_ship_part_computer_default" icon_frame = 1 power = 0 potential = { from = { country_uses_bio_ships = no } ship_uses_starbase_components = yes } show_tech_unlock_if = { country_uses_bio_ships = no } 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 = "COMBAT_COMPUTER_COLOSSUS" size = small icon = "GFX_ship_part_computer_default" icon_frame = 1 power = @power0 resources = { category = ship_components cost = { alloys = @cost0 } } ship_behavior = "colossus" potential = { ship_uses_colossus_computers = yes } component_set = "combat_computers" ai_weight = { weight = 0 } } utility_component_template = { key = "STELLARITE_COMBAT_COMPUTER" size = small icon = "GFX_ship_part_computer_default" icon_frame = 1 power = -20 resources = { category = ship_components cost = { alloys = 20 } } potential = { is_ship_size = stellarite } ship_behavior = "stellarite_default" ship_modifier = { ship_accuracy_add = 4 ship_fire_rate_mult = 0.10 } ai_weight = { weight = 0 } }