mauler_stage_1 = { graphical_culture = { "biogenesis_01" "biogenesis_02" } entity = "mauler_stage_1_entity" ship_category = bio_ship # Used to filter ships sizes for graphical cultures ship_family_name = mauler_class growth_stage_descriptor = "ship_growth_stage_1" formation_priority = @mauler_formation_priority max_speed = @speed_very_fast acceleration = 0.25 rotation_speed = 0.1 collision_radius = @mauler_stage_1_collision_radius max_hitpoints = @mauler_stage_1_hp modifier = { ship_evasion_add = @mauler_stage_1_evasion } size_multiplier = 4 map_counter_icon = ship_counter_4 icon = ship_size_mauler_stage_1 fleet_slot_size = 1 section_slots = { "mid" = { locator = "root" } } num_target_locators = 2 is_space_station = no base_buildtime = @mauler_stage_1_build_time can_have_federation_design = yes enable_default_design = yes enable_3dview_in_ship_browser = no selectable = { has_biogenesis_dlc = yes } use_shipnames_from = corvette evaluation_resource = food default_behavior = torpedo role_background = "GFX_role_selection_mauler" ship_roles = { brawler screen } triggered_ship_roles = { { name = brawler_stealth trigger = { has_technology = tech_cloaking_1 } } { name = screen_stealth trigger = { has_technology = tech_cloaking_1 } } } prerequisites = { "tech_maulers" } combat_disengage_chance = @mauler_disengage_chance class = shipclass_military construction_type = starbase_shipyard required_component_set = "power_core" required_component_set = "ftl_components" required_component_set = "thruster_components" required_component_set = "sensor_components" required_component_set = "combat_computers" required_component_set = "bio_ship_unique_components" is_bio_ship = yes # this indicates that this ship uses bioship mechanic bioship_growth_progress_required = @mauler_stage_1_growth_threshold upgrades_to = mauler_stage_2 # what ship size to use when upgrading this ship size resources = { category = ships upkeep = { alloys = @mauler_stage_1_upkeep_alloys food = @mauler_stage_1_upkeep_food } logistics = { trade = @mauler_stage_1_upkeep_logistic } } min_upgrade_cost = { alloys = @mauler_stage_1_min_upgrade_cost } ai_ship_data = { fraction = { base = 0 modifier = { add = 12.5 country_uses_bio_ships = yes } modifier = { factor = 1.25 is_preferred_weapons = weapon_type_kinetic } } } } mauler_stage_2 = { graphical_culture = { "biogenesis_01" "biogenesis_02"} entity = "mauler_stage_2_entity" ship_category = bio_ship # Used to filter ships sizes for graphical cultures ship_family_name = mauler_class growth_stage_descriptor = "ship_growth_stage_2" formation_priority = @mauler_formation_priority max_speed = @speed_very_fast acceleration = 0.25 rotation_speed = 0.1 collision_radius = @mauler_stage_2_collision_radius max_hitpoints = @mauler_stage_2_hp modifier = { ship_evasion_add = @mauler_stage_2_evasion ship_reactor_power_mult = 0.25 } ship_modifier = { mod_ship_naval_cap_usage_mult = 0.50 } size_multiplier = 4 map_counter_icon = ship_counter_4 icon = ship_size_mauler_stage_2 fleet_slot_size = 1 section_slots = { "mid" = { locator = "root" } } num_target_locators = 2 is_space_station = no base_buildtime = @mauler_stage_2_build_time can_have_federation_design = yes enable_default_design = yes enable_3dview_in_ship_browser = yes selectable = { has_biogenesis_dlc = yes } use_shipnames_from = corvette evaluation_resource = food default_behavior = torpedo role_background = "GFX_role_selection_mauler" ship_roles = { brawler screen } triggered_ship_roles = { { name = brawler_stealth trigger = { has_technology = tech_cloaking_1 } } { name = screen_stealth trigger = { has_technology = tech_cloaking_1 } } } prerequisites = { "tech_mauler_growth_1" } combat_disengage_chance = @mauler_disengage_chance class = shipclass_military construction_type = starbase_shipyard required_component_set = "power_core" required_component_set = "ftl_components" required_component_set = "thruster_components" required_component_set = "sensor_components" required_component_set = "combat_computers" required_component_set = "bio_ship_unique_components" is_bio_ship = yes # this indicates that this ship uses bioship mechanic bioship_growth_progress_required = @mauler_stage_2_growth_threshold upgrades_to = mauler_stage_3 # what ship size to use when upgrading this ship size resources = { category = ships upkeep = { alloys = @mauler_stage_2_upkeep_alloys food = @mauler_stage_2_upkeep_food } logistics = { trade = @mauler_stage_2_upkeep_logistic } } min_upgrade_cost = { alloys = @mauler_stage_2_min_upgrade_cost } ai_ship_data = { fraction = { base = 0 modifier = { add = 7.5 country_uses_bio_ships = yes } modifier = { factor = 1.25 is_preferred_weapons = weapon_type_kinetic } } } } mauler_stage_3 = { graphical_culture = { "biogenesis_01" "biogenesis_02" } entity = "mauler_stage_3_entity" ship_category = bio_ship # Used to filter ships sizes for graphical cultures ship_family_name = mauler_class growth_stage_descriptor = "ship_growth_stage_3" formation_priority = @mauler_formation_priority max_speed = @speed_very_fast acceleration = 0.25 rotation_speed = 0.1 collision_radius = @mauler_stage_3_collision_radius max_hitpoints = @mauler_stage_3_hp modifier = { ship_evasion_add = @mauler_stage_3_evasion ship_reactor_power_mult = 0.50 } ship_modifier = { mod_ship_naval_cap_usage_mult = 1.0 } size_multiplier = 4 map_counter_icon = ship_counter_4 icon = ship_size_mauler_stage_3 fleet_slot_size = 1 section_slots = { "mid" = { locator = "root" } } num_target_locators = 2 is_space_station = no base_buildtime = @mauler_stage_3_build_time can_have_federation_design = yes enable_default_design = yes enable_3dview_in_ship_browser = no selectable = { has_biogenesis_dlc = yes } use_shipnames_from = corvette evaluation_resource = food default_behavior = torpedo role_background = "GFX_role_selection_mauler" ship_roles = { brawler screen } triggered_ship_roles = { { name = brawler_stealth trigger = { has_technology = tech_cloaking_1 } } { name = screen_stealth trigger = { has_technology = tech_cloaking_1 } } } prerequisites = { "tech_mauler_growth_2" } combat_disengage_chance = @mauler_disengage_chance class = shipclass_military construction_type = starbase_shipyard required_component_set = "power_core" required_component_set = "ftl_components" required_component_set = "thruster_components" required_component_set = "sensor_components" required_component_set = "combat_computers" required_component_set = "bio_ship_unique_components" is_bio_ship = yes # this indicates that this ship uses bioship mechanic resources = { category = ships upkeep = { alloys = @mauler_stage_3_upkeep_alloys food = @mauler_stage_3_upkeep_food } logistics = { trade = @mauler_stage_3_upkeep_logistic } } min_upgrade_cost = { alloys = @mauler_stage_3_min_upgrade_cost } ai_ship_data = { fraction = { base = 0 modifier = { add = 5 country_uses_bio_ships = yes } modifier = { factor = 1.25 is_preferred_weapons = weapon_type_kinetic } } } } weaver_stage_1 = { graphical_culture = { "biogenesis_01" "biogenesis_02" } entity = "weaver_stage_1_entity" ship_category = bio_ship # Used to filter ships sizes for graphical cultures ship_family_name = weaver_class growth_stage_descriptor = "ship_growth_stage_1" formation_priority = @weaver_formation_priority max_speed = @speed_fast acceleration = 0.3 rotation_speed = 0.2 collision_radius = @weaver_stage_1_collision_radius max_hitpoints = @weaver_stage_1_hp modifier = { ship_evasion_add = @weaver_stage_1_evasion } size_multiplier = 8 map_counter_icon = ship_counter_8 icon = ship_size_weaver_stage_1 fleet_slot_size = 2 section_slots = { "mid" = { locator = "root" } } num_target_locators = 4 base_buildtime = @weaver_stage_1_build_time can_have_federation_design = yes enable_default_design = yes enable_3dview_in_ship_browser = no selectable = { has_biogenesis_dlc = yes } use_shipnames_from = destroyer evaluation_resource = food default_behavior = line role_background = "GFX_role_selection_weaver" ship_roles = { buffer_role debuffer_role } triggered_ship_roles = { { name = buffer_role_stealth trigger = { has_technology = tech_cloaking_2 } } { name = debuffer_role_stealth trigger = { has_technology = tech_cloaking_2 } } } prerequisites = { "tech_weavers" } combat_disengage_chance = @weaver_disengage_chance class = shipclass_military construction_type = starbase_shipyard required_component_set = "power_core" required_component_set = "ftl_components" required_component_set = "thruster_components" required_component_set = "sensor_components" required_component_set = "combat_computers" required_component_set = "bio_ship_unique_components" is_bio_ship = yes # this indicates that this ship uses bioship mechanic bioship_growth_progress_required = @weaver_stage_1_growth_threshold upgrades_to = weaver_stage_2 # what ship size to use when upgrading this ship size resources = { category = ships upkeep = { alloys = @weaver_stage_1_upkeep_alloys food = @weaver_stage_1_upkeep_food } logistics = { trade = @weaver_stage_1_upkeep_logistic } } min_upgrade_cost = { alloys = @weaver_stage_1_min_upgrade_cost } ai_ship_data = { fraction = { base = 0 modifier = { add = 15 country_uses_bio_ships = yes } modifier = { factor = 1.5 has_valid_ai_personality = yes OR = { has_ai_personality = honorbound_warriors has_ai_personality = hegemonic_imperialists has_ai_personality = democratic_crusaders has_ai_personality = hive_mind has_ai_personality = hive_mind_friend has_ai_personality = benevolent_wilderness has_ai_personality = rampant_wilderness } } modifier = { factor = 1.5 has_valid_civic = civic_hive_devouring_swarm } } } } weaver_stage_2 = { graphical_culture = { "biogenesis_01" "biogenesis_02"} entity = "weaver_stage_2_entity" ship_category = bio_ship # Used to filter ships sizes for graphical cultures ship_family_name = weaver_class growth_stage_descriptor = "ship_growth_stage_2" formation_priority = @weaver_formation_priority max_speed = @speed_fast acceleration = 0.3 rotation_speed = 0.2 collision_radius = @weaver_stage_2_collision_radius max_hitpoints = @weaver_stage_2_hp modifier = { ship_evasion_add = @weaver_stage_2_evasion ship_reactor_power_mult = 0.25 } ship_modifier = { mod_ship_naval_cap_usage_mult = 0.50 } size_multiplier = 8 map_counter_icon = ship_counter_8 icon = ship_size_weaver_stage_2 fleet_slot_size = 2 section_slots = { "mid" = { locator = "root" } } num_target_locators = 4 base_buildtime = @weaver_stage_2_build_time can_have_federation_design = yes enable_default_design = yes enable_3dview_in_ship_browser = yes selectable = { has_biogenesis_dlc = yes } use_shipnames_from = destroyer evaluation_resource = food default_behavior = line role_background = "GFX_role_selection_weaver" ship_roles = { buffer_role debuffer_role } triggered_ship_roles = { { name = buffer_role_stealth trigger = { has_technology = tech_cloaking_2 } } { name = debuffer_role_stealth trigger = { has_technology = tech_cloaking_2 } } } prerequisites = { "tech_weaver_growth_1" } combat_disengage_chance = @weaver_disengage_chance class = shipclass_military construction_type = starbase_shipyard required_component_set = "power_core" required_component_set = "ftl_components" required_component_set = "thruster_components" required_component_set = "sensor_components" required_component_set = "combat_computers" required_component_set = "bio_ship_unique_components" is_bio_ship = yes # this indicates that this ship uses bioship mechanic bioship_growth_progress_required = @weaver_stage_2_growth_threshold upgrades_to = weaver_stage_3 # what ship size to use when upgrading this ship size resources = { category = ships upkeep = { alloys = @weaver_stage_2_upkeep_alloys food = @weaver_stage_2_upkeep_food } logistics = { trade = @weaver_stage_2_upkeep_logistic } } min_upgrade_cost = { alloys = @weaver_stage_2_min_upgrade_cost } ai_ship_data = { fraction = { base = 0 modifier = { add = 10 country_uses_bio_ships = yes } modifier = { factor = 1.5 has_valid_ai_personality = yes OR = { has_ai_personality = honorbound_warriors has_ai_personality = hegemonic_imperialists has_ai_personality = democratic_crusaders has_ai_personality = hive_mind has_ai_personality = hive_mind_friend has_ai_personality = benevolent_wilderness has_ai_personality = rampant_wilderness } } modifier = { factor = 1.5 has_valid_civic = civic_hive_devouring_swarm } } } } weaver_stage_3 = { graphical_culture = { "biogenesis_01" "biogenesis_02" } entity = "weaver_stage_3_entity" ship_category = bio_ship # Used to filter ships sizes for graphical cultures ship_family_name = weaver_class growth_stage_descriptor = "ship_growth_stage_3" formation_priority = @weaver_formation_priority max_speed = @speed_fast acceleration = 0.3 rotation_speed = 0.2 collision_radius = @weaver_stage_3_collision_radius max_hitpoints = @weaver_stage_3_hp modifier = { ship_evasion_add = @weaver_stage_3_evasion ship_reactor_power_mult = 0.50 } ship_modifier = { mod_ship_naval_cap_usage_mult = 1.0 } size_multiplier = 8 map_counter_icon = ship_counter_8 icon = ship_size_weaver_stage_3 fleet_slot_size = 2 section_slots = { "mid" = { locator = "root" } } num_target_locators = 4 base_buildtime = @weaver_stage_3_build_time can_have_federation_design = yes enable_default_design = yes enable_3dview_in_ship_browser = no selectable = { has_biogenesis_dlc = yes } use_shipnames_from = destroyer evaluation_resource = food default_behavior = line role_background = "GFX_role_selection_weaver" ship_roles = { buffer_role debuffer_role } triggered_ship_roles = { { name = buffer_role_stealth trigger = { has_technology = tech_cloaking_2 } } { name = debuffer_role_stealth trigger = { has_technology = tech_cloaking_2 } } } prerequisites = { "tech_weaver_growth_2" } combat_disengage_chance = @weaver_disengage_chance class = shipclass_military construction_type = starbase_shipyard required_component_set = "power_core" required_component_set = "ftl_components" required_component_set = "thruster_components" required_component_set = "sensor_components" required_component_set = "combat_computers" required_component_set = "bio_ship_unique_components" is_bio_ship = yes # this indicates that this ship uses bioship mechanic resources = { category = ships upkeep = { alloys = @weaver_stage_3_upkeep_alloys food = @weaver_stage_3_upkeep_food } logistics = { trade = @weaver_stage_3_upkeep_logistic } } min_upgrade_cost = { alloys = @weaver_stage_3_min_upgrade_cost } ai_ship_data = { fraction = { base = 0 modifier = { add = 10 country_uses_bio_ships = yes } modifier = { factor = 1.5 has_valid_ai_personality = yes OR = { has_ai_personality = honorbound_warriors has_ai_personality = hegemonic_imperialists has_ai_personality = democratic_crusaders has_ai_personality = hive_mind has_ai_personality = hive_mind_friend has_ai_personality = benevolent_wilderness has_ai_personality = rampant_wilderness } } modifier = { factor = 1.5 has_valid_civic = civic_hive_devouring_swarm } } } } harbinger_stage_1 = { graphical_culture = { "biogenesis_01" "biogenesis_02" } entity = "harbinger_stage_1_entity" ship_category = bio_ship # Used to filter ships sizes for graphical cultures ship_family_name = harbinger_class growth_stage_descriptor = "ship_growth_stage_1" formation_priority = @harbinger_formation_priority max_speed = @speed_default acceleration = 0.25 rotation_speed = 0.175 collision_radius = @harbinger_stage_1_collision_radius max_hitpoints = @harbinger_stage_1_hp modifier = { ship_evasion_add = @harbinger_stage_1_evasion } size_multiplier = 16 map_counter_icon = ship_counter_16 icon = ship_size_harbinger_stage_1 fleet_slot_size = 3 section_slots = { "mid" = { locator = "root" } } num_target_locators = 4 is_space_station = no base_buildtime = @harbinger_stage_1_build_time can_have_federation_design = yes enable_default_design = yes enable_3dview_in_ship_browser = no selectable = { has_biogenesis_dlc = yes } use_shipnames_from = cruiser evaluation_resource = food default_behavior = carrier role_background = "GFX_role_selection_harbinger" ship_roles = { carrier } triggered_ship_roles = { { name = artillery trigger = { OR = { has_technology = tech_swarmer_missiles_1 has_technology = tech_swarmer_missiles_2 has_technology = tech_scourge_missile_1 has_technology = tech_energy_torpedoes_1 has_technology = tech_energy_torpedoes_2 } } } { name = artillery_stealth trigger = { has_technology = tech_cloaking_3 OR = { has_technology = tech_swarmer_missiles_1 has_technology = tech_swarmer_missiles_2 has_technology = tech_scourge_missile_1 has_technology = tech_energy_torpedoes_1 has_technology = tech_energy_torpedoes_2 } } } { name = carrier_stealth trigger = { has_technology = tech_cloaking_3 } } } prerequisites = { "tech_harbingers" } combat_disengage_chance = @harbinger_disengage_chance class = shipclass_military construction_type = starbase_shipyard required_component_set = "power_core" required_component_set = "ftl_components" required_component_set = "thruster_components" required_component_set = "sensor_components" required_component_set = "combat_computers" required_component_set = "bio_ship_unique_components" is_bio_ship = yes # this indicates that this ship uses bioship mechanic bioship_growth_progress_required = @harbinger_stage_1_growth_threshold upgrades_to = harbinger_stage_2 # what ship size to use when upgrading this ship size resources = { category = ships upkeep = { alloys = @harbinger_stage_1_upkeep_alloys food = @harbinger_stage_1_upkeep_food } logistics = { trade = @harbinger_stage_1_upkeep_logistic } } min_upgrade_cost = { alloys = @harbinger_stage_1_min_upgrade_cost } ai_ship_data = { fraction = { base = 0 modifier = { add = 7.5 country_uses_bio_ships = yes } modifier = { factor = 1.5 is_preferred_weapons = weapon_type_strike_craft } modifier = { factor = 1.5 has_valid_civic = civic_hive_devouring_swarm } modifier = { factor = 1.5 has_valid_ai_personality = yes OR = { has_ai_personality = honorbound_warriors has_ai_personality = hegemonic_imperialists has_ai_personality = democratic_crusaders has_ai_personality = hive_mind has_ai_personality = hive_mind_friend has_ai_personality = benevolent_wilderness has_ai_personality = rampant_wilderness } } } } } harbinger_stage_2 = { graphical_culture = { "biogenesis_01" "biogenesis_02" } entity = "harbinger_stage_2_entity" ship_category = bio_ship # Used to filter ships sizes for graphical cultures ship_family_name = harbinger_class growth_stage_descriptor = "ship_growth_stage_2" formation_priority = @harbinger_formation_priority max_speed = @speed_default acceleration = 0.25 rotation_speed = 0.175 collision_radius = @harbinger_stage_2_collision_radius max_hitpoints = @harbinger_stage_2_hp modifier = { ship_evasion_add = @harbinger_stage_2_evasion ship_reactor_power_mult = 0.25 } ship_modifier = { mod_ship_naval_cap_usage_mult = 0.50 } size_multiplier = 16 map_counter_icon = ship_counter_16 icon = ship_size_harbinger_stage_2 fleet_slot_size = 3 section_slots = { "mid" = { locator = "root" } } num_target_locators = 4 base_buildtime = @harbinger_stage_2_build_time can_have_federation_design = yes enable_default_design = yes enable_3dview_in_ship_browser = yes selectable = { has_biogenesis_dlc = yes } use_shipnames_from = cruiser evaluation_resource = food default_behavior = carrier role_background = "GFX_role_selection_harbinger" ship_roles = { carrier } triggered_ship_roles = { { name = artillery trigger = { OR = { has_technology = tech_swarmer_missiles_1 has_technology = tech_swarmer_missiles_2 has_technology = tech_scourge_missile_1 has_technology = tech_energy_torpedoes_1 has_technology = tech_energy_torpedoes_2 } } } { name = artillery_stealth trigger = { has_technology = tech_cloaking_3 OR = { has_technology = tech_swarmer_missiles_1 has_technology = tech_swarmer_missiles_2 has_technology = tech_scourge_missile_1 has_technology = tech_energy_torpedoes_1 has_technology = tech_energy_torpedoes_2 } } } { name = carrier_stealth trigger = { has_technology = tech_cloaking_3 } } } prerequisites = { "tech_harbinger_growth_1" } combat_disengage_chance = @harbinger_disengage_chance class = shipclass_military construction_type = starbase_shipyard required_component_set = "power_core" required_component_set = "ftl_components" required_component_set = "thruster_components" required_component_set = "sensor_components" required_component_set = "combat_computers" required_component_set = "bio_ship_unique_components" is_bio_ship = yes # this indicates that this ship uses bioship mechanic bioship_growth_progress_required = @harbinger_stage_2_growth_threshold upgrades_to = harbinger_stage_3 # what ship size to use when upgrading this ship size resources = { category = ships upkeep = { alloys = @harbinger_stage_2_upkeep_alloys food = @harbinger_stage_2_upkeep_food } logistics = { trade = @harbinger_stage_2_upkeep_logistic } } min_upgrade_cost = { alloys = @harbinger_stage_2_min_upgrade_cost } ai_ship_data = { fraction = { base = 0 modifier = { add = 5 country_uses_bio_ships = yes } modifier = { factor = 1.5 is_preferred_weapons = weapon_type_strike_craft } modifier = { factor = 1.5 has_valid_civic = civic_hive_devouring_swarm } modifier = { factor = 1.5 has_valid_ai_personality = yes OR = { has_ai_personality = honorbound_warriors has_ai_personality = hegemonic_imperialists has_ai_personality = democratic_crusaders has_ai_personality = hive_mind has_ai_personality = hive_mind_friend has_ai_personality = benevolent_wilderness has_ai_personality = rampant_wilderness } } } } } harbinger_stage_3 = { graphical_culture = { "biogenesis_01" "biogenesis_02" } entity = "harbinger_stage_3_entity" ship_category = bio_ship # Used to filter ships sizes for graphical cultures ship_family_name = harbinger_class growth_stage_descriptor = "ship_growth_stage_3" formation_priority = @harbinger_formation_priority max_speed = @speed_default acceleration = 0.25 rotation_speed = 0.175 collision_radius = @harbinger_stage_3_collision_radius max_hitpoints = @harbinger_stage_3_hp modifier = { ship_evasion_add = @harbinger_stage_3_evasion ship_reactor_power_mult = 0.50 } ship_modifier = { mod_ship_naval_cap_usage_mult = 1.0 } size_multiplier = 16 map_counter_icon = ship_counter_16 icon = ship_size_harbinger_stage_3 fleet_slot_size = 3 section_slots = { "mid" = { locator = "root" } } num_target_locators = 4 base_buildtime = @harbinger_stage_3_build_time can_have_federation_design = yes enable_default_design = yes enable_3dview_in_ship_browser = no selectable = { has_biogenesis_dlc = yes } use_shipnames_from = cruiser evaluation_resource = food default_behavior = carrier role_background = "GFX_role_selection_harbinger" ship_roles = { carrier } triggered_ship_roles = { { name = artillery trigger = { OR = { has_technology = tech_swarmer_missiles_1 has_technology = tech_swarmer_missiles_2 has_technology = tech_scourge_missile_1 has_technology = tech_energy_torpedoes_1 has_technology = tech_energy_torpedoes_2 } } } { name = artillery_stealth trigger = { has_technology = tech_cloaking_3 OR = { has_technology = tech_swarmer_missiles_1 has_technology = tech_swarmer_missiles_2 has_technology = tech_scourge_missile_1 has_technology = tech_energy_torpedoes_1 has_technology = tech_energy_torpedoes_2 } } } { name = carrier_stealth trigger = { has_technology = tech_cloaking_3 } } } prerequisites = { "tech_harbinger_growth_2" } combat_disengage_chance = @harbinger_disengage_chance class = shipclass_military construction_type = starbase_shipyard required_component_set = "power_core" required_component_set = "ftl_components" required_component_set = "thruster_components" required_component_set = "sensor_components" required_component_set = "combat_computers" required_component_set = "bio_ship_unique_components" is_bio_ship = yes # this indicates that this ship uses bioship mechanic resources = { category = ships upkeep = { alloys = @harbinger_stage_3_upkeep_alloys food = @harbinger_stage_3_upkeep_food } logistics = { trade = @harbinger_stage_3_upkeep_logistic } } min_upgrade_cost = { alloys = @harbinger_stage_3_min_upgrade_cost } ai_ship_data = { fraction = { base = 0 modifier = { add = 2.5 country_uses_bio_ships = yes } modifier = { factor = 1.5 is_preferred_weapons = weapon_type_strike_craft } modifier = { factor = 1.5 has_valid_civic = civic_hive_devouring_swarm } modifier = { factor = 1.5 has_valid_ai_personality = yes OR = { has_ai_personality = honorbound_warriors has_ai_personality = hegemonic_imperialists has_ai_personality = democratic_crusaders has_ai_personality = hive_mind has_ai_personality = hive_mind_friend has_ai_personality = benevolent_wilderness has_ai_personality = rampant_wilderness } } } } } stinger_stage_1 = { graphical_culture = { "biogenesis_01" "biogenesis_02" } entity = "stinger_stage_1_entity" ship_category = bio_ship # Used to filter ships sizes for graphical cultures ship_family_name = stinger_class growth_stage_descriptor = "ship_growth_stage_1" formation_priority = @stinger_formation_priority max_speed = @speed_default acceleration = 0.25 rotation_speed = 0.175 collision_radius = @stinger_stage_1_collision_radius max_hitpoints = @stinger_stage_1_hp modifier = { ship_evasion_add = @stinger_stage_1_evasion } size_multiplier = 32 map_counter_icon = ship_counter_32 icon = ship_size_stinger_stage_1 fleet_slot_size = 4 section_slots = { "mid" = { locator = "root" } } num_target_locators = 4 base_buildtime = @stinger_stage_1_build_time can_have_federation_design = yes enable_default_design = yes enable_3dview_in_ship_browser = no selectable = { has_biogenesis_dlc = yes } use_shipnames_from = battleship evaluation_resource = food default_behavior = artillery role_background = "GFX_role_selection_stinger" ship_roles = { artillery gunship } triggered_ship_roles = { { name = artillery_stealth trigger = { has_battleship_cloaking_tech = yes } } { name = gunship_stealth trigger = { has_battleship_cloaking_tech = yes } } } prerequisites = { "tech_stingers" } combat_disengage_chance = @stinger_disengage_chance class = shipclass_military construction_type = starbase_shipyard required_component_set = "power_core" required_component_set = "ftl_components" required_component_set = "thruster_components" required_component_set = "sensor_components" required_component_set = "combat_computers" required_component_set = "bio_ship_unique_components" is_bio_ship = yes # this indicates that this ship uses bioship mechanic bioship_growth_progress_required = @stinger_stage_1_growth_threshold upgrades_to = stinger_stage_2 # what ship size to use when upgrading this ship size resources = { category = ships upkeep = { alloys = @stinger_stage_1_upkeep_alloys food = @stinger_stage_1_upkeep_food } logistics = { trade = @stinger_stage_1_upkeep_logistic } } min_upgrade_cost = { alloys = @stinger_stage_1_min_upgrade_cost } ai_ship_data = { fraction = { base = 0 modifier = { add = 30 country_uses_bio_ships = yes } modifier = { factor = 1.5 is_preferred_weapons = weapon_type_energy } modifier = { factor = 1.5 is_preferred_weapons = weapon_type_kinetic } modifier = { factor = 1.5 has_valid_civic = civic_hive_devouring_swarm } modifier = { factor = 1.5 is_machine_empire = yes } modifier = { factor = 1.5 has_valid_ai_personality = yes OR = { has_ai_personality = honorbound_warriors has_ai_personality = hegemonic_imperialists has_ai_personality = democratic_crusaders has_ai_personality = became_the_crisis has_ai_personality = hive_mind has_ai_personality = hive_mind_friend has_ai_personality = benevolent_wilderness has_ai_personality = rampant_wilderness } } } } } stinger_stage_2 = { graphical_culture = { "biogenesis_01" "biogenesis_02" } entity = "stinger_stage_2_entity" ship_category = bio_ship # Used to filter ships sizes for graphical cultures ship_family_name = stinger_class growth_stage_descriptor = "ship_growth_stage_2" formation_priority = @stinger_formation_priority max_speed = @speed_default acceleration = 0.25 rotation_speed = 0.175 collision_radius = @stinger_stage_2_collision_radius max_hitpoints = @stinger_stage_2_hp modifier = { ship_evasion_add = @stinger_stage_2_evasion ship_reactor_power_mult = 0.25 } ship_modifier = { mod_ship_naval_cap_usage_mult = 0.50 } size_multiplier = 32 map_counter_icon = ship_counter_32 icon = ship_size_stinger_stage_2 fleet_slot_size = 4 section_slots = { "mid" = { locator = "root" } } num_target_locators = 4 base_buildtime = @stinger_stage_2_build_time can_have_federation_design = yes enable_default_design = yes enable_3dview_in_ship_browser = yes selectable = { has_biogenesis_dlc = yes } use_shipnames_from = battleship evaluation_resource = food default_behavior = artillery role_background = "GFX_role_selection_stinger" ship_roles = { artillery gunship } triggered_ship_roles = { { name = artillery_stealth trigger = { has_battleship_cloaking_tech = yes } } { name = gunship_stealth trigger = { has_battleship_cloaking_tech = yes } } } prerequisites = { "tech_stinger_growth_1" } combat_disengage_chance = @stinger_disengage_chance class = shipclass_military construction_type = starbase_shipyard required_component_set = "power_core" required_component_set = "ftl_components" required_component_set = "thruster_components" required_component_set = "sensor_components" required_component_set = "combat_computers" required_component_set = "bio_ship_unique_components" is_bio_ship = yes # this indicates that this ship uses bioship mechanic bioship_growth_progress_required = @stinger_stage_2_growth_threshold upgrades_to = stinger_stage_3 # what ship size to use when upgrading this ship size resources = { category = ships upkeep = { alloys = @stinger_stage_2_upkeep_alloys food = @stinger_stage_2_upkeep_food } logistics = { trade = @stinger_stage_2_upkeep_logistic } } min_upgrade_cost = { alloys = @stinger_stage_2_min_upgrade_cost } ai_ship_data = { fraction = { base = 0 modifier = { add = 20 country_uses_bio_ships = yes } modifier = { factor = 1.5 is_preferred_weapons = weapon_type_energy } modifier = { factor = 1.5 is_preferred_weapons = weapon_type_kinetic } modifier = { factor = 1.5 has_valid_civic = civic_hive_devouring_swarm } modifier = { factor = 1.5 is_machine_empire = yes } modifier = { factor = 1.5 has_valid_ai_personality = yes OR = { has_ai_personality = honorbound_warriors has_ai_personality = hegemonic_imperialists has_ai_personality = democratic_crusaders has_ai_personality = became_the_crisis has_ai_personality = hive_mind has_ai_personality = hive_mind_friend has_ai_personality = benevolent_wilderness has_ai_personality = rampant_wilderness } } } } } stinger_stage_3 = { graphical_culture = { "biogenesis_01" "biogenesis_02"} entity = "stinger_stage_3_entity" ship_category = bio_ship # Used to filter ships sizes for graphical cultures ship_family_name = stinger_class growth_stage_descriptor = "ship_growth_stage_3" formation_priority = @stinger_formation_priority max_speed = @speed_default acceleration = 0.25 rotation_speed = 0.175 collision_radius = @stinger_stage_3_collision_radius max_hitpoints = @stinger_stage_3_hp modifier = { ship_evasion_add = @stinger_stage_3_evasion ship_reactor_power_mult = 0.50 } ship_modifier = { mod_ship_naval_cap_usage_mult = 1.0 } size_multiplier = 32 map_counter_icon = ship_counter_32 icon = ship_size_stinger_stage_3 fleet_slot_size = 4 section_slots = { "mid" = { locator = "root" } } num_target_locators = 4 base_buildtime = @stinger_stage_3_build_time can_have_federation_design = yes enable_default_design = yes enable_3dview_in_ship_browser = no selectable = { has_biogenesis_dlc = yes } use_shipnames_from = battleship evaluation_resource = food default_behavior = artillery role_background = "GFX_role_selection_stinger" ship_roles = { artillery gunship } triggered_ship_roles = { { name = artillery_stealth trigger = { has_battleship_cloaking_tech = yes } } { name = gunship_stealth trigger = { has_battleship_cloaking_tech = yes } } } prerequisites = { "tech_stinger_growth_2" } combat_disengage_chance = @stinger_disengage_chance class = shipclass_military construction_type = starbase_shipyard required_component_set = "power_core" required_component_set = "ftl_components" required_component_set = "thruster_components" required_component_set = "sensor_components" required_component_set = "combat_computers" required_component_set = "bio_ship_unique_components" is_bio_ship = yes # this indicates that this ship uses bioship mechanic resources = { category = ships upkeep = { alloys = @stinger_stage_3_upkeep_alloys food = @stinger_stage_3_upkeep_food } logistics = { trade = @stinger_stage_3_upkeep_logistic } } min_upgrade_cost = { alloys = @stinger_stage_3_min_upgrade_cost } ai_ship_data = { fraction = { base = 0 modifier = { add = 10 country_uses_bio_ships = yes } modifier = { factor = 1.5 is_preferred_weapons = weapon_type_energy } modifier = { factor = 1.5 is_preferred_weapons = weapon_type_kinetic } modifier = { factor = 1.5 has_valid_civic = civic_hive_devouring_swarm } modifier = { factor = 1.5 is_machine_empire = yes } modifier = { factor = 1.5 has_valid_ai_personality = yes OR = { has_ai_personality = honorbound_warriors has_ai_personality = hegemonic_imperialists has_ai_personality = democratic_crusaders has_ai_personality = became_the_crisis has_ai_personality = hive_mind has_ai_personality = hive_mind_friend has_ai_personality = benevolent_wilderness has_ai_personality = rampant_wilderness } } } } } bio_titan = { formation_priority = @titan_formation_priority entity = titan_entity ship_category = bio_ship max_speed = @speed_slow acceleration = 0.2 rotation_speed = 0.15 collision_radius = @titan_collision_radius max_hitpoints = @titan_hp modifier = { ship_evasion_add = @titan_evasion } size_multiplier = 80 map_counter_icon = ship_counter_64 icon = ship_size_military_16 fleet_slot_size = 8 section_slots = { "bow" = { locator = "part1" } "mid" = { locator = "part2" } "stern" = { locator = "part3" } } num_target_locators = 4 is_space_station = no base_buildtime = @titan_build_time can_have_federation_design = yes enable_default_design = yes #if yes, countries will have an auto-generated design at start enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser selectable = { host_has_dlc = "Apocalypse" } use_shipnames_from = titan evaluation_resource = food default_behavior = artillery role_background = "GFX_role_selection_bio_titan" ship_roles = { artillery gunship } prerequisites = { "tech_titans" } combat_disengage_chance = 1.25 class = shipclass_military construction_type = starbase_shipyard required_component_set = "power_core" required_component_set = "ftl_components" required_component_set = "thruster_components" required_component_set = "sensor_components" required_component_set = "combat_computers" required_component_set = "ship_aura_components" potential_construction = { OR = { is_scope_type = starbase AND = { is_scope_type = megastructure OR = { is_megastructure_type = mega_shipyard_3 is_megastructure_type = mega_shipyard_restored } } } } possible_construction = { custom_tooltip = { fail_text = starbase_citadel_trigger OR = { AND = { is_scope_type = megastructure OR = { is_megastructure_type = mega_shipyard_3 is_megastructure_type = mega_shipyard_restored } } AND = { is_scope_type = starbase has_starbase_size >= starbase_citadel } } } custom_tooltip = { fail_text = starbase_titan_yards_trigger OR = { AND = { is_scope_type = megastructure OR = { is_megastructure_type = mega_shipyard_3 is_megastructure_type = mega_shipyard_restored } } AND = { is_scope_type = starbase has_starbase_building = titan_yards } } } } resources = { category = ships upkeep = { food = @biotitan_upkeep_food alloys = @biotitan_upkeep_alloys } logistics = { trade = @titan_logistic_upkeep_trade } } min_upgrade_cost = { alloys = 16 } ai_ship_data = { min = 1 max = 15 planet_mult = 0.1 } }