#reloadable with 'reload stats' # This file is where you start when you want to configure something new, then go to sections @corvette_collision_radius = 2.0 @destroyer_collision_radius = 2.5 @cruiser_collision_radius = 3 @battleship_collision_radius = 3 @titan_collision_radius = 15 @build_block_radius_none = 0 @build_block_radius_civilian = 20 @build_block_radius_military = 200 @speed_event_super_slow = 0.5 @speed_very_slow = 80 @speed_slow = 100 @speed_default = 120 @speed_fast = 140 @speed_very_fast = 160 @salvagecostsmall = 1000 @salvagecostmedium = 2500 @salvagecostlarge = 5000 @salvagecostsmallrare = 250 @salvagecostmediumrare = 500 @salvagecostlargerare = 1000 ################## # EVENT SPECIFIC # ################## # Asteroid asteroid = { can_be_inspected = no is_space_object = yes max_speed = 0.1 rotation_speed = 10 acceleration = 10 modifier = { ship_evasion_mult = -1 } max_hitpoints = 9000 size_multiplier = 200 map_counter_icon = ship_counter_128 icon = ship_size_military_32 fleet_slot_size = 1 num_target_locators = 0 is_civilian = no class = shipclass_military is_designable = no } # Repaired Abandoned Ship abandoned_ship = { max_speed = @speed_slow rotation_speed = 0.15 acceleration = 0.3 fleet_slot_size = 4 modifier = { ship_evasion_add = 20 ship_armor_add = 40 } max_hitpoints = 1200 size_multiplier = 4 map_counter_icon = ship_counter_4 icon = ship_size_military_1 section_slots = { "mid" = { locator = "root" } } num_target_locators = 0 class = shipclass_military is_designable = no required_component_set = "ftl_components" } # Space Ark ark_ship = { max_speed = @speed_fast rotation_speed = 0.15 acceleration = 0.3 modifier = { ship_evasion_add = 15 ship_armor_add = 30 } max_hitpoints = 1500 size_multiplier = 20 map_counter_icon = ship_counter_16 icon = ship_size_military_4 fleet_slot_size = 4 section_slots = { "mid" = { locator = "root" } } num_target_locators = 0 class = shipclass_military is_designable = no } # Small Probe probe = { max_speed = @speed_very_fast rotation_speed = 0.15 acceleration = 0.35 modifier = { ship_armor_add = 10 ship_evasion_add = 60 } max_hitpoints = 600 size_multiplier = 1 map_counter_icon = ship_counter_4 icon = ship_size_military_1 fleet_slot_size = 1 section_slots = { "mid" = { locator = "root" } } num_target_locators = 0 class = shipclass_military is_designable = no } # Generic Starbase station_generic_01 = { graphical_culture = no max_speed = 0.0 acceleration = 0.0 rotation_speed = 0.0 modifier = { ship_evasion_mult = -1 ship_armor_add = 11 ships_upkeep_mult = -0.25 } max_hitpoints = 4000 size_multiplier = 20 map_counter_icon = ship_counter_16 icon = ship_size_military_station fleet_slot_size = 4 section_slots = { "mid" = { locator = "part1" } } num_target_locators = 0 is_space_station = yes build_block_radius = @build_block_radius_civilian class = shipclass_military_station is_designable = no } # Sensor Station sensor_station_01 = { graphical_culture = no max_speed = 0.0 acceleration = 0.0 rotation_speed = 0.0 modifier = { ship_evasion_mult = -1 ship_armor_add = 5 ships_upkeep_mult = -0.25 } max_hitpoints = 1000 size_multiplier = 10 map_counter_icon = ship_counter_8 icon = ship_size_military_station fleet_slot_size = 4 section_slots = { "mid" = { locator = "part1" } } num_target_locators = 0 is_space_station = yes build_block_radius = @build_block_radius_civilian class = shipclass_military_station is_designable = no } # Alien Racing Ship (uses eventship_06) alien_racing_ship = { graphical_culture = no max_speed = 200 acceleration = 0.4 rotation_speed = 0.35 modifier = { ship_evasion_add = 25 ship_armor_add = 3 } max_hitpoints = 300 size_multiplier = 4 map_counter_icon = ship_counter_4 icon = ship_size_military_1 fleet_slot_size = 2 section_slots = { "mid" = { locator = "part1" } } num_target_locators = 0 is_space_station = no is_designable = no is_civilian = yes class = shipclass_science_ship required_component_set = "power_core" required_component_set = "ftl_components" required_component_set = "thruster_components" required_component_set = "sensor_components" } # Event Ship 1 (Cruiser) eventship_01 = { graphical_culture = no max_speed = @speed_fast acceleration = 0.25 rotation_speed = 0.175 collision_radius = 4 modifier = { ship_evasion_add = 15 #ship_piracy_suppression_add = 6 } max_hitpoints = 2000 size_multiplier = 20 map_counter_icon = ship_counter_16 icon = ship_size_military_4 fleet_slot_size = 3 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" } # Event Ship 2 (Corvette) eventship_02 = { graphical_culture = no max_speed = @speed_very_fast acceleration = 0.35 rotation_speed = 0.1 collision_radius = 2.0 modifier = { ship_evasion_add = 71 ship_armor_add = 5 #ship_piracy_suppression_add = 10 } max_hitpoints = 240 size_multiplier = 5 map_counter_icon = ship_counter_4 icon = ship_size_military_1 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" } # Event Ship 3 (Battleship) eventship_03 = { graphical_culture = no max_speed = @speed_default acceleration = 0.2 rotation_speed = 0.15 collision_radius = 5 modifier = { ship_evasion_add = 15 ship_armor_add = 37 #ship_piracy_suppression_add = 4 } max_hitpoints = 1920 size_multiplier = 40 map_counter_icon = ship_counter_32 icon = ship_size_military_8 fleet_slot_size = 4 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" } # Event Ship 4 (Battleship) eventship_04 = { graphical_culture = no entity = eventship_04_blue_entity max_speed = @speed_default acceleration = 0.2 rotation_speed = 0.15 collision_radius = 5 modifier = { ship_evasion_add = 8 ship_armor_add = 90 #ship_piracy_suppression_add = 4 } max_hitpoints = 1920 size_multiplier = 40 map_counter_icon = ship_counter_32 icon = ship_size_military_8 fleet_slot_size = 4 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" } # Nomad Destroyer nomad_destroyer = { graphical_culture = no max_speed = @speed_fast acceleration = 0.3 rotation_speed = 0.2 collision_radius = @destroyer_collision_radius modifier = { ship_evasion_add = 35 #ship_piracy_suppression_add = 8 } max_hitpoints = 1000 size_multiplier = 10 map_counter_icon = ship_counter_8 icon = ship_size_military_2 fleet_slot_size = 2 section_slots = { "mid" = { locator = "part1" } } 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" } # Nomad Cruiser eventship_05 = { graphical_culture = no max_speed = @speed_fast acceleration = 0.5 rotation_speed = 0.2 collision_radius = 4 modifier = { ship_evasion_add = 15 ship_armor_add = 30 #ship_piracy_suppression_add = 6 } max_hitpoints = 1800 size_multiplier = 20 map_counter_icon = ship_counter_16 icon = ship_size_military_4 fleet_slot_size = 3 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" } # Event Ship 6 (Destroyer) eventship_06 = { graphical_culture = no max_speed = @speed_fast acceleration = 0.3 rotation_speed = 0.2 collision_radius = 3 modifier = { ship_evasion_add = 25 ship_armor_add = 14 #ship_piracy_suppression_add = 8 } max_hitpoints = 480 size_multiplier = 10 map_counter_icon = ship_counter_8 icon = ship_size_military_2 fleet_slot_size = 2 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" } # Event Ship 7 (Destroyer) eventship_07 = { graphical_culture = no max_speed = @speed_fast acceleration = 0.3 rotation_speed = 0.2 collision_radius = 3 modifier = { ship_evasion_add = 25 ship_armor_add = 14 #ship_piracy_suppression_add = 8 } max_hitpoints = 480 size_multiplier = 10 map_counter_icon = ship_counter_8 icon = ship_size_military_2 fleet_slot_size = 2 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" } # Civilian Freighter civilian_freighter = { graphical_culture = no entity = cargo_transport_containers_entity max_speed = @speed_slow acceleration = 0.3 rotation_speed = 0.2 modifier = { ship_evasion_add = 5 ship_armor_add = 3 } max_hitpoints = 240 size_multiplier = 20 map_counter_icon = ship_counter_16 icon = ship_size_military_4 fleet_slot_size = 3 section_slots = { "mid" = { locator = "root" } } num_target_locators = 0 is_space_station = no base_buildtime = 60 is_civilian = no class = shipclass_military is_designable = no required_component_set = "ftl_components" required_component_set = "thruster_components" } # Civilian Tanker civilian_tanker = { graphical_culture = no entity = cargo_transport_tanker_entity max_speed = @speed_slow acceleration = 0.3 rotation_speed = 0.2 modifier = { ship_evasion_add = 5 ship_armor_add = 3 } max_hitpoints = 240 size_multiplier = 40 map_counter_icon = ship_counter_32 icon = ship_size_military_8 fleet_slot_size = 3 section_slots = { "mid" = { locator = "root" } } num_target_locators = 0 is_space_station = no base_buildtime = 60 is_civilian = no class = shipclass_military is_designable = no required_component_set = "ftl_components" required_component_set = "thruster_components" } # Passenger Liner passenger_liner = { graphical_culture = no entity = abandoned_ship_section_entity max_speed = @speed_slow acceleration = 0.3 rotation_speed = 0.2 modifier = { ship_evasion_add = 5 ship_armor_add = 3 } max_hitpoints = 240 size_multiplier = 40 map_counter_icon = ship_counter_32 icon = ship_size_military_8 fleet_slot_size = 3 section_slots = { "mid" = { locator = "root" } } num_target_locators = 0 is_space_station = no base_buildtime = 60 is_civilian = no class = shipclass_military is_designable = no required_component_set = "ftl_components" required_component_set = "thruster_components" } # Primitive Space Station primitive_space_station = { max_speed = 0.0 acceleration = 0.0 rotation_speed = 0.0 modifier = { ship_evasion_mult = -1 ships_upkeep_mult = -0.25 } max_hitpoints = 100 size_multiplier = 40 map_counter_icon = ship_counter_32 icon = ship_size_military_station fleet_slot_size = 4 section_slots = { "mid" = { locator = "root" } } is_designable = no num_target_locators = 0 is_space_station = yes build_block_radius = @build_block_radius_civilian class = shipclass_military_station } # Ancient Manufactory object ancient_drone_station = { is_space_object = yes max_speed = @speed_default rotation_speed = 10 acceleration = 10 modifier = { ship_evasion_mult = 100 } max_hitpoints = 6000 size_multiplier = 10 map_counter_icon = ship_counter_8 icon = ship_size_military_station fleet_slot_size = 1 num_target_locators = 0 is_civilian = yes class = shipclass_constructor is_designable = no } #Ghost Ship# ghost_ship = { graphical_culture = no entity = ai_01_science_ship_entity max_speed = @speed_very_slow acceleration = 0.1 rotation_speed = 0.1 modifier = { ship_evasion_add = -1 ship_armor_add = 3 } max_hitpoints = 500 size_multiplier = 5 map_counter_icon = ship_counter_4 fleet_slot_size = 1 section_slots = { "mid" = { locator = "root" } } num_target_locators = 0 is_designable = no is_space_station = no icon_frame = 2 is_civilian = yes class = shipclass_science_ship required_component_set = "ftl_components" required_component_set = "thruster_components" } # Star Mall Drone star_mall_drone = { can_be_inspected = no graphical_culture = no entity = avian_01_construction_ship_entity max_speed = @speed_very_fast acceleration = 0.2 rotation_speed = 0.1 hull_scale = 0.25 modifier = { ship_evasion_add = 25 } max_hitpoints = 250 size_multiplier = 5 map_counter_icon = ship_counter_4 icon = ship_size_military_1 fleet_slot_size = 1 num_target_locators = 0 is_space_station = no class = shipclass_military is_designable = no required_component_set = "power_core" required_component_set = "thruster_components" } # Nanite Swarmer nanite_swarmer = { graphical_culture = no entity = gatebuilder_01_cruiser_entity hull_scale = 0.25 max_speed = @speed_fast acceleration = 0.25 rotation_speed = 0.175 collision_radius = 0.1 modifier = { ship_evasion_add = 60 #ship_piracy_suppression_add = 1 ship_hull_regen_add_static = 5 ship_armor_add = @armor_S1 ship_armor_regen_add_static = 5 } max_hitpoints = 50 size_multiplier = 1 map_counter_icon = ship_counter_4 icon = ship_size_military_1 fleet_slot_size = 1 section_slots = { "mid" = { locator = "part1" } } num_target_locators = 0 is_space_station = no potential_country = { has_tradition = tr_nanotech_4 } class = shipclass_military construction_type = starbase_shipyard enable_default_design = yes default_behavior = torpedo ship_roles = { explosive carrier gunship screen } use_shipnames_from = corvette base_buildtime = 24 required_component_set = "power_core" required_component_set = "ftl_components" required_component_set = "combat_computers" required_component_set = "thruster_components" required_component_set = "sensor_components" components_add_to_cost = no resources = { category = ships cost = { nanites = 500 } upkeep = { nanites = 1 } } available_to_everyone = yes } nanite_interdictor = { formation_priority = @battleship_formation_priority graphical_culture = no entity = gatebuilder_01_mothership_entity hull_scale = 0.33 max_speed = @speed_default acceleration = 0.25 rotation_speed = 0.175 collision_radius = @battleship_collision_radius max_hitpoints = 2000 modifier = { ship_evasion_add = 20 ship_hull_regen_add_static = 15 ship_armor_add = 1500 ship_armor_regen_add_static = 15 } size_multiplier = 15 map_counter_icon = ship_counter_16 icon = ship_size_military_4 fleet_slot_size = 6 section_slots = { "mid" = { locator = "part1" } } num_target_locators = 0 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 default_behavior = carrier ship_roles = { explosive carrier energy_torpedoes } potential_country = { has_tradition = tr_nanotech_5 } use_shipnames_from = cruiser 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" components_add_to_cost = no resources = { category = ships cost = { nanites = 7500 } upkeep = { nanites = 5 } } available_to_everyone = yes 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 } } } } }