### MSI empire ships ## Security system (dig site) security_system_drone = { graphical_culture = no entity = eventship_02_entity max_speed = @speed_very_fast acceleration = 0.35 rotation_speed = 0.1 collision_radius = 2.0 modifier = { ship_evasion_add = @corvette_evasion } max_hitpoints = 240 size_multiplier = 1 map_counter_icon = ship_counter_4 icon = ship_size_military_1 hull_scale = 0.75 fleet_slot_size = 1 section_slots = { "mid" = { locator = "root" } } num_target_locators = 0 is_space_station = no class = shipclass_military is_designable = no required_component_set = "ftl_components" required_component_set = "combat_computers" required_component_set = "thruster_components" } # Paybac Origin Arc Site Reward # Stat-wise it's midway between a Titan and Juggernaut. payback_warship = { graphical_culture = { "slaver_01" } is_space_object = no graphical_culture = yes entity = payback_warship_frame_entity formation_priority = @titan_formation_priority 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 } section_slots = { "mid" = { locator = "root" } } base_buildtime = @titan_build_time resources = { category = ships upkeep = { energy = @titan_upkeep_energy alloys = @titan_upkeep_alloys } } combat_disengage_chance = 1.25 size_multiplier = 80 map_counter_icon = ship_counter_64 icon = ship_size_military_16 fleet_slot_size = 8 hull_scale = 1.0 num_target_locators = 0 can_disable = no is_designable = no enable_default_design = no is_space_station = no ship_class_icon_frame = 35 default_behavior = carrier use_shipnames_from = juggernaut class = shipclass_military required_component_set = "power_core" required_component_set = "sensor_components" required_component_set = "combat_computers" required_component_set = "ftl_components" required_component_set = "thruster_components" required_component_set = "science_cloaking_components" min_upgrade_cost = { alloys = 50 } ai_ship_data = { min = 1 max = 1 } } # Pre-FTL Chemical Spaceship pre_ftl_chemical_ship = { graphical_culture = no entity = pre_ftl_chemical_ship_entity max_speed = 0.5 acceleration = 0.3 rotation_speed = 0.2 max_hitpoints = @construction_hp modifier = { ship_evasion_add = @construction_evasion } section_slots = { "mid" = { locator = "root" } } is_designable = no num_target_locators = 0 is_space_station = no is_civilian = yes class = shipclass_constructor icon = ship_size_constructor required_component_set = "power_core" required_component_set = "thruster_components" } # Pre-FTL Laser Spaceship pre_ftl_laser_ship = { graphical_culture = no entity = pre_ftl_laser_ship_entity max_speed = @speed_very_slow acceleration = 0.3 rotation_speed = 0.2 max_hitpoints = @construction_hp modifier = { ship_evasion_add = @construction_evasion } section_slots = { "mid" = { locator = "root" } } is_designable = no num_target_locators = 0 is_space_station = no is_civilian = yes class = shipclass_constructor icon = ship_size_constructor required_component_set = "power_core" required_component_set = "thruster_components" } explorer_vessel = { graphical_culture = no entity = pre_ftl_laser_ship_entity max_speed = @speed_very_fast acceleration = 0.3 rotation_speed = 0.2 max_hitpoints = @transport_hp modifier = { ship_evasion_add = @construction_evasion } ship_modifier = { ship_hyperlane_range_add = 1 } hull_scale = 1.50 size_multiplier = 1 map_counter_icon = ship_counter_4 icon = ship_size_science fleet_slot_size = 1 section_slots = { "mid" = { locator = "root" } } is_space_station = no ship_class_icon_frame = 56 base_buildtime = @science_build_time use_shipnames_from = science combat_disengage_chance = 2.0 enable_default_design = yes #if yes, countries will have an auto-generated design at start enable_3dview_in_ship_browser = no #if yes, ship design will have a 3d view in the ship browser is_designable = no components_add_to_cost = no prerequisites = { "tech_space_exploration" } is_civilian = yes class = shipclass_science_ship 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 = "science_cloaking_components" valid_target_aggressive_stance = no auto_upgrade = yes resources = { category = ships cost = { trigger = { from = { country_uses_bio_ships = no } } alloys = @exploration_vessel_cost } cost = { trigger = { from = { country_uses_bio_ships = yes } } alloys = @exploration_vessel_cost mult = 0.5 } cost = { trigger = { from = { country_uses_bio_ships = yes } } food = @exploration_vessel_cost mult = @halved_alloy_to_food_cost_ratio } upkeep = { energy = @science_upkeep_energy alloys = @science_upkeep_alloys } } potential_country = { is_eager_explorer_empire = yes } } engineer_vessel = { graphical_culture = no entity = pre_ftl_chemical_ship_entity max_speed = @speed_fast acceleration = 0.3 rotation_speed = 0.2 max_hitpoints = @transport_hp modifier = { ship_evasion_add = @construction_evasion } hull_scale = 1.50 size_multiplier = 1 map_counter_icon = ship_counter_4 icon = ship_size_constructor fleet_slot_size = 1 section_slots = { "mid" = { locator = "root" } } is_space_station = no base_buildtime = @construction_build_time use_shipnames_from = constructor combat_disengage_chance = 1.0 enable_default_design = yes #if yes, countries will have an auto-generated design at start enable_3dview_in_ship_browser = no #if yes, ship design will have a 3d view in the ship browser prerequisites = { "tech_space_construction" } is_civilian = yes is_designable = no components_add_to_cost = no class = shipclass_constructor construction_type = starbase_shipyard required_component_set = "power_core" required_component_set = "ftl_components" required_component_set = "thruster_components" required_component_set = "sensor_components" valid_target_aggressive_stance = no auto_upgrade = yes resources = { category = ships cost = { trigger = { from = { country_uses_bio_ships = no } } alloys = @engineering_vessel_cost } cost = { trigger = { from = { country_uses_bio_ships = yes } } alloys = @engineering_vessel_cost mult = 0.5 } cost = { trigger = { from = { country_uses_bio_ships = yes } } food = @engineering_vessel_cost mult = @halved_alloy_to_food_cost_ratio } upkeep = { energy = @construction_upkeep_energy alloys = @construction_upkeep_alloys } } potential_country = { is_eager_explorer_empire = yes } } colony_vessel = { graphical_culture = no entity = pre_ftl_colony_vessel_entity max_speed = @speed_fast acceleration = 0.3 rotation_speed = 0.2 max_hitpoints = @transport_hp modifier = { ship_evasion_add = @colony_evasion } size_multiplier = 20 map_counter_icon = ship_counter_16 icon = ship_size_colonizer fleet_slot_size = 1 section_slots = { "mid" = { locator = "root" } } num_target_locators = 0 is_space_station = no base_buildtime = @colony_build_time combat_disengage_chance = 0.5 enable_default_design = yes #if yes, countries will have an auto-generated design at start enable_3dview_in_ship_browser = no #if yes, ship design will have a 3d view in the ship browser prerequisites = { "tech_colonization_1" } is_civilian = yes is_designable = no components_add_to_cost = no class = shipclass_colonizer construction_type = starbase_shipyard required_component_set = "power_core" required_component_set = "ftl_components" required_component_set = "thruster_components" required_component_set = "sensor_components" valid_target_aggressive_stance = no auto_upgrade = yes use_shipnames_from = colonizer resources = { category = colonies # Alloys # 100 normally cost = { trigger = { from = { is_virtual_empire = no country_uses_bio_ships = no } } alloys = @colony_cost_low } # 50 if you're a virtual empire cost = { trigger = { from = { is_virtual_empire = yes country_uses_bio_ships = no } } alloys = @colony_cost_very_low } # Halved if you used biological ships cost = { trigger = { from = { is_virtual_empire = no country_uses_bio_ships = yes } } alloys = @colony_cost_low mult = 0.5 } cost = { trigger = { from = { is_virtual_empire = yes country_uses_bio_ships = yes } } alloys = @colony_cost_very_low mult = 0.5 } # Consumer goods for non-gestalt empires # 200 normally cost = { trigger = { from = { is_gestalt = no is_virtual_empire = no } } consumer_goods = @colony_cost_base } # 100 if you're a virtual empire cost = { trigger = { from = { is_gestalt = no is_virtual_empire = yes } } consumer_goods = @colony_cost_low } # Food for organics # 200 normally cost = { trigger = { from = { is_lithoid_empire = no is_infernal_empire = no is_robot_empire = no is_hive_empire = no NOT = { has_origin = origin_synthetic_fertility } } } food = @colony_cost_base } # 500 if you're a hive mind cost = { trigger = { from = { is_lithoid_empire = no is_infernal_empire = no is_robot_empire = no is_hive_empire = yes } } food = @colony_cost_high } # Additional food to replace alloys if you use biological ships cost = { trigger = { from = { is_virtual_empire = no country_uses_bio_ships = yes } } alloys = @colony_cost_low mult = @halved_alloy_to_food_cost_ratio } cost = { trigger = { from = { is_virtual_empire = yes country_uses_bio_ships = yes } } alloys = @colony_cost_very_low mult = @halved_alloy_to_food_cost_ratio } # Minerals for lithoids # 200 normally cost = { trigger = { from = { is_lithoid_empire = yes is_robot_empire = no is_hive_empire = no NOT = { has_origin = origin_synthetic_fertility } } } minerals = @colony_cost_base } # 500 if you're a hive mind cost = { trigger = { from = { is_lithoid_empire = yes is_robot_empire = no is_hive_empire = yes } } minerals = @colony_cost_high } # Energy for machines # 200 normally cost = { trigger = { from = { is_robot_empire = yes is_gestalt = no is_virtual_empire = no } } energy = @colony_cost_base } # 200 for synth fert cost = { trigger = { from = { has_origin = origin_synthetic_fertility } } energy = @colony_cost_base } # 400 if you're a virtual empire cost = { trigger = { from = { is_robot_empire = yes is_gestalt = no is_virtual_empire = yes } } energy = @colony_cost_mid } # 500 if you're a machine intelligence cost = { trigger = { from = { is_robot_empire = yes is_gestalt = yes is_virtual_empire = no } } energy = @colony_cost_high } # 700 if you're a virtual empire cost = { trigger = { from = { is_robot_empire = yes is_gestalt = yes is_virtual_empire = yes } } energy = @colony_cost_very_high } # Alloys for Infernals cost = { trigger = { from = { is_infernal_empire = yes } } alloys = @colony_cost_low } # 200 Energy for Hives, replacing some food cost = { trigger = { from = { is_infernal_empire = yes is_hive_empire = yes } } energy = @colony_cost_base } upkeep = { energy = @colony_upkeep_energy alloys = @colony_upkeep_alloys } } potential_country = { is_eager_explorer_empire = yes } ai_ship_data = { min = value:desired_colonizers } }