#reloadable with 'reload stats' # This file is where you start when you want to configure something new, then go to sections #################### # NOTE FOR MODDERS # #################### # modifier = { } For non-starbase ships, only takes the following modifiers: # hull, shield & armor add/mult and regen add perc/static # evasion add/mult # speed/base speed mult # weapon damage mult # upkeep mult # For other modifiers, use ship_modifier = { } # use_shipnames_from = other_size # allows a ship size to use names from another size # icon = ship_size_military_1 #ship_size_military_1 is default. The following sprite keys are generated from it: #GFX_text_ #GFX_ #GFX__top #GFX__top_damaged # icon_frame: now only used for starbases. Value of 2 or more means it shows up on the galaxy map, 1-5 denote which icon it uses on starbase sprite sheets (e.g. gfx/interface/icons/starbase_ship_sizes.dds) # ai_ship_data = { #For determining how many ships the AI wants. Ships it can't recruit (i.e. missing tech prereqs or fails potential_country or possible_country) are pre-filtered out. # fraction = { } #As standard, base, modifier = { factor }, etc. The AI will want this divided by the total fraction it is able to recruit. Note: it is the fraction of the naval cap, so the final value is divided by size_multiplier # #Note: if the fraction is > 0, the following lines will not be applied # min = 1 #Sets a minimum absolute number the country will aim to have # system_mult/planet_mult = 0.1 #Adds this amount for each system/planet the country owns. I.e. min + ( num planets * planet_mult ) + ( num systems * system_mult ) # max = 5 #Sets a maximum absolute number the country will aim to have. Note that it will still want only the minimum unless you define a system_mult or planet_mult #} # ship_roles = { name1 name2 } # Show up as selectable roles in the ship designer # never_lost = # Removes the chance for the ship size to instantly get killed by emergency ftl. It can still be killed by the random Emergency FTL damage effect. # triggered_ship_roles = { { name = test1 trigger = {} } { name = test1 trigger = {} } } # List of triggered ship roles, show up in the ship designer when the trigger is true, executes on country scope # evaluation_resource = food # strategic resource to evaluate the cost of a ship design associated with this size # default is energy # this is used to determine if a ship design is more advanced than another: # the one that costs more is considered an upgrade compared to the cheaper one # # is_bio_ship = yes # this indicates that this ship uses bioship mechanic # is_entropy_conduit = yes # this indicates that this ship is a type of entropy conduit ship used in the galactic hyperthermia crisis # upgrades_to = mauler_stage_2 # the next stage of the bioship growth # # bioship_growth_progress_required = 150 # for bioships: growth threshold at which the ship will grow into its next stage # # for hero ships that are NOT bioships: if > 0 this activates the manual growth interface. threshold at which the manual growth is enabled # # is_hero_ship = yes # If yes, ship can't be merged or disbanded, and has a special UI that splits its potential orders into two bars # # If its combat computer allows it to unlock from combat, it also exposes its actions during combat in the combat view # # default: no # # hero_ship_fleet_background = "GFX_fleet_view_behemoth_stage_4" # Name of sprite to use as a background for Fleet UI for single-ship hero-ship fleets. # # default: empty (uses default background) # # custom_state_loc_prefix = "STATUS_LOC_KEY_PREFIX" # for single-ship fleets with a single hero ship, if not empty this activates the status bar on the fleet UI # # the status bar consists of two scripted localization driven strings (scope: selected fleet) # # the localization keys for those two strings result from appending to this prefix "_title" or "_value" # # (in this example, "STATUS_LOC_KEY_PREFIX_title" and "STATUS_LOC_KEY_PREFIX_value") # # on_click_sound = "sound_clip_name" # Sound clip to play when selecting a single fleet that contains exclusively a single ship of this size # family_name = "bioship_family" # root for the name used to described the whole set (so "mauler" for bantam mauler, absolute mauler, etc). This is also used to localize the variant (ie mauler_cap, mauler_pluralized, etc) through localization # growth_stage_descriptor = "ship_growth_stage_1" # localization for the growth stage of the current ship size (so "bantam", "absolute", etc.) #################### ############ # STANDARD # ############ corvette = { formation_priority = @corvette_formation_priority max_speed = @speed_very_fast acceleration = 0.35 rotation_speed = 0.1 collision_radius = @corvette_collision_radius max_hitpoints = @corvette_hp modifier = { ship_evasion_add = @corvette_evasion #ship_piracy_suppression_add = 10 } size_multiplier = 5 map_counter_icon = ship_counter_4 icon = ship_size_military_1 fleet_slot_size = 1 section_slots = { "mid" = { locator = "part1" } } num_target_locators = 2 is_space_station = no base_buildtime = @corvette_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 role_background = "GFX_role_selection_corvette" ship_roles = { screen gunship artillery brawler } triggered_ship_roles = { { name = brawler_stealth trigger = { has_technology = tech_cloaking_1 } } } default_behavior = swarm prerequisites = { "tech_corvettes" } combat_disengage_chance = 1.00 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" resources = { category = ships upkeep = { energy = @corvette_upkeep_energy alloys = @corvette_upkeep_alloys } logistics = { trade = @corvette_logistic_upkeep_trade } } min_upgrade_cost = { alloys = 1 } ai_ship_data = { fraction = { base = 0 modifier = { add = 15 uses_standard_ship_sizes = yes } modifier = { factor = 1.5 is_hive_empire = yes } modifier = { factor = 0.5 has_technology = tech_cruisers } modifier = { factor = 1.5 has_valid_ai_personality = yes OR = { has_ai_personality = ruthless_capitalists #doing it cheap, or something has_ai_personality = hegemonic_imperialists } } } } } frigate = { formation_priority = @frigate_formation_priority entity = corvette_entity max_speed = @speed_fast acceleration = 0.25 rotation_speed = 0.1 collision_radius = @frigate_collision_radius max_hitpoints = @frigate_hp modifier = { ship_evasion_add = @frigate_evasion #ship_piracy_suppression_add = 10 } size_multiplier = 8 map_counter_icon = ship_counter_8 icon = ship_size_military_1_torpedo fleet_slot_size = 1 hull_scale = 1.35 section_slots = { "mid" = { locator = "part1" } } num_target_locators = 2 is_space_station = no base_buildtime = @frigate_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 use_shipnames_from = corvette default_behavior = torpedo role_background = "GFX_role_selection_frigate" ship_roles = { explosive } triggered_ship_roles = { { name = explosive_stealth trigger = { has_technology = tech_cloaking_1 } } { name = energy_torpedoes trigger = { has_technology = tech_energy_torpedoes_1 } } } prerequisites = { "tech_torpedoes_1" } combat_disengage_chance = 1.00 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" resources = { category = ships upkeep = { energy = @corvette_upkeep_energy alloys = @corvette_upkeep_alloys } logistics = { trade = @frigate_logistic_upkeep_trade } } min_upgrade_cost = { alloys = 1 } ai_ship_data = { fraction = { base = 0 modifier = { add = 10 uses_standard_ship_sizes = yes } modifier = { factor = 1.25 is_preferred_weapons = weapon_type_explosive } modifier = { factor = 1.25 has_technology = tech_battleships } } } } destroyer = { formation_priority = @destroyer_formation_priority max_speed = @speed_fast acceleration = 0.3 rotation_speed = 0.2 collision_radius = @destroyer_collision_radius max_hitpoints = @destroyer_hp modifier = { ship_evasion_add = @destroyer_evasion #ship_piracy_suppression_add = 8 } size_multiplier = 10 map_counter_icon = ship_counter_8 fleet_slot_size = 2 section_slots = { "bow" = { locator = "part1" } "stern" = { locator = "part2" } } num_target_locators = 4 icon = ship_size_military_2 is_space_station = no base_buildtime = @destroyer_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 default_behavior = picket role_background = "GFX_role_selection_destroyer" ship_roles = { screen gunship artillery brawler } triggered_ship_roles = { { name = artillery_stealth trigger = { has_technology = tech_cloaking_2 } } } prerequisites = { "tech_destroyers" } combat_disengage_chance = 1.50 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" resources = { category = ships upkeep = { energy = @destroyer_upkeep_energy alloys = @destroyer_upkeep_alloys } logistics = { trade = @destroyer_logistic_upkeep_trade } } min_upgrade_cost = { alloys = 2 } ai_ship_data = { fraction = { base = 0 modifier = { add = 10 uses_standard_ship_sizes = yes } modifier = { factor = 1.5 has_valid_ai_personality = yes OR = { has_ai_personality = erudite_explorers has_ai_personality = federation_builders has_ai_personality = peaceful_traders } } modifier = { factor = 1.5 has_valid_civic = civic_hive_devouring_swarm NOT = { has_technology = tech_cruisers } } modifier = { factor = 0.5 has_technology = tech_battleships } } } } cruiser = { formation_priority = @cruiser_formation_priority max_speed = @speed_default acceleration = 0.25 rotation_speed = 0.175 collision_radius = @cruiser_collision_radius max_hitpoints = @cruiser_hp modifier = { ship_evasion_add = @cruiser_evasion #ship_piracy_suppression_add = 6 } size_multiplier = 20 map_counter_icon = ship_counter_16 icon = ship_size_military_4 fleet_slot_size = 3 section_slots = { "bow" = { locator = "part1" } "mid" = { locator = "part2" } "stern" = { locator = "part3" } } num_target_locators = 4 is_space_station = no base_buildtime = @cruiser_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 default_behavior = line role_background = "GFX_role_selection_cruiser" ship_roles = { gunship artillery carrier } triggered_ship_roles = { { name = explosive trigger = { has_technology = tech_torpedoes_1 } } { name = explosive_stealth trigger = { has_technology = tech_cloaking_3 } } { name = energy_torpedoes trigger = { has_technology = tech_energy_torpedoes_1 } } { name = energy_torpedoes_stealth trigger = { has_technology = tech_cloaking_3 has_technology = tech_energy_torpedoes_1 } } { name = artillery_stealth trigger = { has_technology = tech_cloaking_3 } } } prerequisites = { "tech_cruisers" } combat_disengage_chance = 1.50 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" resources = { category = ships upkeep = { energy = @cruiser_upkeep_energy alloys = @cruiser_upkeep_alloys } logistics = { trade = @cruiser_logistic_upkeep_trade } } min_upgrade_cost = { alloys = 4 } ai_ship_data = { fraction = { base = 0 modifier = { add = 50 uses_standard_ship_sizes = yes } modifier = { factor = 1.5 is_preferred_weapons = weapon_type_strike_craft } modifier = { factor = 1.5 has_valid_ai_personality = yes OR = { has_ai_personality = evangelising_zealots has_ai_personality = spiritual_seekers has_ai_personality = slaving_despots } } } } } battleship = { formation_priority = @battleship_formation_priority max_speed = @speed_slow acceleration = 0.2 rotation_speed = 0.15 collision_radius = @battleship_collision_radius max_hitpoints = @battleship_hp modifier = { ship_evasion_add = @battleship_evasion #ship_piracy_suppression_add = 4 } size_multiplier = 40 map_counter_icon = ship_counter_32 icon = ship_size_military_8 fleet_slot_size = 4 section_slots = { "bow" = { locator = "part1" } "mid" = { locator = "part2" } "stern" = { locator = "part3" } } num_target_locators = 4 is_space_station = no base_buildtime = @battleship_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 default_behavior = artillery role_background = "GFX_role_selection_battleship" ship_roles = { artillery carrier gunship } prerequisites = { "tech_battleships" } 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" resources = { category = ships upkeep = { energy = @battleship_upkeep_energy alloys = @battleship_upkeep_alloys } logistics = { trade = @battleship_logistic_upkeep_trade } } min_upgrade_cost = { alloys = 8 } ai_ship_data = { fraction = { base = 0 modifier = { add = 50 uses_standard_ship_sizes = 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 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 } } } } } titan = { 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 } 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" } default_behavior = artillery role_background = "GFX_role_selection_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 = { energy = @titan_upkeep_energy alloys = @titan_upkeep_alloys } logistics = { trade = @titan_logistic_upkeep_trade } } min_upgrade_cost = { alloys = 16 } ai_ship_data = { min = 1 max = 15 planet_mult = 0.1 } } constructor = { max_speed = @speed_fast acceleration = 0.3 rotation_speed = 0.2 max_hitpoints = @construction_hp modifier = { ship_evasion_add = @construction_evasion } size_multiplier = 1 map_counter_icon = ship_counter_4 icon = ship_size_constructor fleet_slot_size = 1 section_slots = { "mid" = { locator = "part1" } } num_target_locators = 0 is_space_station = no base_buildtime = @construction_build_time 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 = yes #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 starbase_beastport } 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 = @construction_ship_cost } cost = { trigger = { from = { country_uses_bio_ships = yes } } alloys = @construction_ship_cost mult = 0.5 } cost = { trigger = { from = { country_uses_bio_ships = yes } } food = @construction_ship_cost mult = @halved_alloy_to_food_cost_ratio } upkeep = { energy = @construction_upkeep_energy alloys = @construction_upkeep_alloys } } potential_country = { OR = { has_technology = tech_hyper_drive_1 has_technology = tech_hyper_drive_2 has_technology = tech_hyper_drive_3 has_technology = tech_jump_drive_1 has_technology = tech_psi_jump_drive_1 } } available_to_everyone = yes ai_ship_data = { min = value:desired_constructors_min system_mult = 0.15 max = value:desired_constructors_max } } colonizer = { max_speed = @speed_very_slow acceleration = 0.3 rotation_speed = 0.2 max_hitpoints = @colony_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 = "part1" } } 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 = yes #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 starbase_beastport } 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 = colonies # Alloys # 200 normally cost = { trigger = { from = { is_virtual_empire = no country_uses_bio_ships = no } } alloys = @colony_cost_base } # 100 if you're a virtual empire cost = { trigger = { from = { is_virtual_empire = yes country_uses_bio_ships = no } } alloys = @colony_cost_low } # Halved if you use biological ships cost = { trigger = { from = { is_virtual_empire = no country_uses_bio_ships = yes } } alloys = @colony_cost_base mult = 0.5 } cost = { trigger = { from = { is_virtual_empire = yes country_uses_bio_ships = yes } } alloys = @colony_cost_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 } } food = @colony_cost_base mult = @halved_alloy_to_food_cost_ratio } cost = { trigger = { from = { is_virtual_empire = yes country_uses_bio_ships = yes } } food = @colony_cost_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 # 100 normally cost = { trigger = { from = { is_infernal_empire = yes } } alloys = @colony_cost_low } # 400 Energy for Hives, replacing CG cost = { trigger = { from = { is_infernal_empire = yes is_hive_empire = yes } } energy = @colony_cost_mid } upkeep = { energy = @colony_upkeep_energy alloys = @colony_upkeep_alloys } } available_to_everyone = yes potential_country = { is_guided_sapience_empire = no is_wilderness_empire = no OR = { has_technology = tech_hyper_drive_1 has_technology = tech_hyper_drive_2 has_technology = tech_hyper_drive_3 has_technology = tech_jump_drive_1 has_technology = tech_psi_jump_drive_1 } } ai_ship_data = { min = value:desired_colonizers } } sponsored_colonizer = { max_speed = @speed_very_slow acceleration = 0.3 rotation_speed = 0.2 max_hitpoints = @colony_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 = "part1" } } 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 prerequisites = { "tech_colonization_1" } is_civilian = yes is_designable = no components_add_to_cost = no class = shipclass_colonizer construction_type = { starbase_shipyard starbase_beastport } 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 cost = { trade = @colony_cost_high } upkeep = { trade = @colony_upkeep_energy alloys = @colony_upkeep_alloys } } potential_country = { is_guided_sapience_empire = no OR = { has_civic = civic_corporate_dominion has_civic = civic_private_prospectors } OR = { has_technology = tech_hyper_drive_1 has_technology = tech_hyper_drive_2 has_technology = tech_hyper_drive_3 has_technology = tech_jump_drive_1 has_technology = tech_psi_jump_drive_1 } } available_to_everyone = yes ai_ship_data = { min = value:desired_colonizers_base } } lithoid_colonizer = { graphical_culture = no entity = "lithoid_01_meteor_colonyship_entity" max_speed = @speed_very_fast acceleration = 0.9 rotation_speed = 5 max_hitpoints = @colony_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 = "part1" } } num_target_locators = 0 is_space_station = no base_buildtime = 150 combat_disengage_chance = 0.2 enable_default_design = yes #if yes, countries will have an auto-generated design at start prerequisites = { "tech_colonization_1" } is_civilian = yes is_designable = no components_add_to_cost = no class = shipclass_colonizer construction_type = { starbase_shipyard starbase_beastport } 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 cost = { minerals = @colony_cost_high } } potential_country = { has_origin = origin_lithoid is_guided_sapience_empire = no OR = { has_technology = tech_hyper_drive_1 has_technology = tech_hyper_drive_2 has_technology = tech_hyper_drive_3 has_technology = tech_jump_drive_1 has_technology = tech_psi_jump_drive_1 } } available_to_everyone = yes ai_ship_data = { min = value:desired_colonizers_base } } guided_sapience_colonizer = { max_speed = @speed_very_slow acceleration = 0.3 rotation_speed = 0.2 max_hitpoints = @colony_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 = "part1" } } 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 starbase_beastport } 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 potential_country = { is_guided_sapience_empire = yes OR = { has_technology = tech_hyper_drive_1 has_technology = tech_hyper_drive_2 has_technology = tech_hyper_drive_3 has_technology = tech_jump_drive_1 has_technology = tech_psi_jump_drive_1 } } available_to_everyone = yes ai_ship_data = { min = value:desired_colonizers_base } resources = { category = colonies # Alloys # 400 normally cost = { trigger = { from = { is_virtual_empire = no country_uses_bio_ships = no } } alloys = @colony_cost_mid } # 200 if you're a virtual empire cost = { trigger = { from = { is_virtual_empire = yes country_uses_bio_ships = no } } alloys = @colony_cost_base } # Halved if you use biological ships cost = { trigger = { from = { is_virtual_empire = no country_uses_bio_ships = yes } } alloys = @colony_cost_mid mult = 0.5 } cost = { trigger = { from = { is_virtual_empire = yes country_uses_bio_ships = yes } } alloys = @colony_cost_base 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_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_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 } } food = @colony_cost_mid mult = @halved_alloy_to_food_cost_ratio } cost = { trigger = { from = { is_virtual_empire = yes country_uses_bio_ships = yes } } food = @colony_cost_base 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 } upkeep = { energy = @colony_upkeep_energy alloys = @colony_upkeep_alloys } } } science = { max_speed = @speed_very_fast acceleration = 0.3 rotation_speed = 0.2 max_hitpoints = @science_hp modifier = { ship_evasion_add = @science_evasion } ship_modifier = { ship_hyperlane_range_add = 1 } size_multiplier = 1 map_counter_icon = ship_counter_4 icon = ship_size_science fleet_slot_size = 1 section_slots = { "mid" = { locator = "part1" } } num_target_locators = 0 is_space_station = no base_buildtime = @science_build_time 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 = yes #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 starbase_beastport } 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 = @science_ship_cost } cost = { trigger = { from = { country_uses_bio_ships = yes } } alloys = @science_ship_cost mult = 0.5 } cost = { trigger = { from = { country_uses_bio_ships = yes } } food = @science_ship_cost mult = @halved_alloy_to_food_cost_ratio } upkeep = { energy = @science_upkeep_energy alloys = @science_upkeep_alloys } } potential_country = { is_mercenary = no NOT = { is_country_type = mindwarden_enclave } OR = { has_technology = tech_hyper_drive_1 has_technology = tech_hyper_drive_2 has_technology = tech_hyper_drive_3 has_technology = tech_jump_drive_1 has_technology = tech_psi_jump_drive_1 } } available_to_everyone = yes ai_ship_data = { min = value:desired_science_ships system_mult = value:desired_science_ships_system_mult max = value:max_science_ships } } transport = { max_speed = @speed_very_fast rotation_speed = 0.2 acceleration = 0.6 max_hitpoints = @transport_hp modifier = { ship_armor_add = 100 ship_evasion_add = @transport_evasion } size_multiplier = 1 map_counter_icon = ship_counter_4 icon = ship_size_transport fleet_slot_size = 1 section_slots = { "mid" = { locator = "part1" } } num_target_locators = 0 is_space_station = no available_to_everyone = yes combat_disengage_chance = 1.5 enable_default_design = yes #if yes, countries will have an auto-generated design at start is_designable = no components_add_to_cost = no class = shipclass_transport 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" auto_upgrade = yes } ################ # MILITARY STATIONS # ################ military_station_small = { max_speed = 6 rotation_speed = 10 acceleration = 10 max_hitpoints = @station_small_hp modifier = { ship_evasion_mult = -1 ships_upkeep_mult = -0.25 #ship_piracy_suppression_add = 2 } ship_modifier = { ship_weapon_range_mult = 0.30 } combat_size_multiplier = 20 size_multiplier = 1 map_counter_icon = ship_counter_4 fleet_slot_size = 2 section_slots = { "west" = { locator = "part1" } "east" = { locator = "part2" } } is_designable = yes uses_name_prefix = no takes_name_from_ship_design = yes num_target_locators = 0 is_space_station = yes base_buildtime = @corvette_build_time role_background = "GFX_role_selection_defense_platform" ship_roles = { gunship screen artillery carrier energy_torpedoes } enable_default_design = yes #if yes, countries will have an auto-generated design at start prerequisites = { "tech_space_defense_station_1" } class = shipclass_military_station construction_type = starbase_defenses required_component_set = "power_core" required_component_set = "sensor_components" required_component_set = "combat_computers" build_block_radius = @build_block_radius_military potential_construction = { is_scope_type = starbase OR = { has_starbase_size >= starbase_outpost has_starbase_size >= orbital_ring_tier_1 has_starbase_size >= starbase_deep_space_citadel_1 } } resources = { category = ships } available_to_everyone = yes } military_station_medium = { max_speed = 6 rotation_speed = 10 acceleration = 10 modifier = { ship_evasion_mult = -1 ship_armor_add = 30 ship_shield_mult = 1 ships_upkeep_mult = -0.25 } ship_modifier = { ship_weapon_range_mult = 0.20 } max_hitpoints = @station_medium_hp combat_size_multiplier = 40 size_multiplier = 2 map_counter_icon = ship_counter_4 fleet_slot_size = 4 section_slots = { "north" = { locator = "part1" } "west" = { locator = "part2" } "east" = { locator = "part3" } "south" = { locator = "part4" } } num_target_locators = 0 is_space_station = yes base_buildtime = 360 is_listed = no is_designable = no uses_name_prefix = no takes_name_from_ship_design = yes enable_default_design = yes #if yes, countries will have an auto-generated design at start class = shipclass_military_station required_component_set = "power_core" required_component_set = "sensor_components" required_component_set = "combat_computers" build_block_radius = @build_block_radius_military resources = { category = ships } available_to_everyone = yes } military_station_large = { max_speed = 6 rotation_speed = 10 acceleration = 10 modifier = { ship_evasion_mult = -1 ship_armor_add = 44 ship_shield_mult = 1 ships_upkeep_mult = -0.25 } ship_modifier = { ship_weapon_range_mult = 0.20 } max_hitpoints = @station_large_hp combat_size_multiplier = 80 size_multiplier = 4 map_counter_icon = ship_counter_4 fleet_slot_size = 8 section_slots = { "north" = { locator = "part1" locator = "part2" } "west" = { locator = "part3" locator = "part4" } "east" = { locator = "part5" locator = "part6" } "south" = { locator = "part7" locator = "part8" } } num_target_locators = 0 is_space_station = yes is_listed = no is_designable = no uses_name_prefix = no takes_name_from_ship_design = yes enable_default_design = yes #if yes, countries will have an auto-generated design at start class = shipclass_military_station required_component_set = "power_core" required_component_set = "sensor_components" required_component_set = "combat_computers" build_block_radius = @build_block_radius_military resources = { category = ships } available_to_everyone = yes } ################ # CIVILIAN STATIONS # ################ mining_station = { max_speed = 0.0 acceleration = 0.0 rotation_speed = 0.0 max_hitpoints = @station_civilian_hp modifier = { ship_armor_add = 1000 ship_evasion_mult = -1 } size_multiplier = 1 map_counter_icon = ship_counter_4 fleet_slot_size = 1 section_slots = { "mid" = { locator = "part1" } } num_target_locators = 0 is_space_station = yes build_block_radius = @build_block_radius_civilian is_civilian = no components_add_to_cost = no enable_default_design = yes #if yes, countries will have an auto-generated design at start prerequisites = { "tech_space_construction" } class = shipclass_mining_station is_designable = no valid_target_aggressive_stance = no auto_upgrade = yes resources = { category = station_gatherers cost = { trigger = { from = { country_uses_bio_ships = no } } minerals = @civilian_station_cost } cost = { trigger = { from = { country_uses_bio_ships = yes } } food = @civilian_station_cost mult = @mineral_to_food_cost_ratio } cost = { trigger = { from = { has_valid_civic = civic_void_hive } } unity = 10 } upkeep = { energy = 1 } } available_to_everyone = yes } research_station = { max_speed = 0.0 acceleration = 0.0 rotation_speed = 0.0 max_hitpoints = @station_civilian_hp modifier = { ship_armor_add = 1000 ship_evasion_mult = -1 } size_multiplier = 1 map_counter_icon = ship_counter_4 fleet_slot_size = 1 section_slots = { "mid" = { locator = "part1" } } num_target_locators = 1 is_space_station = yes build_block_radius = @build_block_radius_civilian is_civilian = no components_add_to_cost = no enable_default_design = yes #if yes, countries will have an auto-generated design at start prerequisites = { "tech_space_construction" } class = shipclass_research_station is_designable = no valid_target_aggressive_stance = no auto_upgrade = yes resources = { category = station_researchers cost = { trigger = { from = { country_uses_bio_ships = no } } minerals = @civilian_station_cost } cost = { trigger = { from = { country_uses_bio_ships = yes } } food = @civilian_station_cost mult = @mineral_to_food_cost_ratio } cost = { trigger = { from = { has_valid_civic = civic_void_hive } } unity = 10 } upkeep = { energy = 1 } } available_to_everyone = yes } observation_station = { max_speed = 0.0 acceleration = 0.0 rotation_speed = 0.0 max_hitpoints = @station_civilian_hp modifier = { ship_armor_add = 1000 ship_evasion_mult = -1 } size_multiplier = 1 map_counter_icon = ship_counter_4 fleet_slot_size = 1 num_target_locators = 0 is_space_station = yes build_block_radius = @build_block_radius_civilian is_civilian = yes auto_upgrade = yes components_add_to_cost = no is_designable = no enable_default_design = yes #if yes, countries will have an auto-generated design at start class = shipclass_observation_station valid_target_aggressive_stance = no required_component_set = "science_cloaking_components" resources = { category = station_observers cost = { trigger = { from = { country_uses_bio_ships = no } } minerals = @civilian_station_cost } cost = { trigger = { from = { country_uses_bio_ships = yes } } food = @civilian_station_cost mult = @mineral_to_food_cost_ratio } upkeep = { energy = 1 } } available_to_everyone = yes }