ship_section_template = { key = "MAULER_STAGE_1_swarm" ship_size = mauler_stage_1 fits_on_slot = mid should_draw_components = no icon = "GFX_ship_part_core_mid" entity = "mauler_stage_1_ship_entity" ai_tags = { brawler brawler_stealth } ai_weight = { modifier = { factor = 10.0 OR = { is_preferred_weapons = weapon_type_kinetic is_preferred_weapons = weapon_type_energy } } modifier = { factor = 0.1 NOR = { is_preferred_weapons = weapon_type_kinetic is_preferred_weapons = weapon_type_energy } } } component_slot = { name = "TORPEDO_01" template = "invisible_missile_turret" locatorname = "root" } component_slot = { name = "SMALL_GUN_01" template = "invisible_small_turret" locatorname = "root" } small_utility_slots = 2 aux_utility_slots = 1 resources = { category = ship_sections cost = { food = @mauler_stage_1_section_cost mult = @alloy_to_food_cost_ratio } } } ship_section_template = { key = "MAULER_STAGE_1_picket" ship_size = mauler_stage_1 fits_on_slot = mid should_draw_components = no icon = "GFX_ship_part_core_mid" entity = "mauler_stage_1_ship_entity" ai_tags = { screen screen_stealth } ai_weight = { modifier = { factor = 10.0 is_ai = yes is_preferred_weapons = weapon_type_strike_craft has_technology = tech_harbingers } modifier = { factor = 0.1 NOT = { is_preferred_weapons = weapon_type_strike_craft } } } component_slot = { name = "TORPEDO_01" template = "invisible_missile_turret" locatorname = "root" } component_slot = { name = "SMALL_GUN_01" template = "invisible_point_defence_turret" locatorname = "root" } small_utility_slots = 2 aux_utility_slots = 1 resources = { category = ship_sections cost = { food = @mauler_stage_1_section_cost mult = @alloy_to_food_cost_ratio } } } ship_section_template = { key = "MAULER_STAGE_2_swarm" ship_size = mauler_stage_2 fits_on_slot = mid should_draw_components = no icon = "GFX_ship_part_core_mid" entity = "mauler_stage_2_ship_entity" ai_tags = { brawler brawler_stealth } ai_weight = { modifier = { factor = 10.0 OR = { is_preferred_weapons = weapon_type_kinetic is_preferred_weapons = weapon_type_energy } } modifier = { factor = 0.1 NOR = { is_preferred_weapons = weapon_type_kinetic is_preferred_weapons = weapon_type_energy } } } component_slot = { name = "TORPEDO_01" template = "invisible_missile_turret" locatorname = "root" } component_slot = { name = "SMALL_GUN_01" template = "invisible_small_turret" locatorname = "root" } component_slot = { name = "SMALL_GUN_02" template = "invisible_small_turret" locatorname = "root" } small_utility_slots = 4 aux_utility_slots = 1 resources = { category = ship_sections cost = { food = @mauler_stage_2_section_cost mult = @alloy_to_food_cost_ratio } } } ship_section_template = { key = "MAULER_STAGE_2_picket" ship_size = mauler_stage_2 fits_on_slot = mid should_draw_components = no icon = "GFX_ship_part_core_mid" entity = "mauler_stage_2_ship_entity" ai_tags = { screen screen_stealth } ai_weight = { modifier = { factor = 10.0 is_ai = yes is_preferred_weapons = weapon_type_strike_craft has_technology = tech_harbingers } modifier = { factor = 0.1 NOT = { is_preferred_weapons = weapon_type_strike_craft } } } component_slot = { name = "TORPEDO_01" template = "invisible_missile_turret" locatorname = "root" } component_slot = { name = "SMALL_GUN_01" template = "invisible_point_defence_turret" locatorname = "root" } component_slot = { name = "SMALL_GUN_02" template = "invisible_point_defence_turret" locatorname = "root" } small_utility_slots = 4 aux_utility_slots = 1 resources = { category = ship_sections cost = { food = @mauler_stage_2_section_cost mult = @alloy_to_food_cost_ratio } } } ship_section_template = { key = "MAULER_STAGE_3_swarm" ship_size = mauler_stage_3 fits_on_slot = mid should_draw_components = no icon = "GFX_ship_part_core_mid" entity = "mauler_stage_3_ship_entity" ai_tags = { brawler brawler_stealth } ai_weight = { modifier = { factor = 10.0 OR = { is_preferred_weapons = weapon_type_kinetic is_preferred_weapons = weapon_type_energy } } modifier = { factor = 0.1 NOR = { is_preferred_weapons = weapon_type_kinetic is_preferred_weapons = weapon_type_energy } } } component_slot = { name = "TORPEDO_01" template = "invisible_missile_turret" locatorname = "root" } component_slot = { name = "TORPEDO_02" template = "invisible_missile_turret" locatorname = "root" } component_slot = { name = "SMALL_GUN_01" template = "invisible_small_turret" locatorname = "root" } component_slot = { name = "SMALL_GUN_02" template = "invisible_small_turret" locatorname = "root" } small_utility_slots = 6 aux_utility_slots = 2 resources = { category = ship_sections cost = { food = @mauler_stage_3_section_cost mult = @alloy_to_food_cost_ratio } } } ship_section_template = { key = "MAULER_STAGE_3_picket" ship_size = mauler_stage_3 fits_on_slot = mid should_draw_components = no icon = "GFX_ship_part_core_mid" entity = "mauler_stage_3_ship_entity" ai_tags = { screen screen_stealth } ai_weight = { modifier = { factor = 10.0 is_ai = yes is_preferred_weapons = weapon_type_strike_craft has_technology = tech_harbingers } modifier = { factor = 0.1 NOT = { is_preferred_weapons = weapon_type_strike_craft } } } component_slot = { name = "TORPEDO_01" template = "invisible_missile_turret" locatorname = "root" } component_slot = { name = "TORPEDO_02" template = "invisible_missile_turret" locatorname = "root" } component_slot = { name = "SMALL_GUN_01" template = "invisible_point_defence_turret" locatorname = "root" } component_slot = { name = "SMALL_GUN_02" template = "invisible_point_defence_turret" locatorname = "root" } small_utility_slots = 6 aux_utility_slots = 2 resources = { category = ship_sections cost = { food = @mauler_stage_3_section_cost mult = @alloy_to_food_cost_ratio } } } ship_section_template = { key = "large_fallen_mauler" ship_size = large_fallen_mauler fits_on_slot = mid should_draw_components = no icon = "GFX_ship_part_core_mid" entity = "biogenesis_01_fallen_empire_mauler_ship_entity" component_slot = { name = "TORPEDO_01" template = "invisible_missile_turret" locatorname = "root" } component_slot = { name = "TORPEDO_02" template = "invisible_missile_turret" locatorname = "root" } component_slot = { name = "TORPEDO_03" template = "invisible_missile_turret" locatorname = "root" } component_slot = { name = "TORPEDO_04" template = "invisible_missile_turret" locatorname = "root" } component_slot = { name = "SMALL_GUN_01" template = "invisible_small_turret" locatorname = "root" } component_slot = { name = "SMALL_GUN_02" template = "invisible_small_turret" locatorname = "root" } component_slot = { name = "SMALL_GUN_03" template = "invisible_small_turret" locatorname = "root" } component_slot = { name = "SMALL_GUN_04" template = "invisible_small_turret" locatorname = "root" } small_utility_slots = 8 aux_utility_slots = 2 resources = { category = ship_sections cost = { food = @mauler_stage_3_section_cost mult = @alloy_to_food_cost_ratio } } }