# # Global ship designs are pre-made ship designs used for events and galaxy setup. They work # the same as other ship designs, except they're hand made instead of autogenerated. # # ship_design = { # name = "NAME_design" # Name for the design # role = picket # a string used to determine the ship build # upgrades_to = # what design this upgrades to when growing up (for space fauna) # creature_designer_template = yes/no # Whether this design opens in the creature designer (yes) or the ship designer (no) # newborn_ship_design = # For space fauna, what design to use when a ship with this design has an offspring # country_type = # only countries with this type can use this design, # fleet_specialization_tag = # used by AI to determine when to use this ship design # use_design_name = yes/no # Whether ships based on this design use the design name instead of generated ship names # is_event_design = yes/no # Is this design meant to be used in events # allow_buildable_trigger = { trigger } # trigger to restrict building ships using this design # is_special_buildable = yes/no # graphical_culture = # what graphical culture to use when building ships with this design # # A lot of values that used to be in ship designs were moved to growth stages, to allow for ships with multiple growth # stages (ie bioships). Below is an array of all the growth stages this design uses. # Note 1: due to the sheer amount of existing ship design, a backward compatibility layer was added so that if the fields are not in the array, they'll still be put on a single growth stage (most ships have only the one) # growth_stages ={ # # each growth stage must have its own {}, making it somewhat ugly when there's only one stage: # { # ship_size = # what ship size this design is for # section = { } # Section template description to determine how many sections of what type a ship design has. Add a section entry for each section # resource_restriction = { } # irrelevant for global ship designs, this design won't be able to be built if it costs some of these resources # custom_military_power = # force the design to have this specific military power instead of calculating it from components # required_component = # name of a required component slot, you can have this field as many time as there are required components # } # } # # These are irrelevant for global ship design, and are only use internally for ship designs # ship_owner_type = country/federation/galactic_community/global_ship_design # if this design is for a country, a federation, etc... # custom_design = yes/no # Whether this a design made in the ship designer # custom_upgrades_to = # internal field to store the reference to an upgrade (for space fauna). Calculated from upgrades_to (which is the name of a design) # custom_newborn_design = # internal field to store the reference to the newborn design (for space fauna). Calculated from newborn_ship_design # auto_gen_design = yes/no # Whether this design was autogenerated # initial_design = yes/no # Whether his design wasn't changed in any way (honestly this feels redudant with custom_design and initial_design) # } #