#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 @corvette_formation_priority = 4 @destroyer_collision_radius = 2.5 @destroyer_formation_priority = 2 @cruiser_collision_radius = 3.5 @cruiser_formation_priority = 3 @battleship_collision_radius = 6 @battleship_formation_priority = 5 @titan_collision_radius = 12 @titan_formation_priority = 1 @build_block_radius_none = 0 @build_block_radius_civilian = 20 @build_block_radius_military = 200 @speed_very_slow = 80 @speed_slow = 100 @speed_default = 120 @speed_fast = 140 @speed_very_fast = 160 ################# # FALLEN EMPIRE # ################# # Fallen Empire Massive Ship massive_ship_fallen_empire = { formation_priority = @titan_formation_priority #entity = titan_entity graphical_culture = { "fallen_empire_01" "fallen_empire_02" "fallen_empire_03" "fallen_empire_04" "fallen_machine_empire_01" } max_speed = @speed_slow acceleration = 0.15 rotation_speed = 0.1 collision_radius = @titan_collision_radius modifier = { ship_evasion_add = 2 ship_hull_regen_add_perc = 0.1 ship_armor_regen_add_perc = 0.1 } ship_modifier = { ship_weapon_range_mult = 0.2 } max_hitpoints = @fe_titan_hp size_multiplier = 120 map_counter_icon = ship_counter_128 icon = ship_size_military_32 fleet_slot_size = 16 section_slots = { "mid" = { locator = "part1" } } num_target_locators = 0 is_space_station = no combat_disengage_chance = 0.5 resources = { category = ships cost = { alloys = 10000 } } base_buildtime = 1800 use_shipnames_from = titan class = shipclass_military construction_type = starbase_shipyard is_designable = no potential_country = { is_fallen_empire = yes } ai_ship_data = { min = 1 max = 2 planet_mult = 0.1 } } # Fallen Empire Large Ship large_ship_fallen_empire = { formation_priority = @battleship_formation_priority graphical_culture = { "fallen_empire_01" "fallen_empire_02" "fallen_empire_03" "fallen_empire_04" "fallen_machine_empire_01" } max_speed = @speed_slow acceleration = 0.2 rotation_speed = 0.15 collision_radius = @battleship_collision_radius modifier = { ship_evasion_add = 10 ship_hull_regen_add_perc = 0.1 ship_armor_regen_add_perc = 0.1 } ship_modifier = { ship_weapon_range_mult = 0.2 } max_hitpoints = @fe_battleship_hp size_multiplier = 40 map_counter_icon = ship_counter_32 icon = ship_size_military_8 fleet_slot_size = 4 section_slots = { "mid" = { locator = "part1" } } num_target_locators = 0 is_space_station = no combat_disengage_chance = 1.0 resources = { category = ships cost = { alloys = 2000 } } base_buildtime = 600 use_shipnames_from = battleship class = shipclass_military construction_type = starbase_shipyard is_designable = no potential_country = { is_fallen_empire = yes } ai_ship_data = { fraction = 1 #note: this is naval cap use, it divides by size_multiplier } } # Fallen Empire Small Ship small_ship_fallen_empire = { formation_priority = @destroyer_formation_priority graphical_culture = { "fallen_empire_01" "fallen_empire_02" "fallen_empire_03" "fallen_empire_04" "fallen_machine_empire_01" } max_speed = @speed_fast acceleration = 0.3 rotation_speed = 0.2 collision_radius = @destroyer_collision_radius modifier = { ship_evasion_add = 50 ship_hull_regen_add_perc = 0.1 ship_armor_regen_add_perc = 0.1 } ship_modifier = { ship_weapon_range_mult = 0.2 } max_hitpoints = @fe_destroyer_hp 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 combat_disengage_chance = 1.5 resources = { category = ships cost = { alloys = 500 } } base_buildtime = 200 use_shipnames_from = destroyer class = shipclass_military construction_type = starbase_shipyard is_designable = no potential_country = { is_fallen_empire = yes } ai_ship_data = { fraction = 1 } } # Fallen Empire Defense Platform military_station_small_fallen_empire = { graphical_culture = { "fallen_empire_01" "fallen_empire_02" "fallen_empire_03" "fallen_empire_04" "fallen_machine_empire_01" "biogenesis_01_fallen_empire" } max_speed = 6 rotation_speed = 10 acceleration = 10 modifier = { ship_evasion_mult = -1 ship_hull_regen_add_perc = 0.1 ship_armor_regen_add_perc = 0.1 ships_upkeep_mult = -0.25 } ship_modifier = { ship_weapon_range_mult = 0.4 } max_hitpoints = @station_medium_hp combat_size_multiplier = 20 size_multiplier = 20 map_counter_icon = ship_counter_16 icon = ship_size_military_station fleet_slot_size = 2 section_slots = { "mid" = { locator = "part1" } } num_target_locators = 0 is_space_station = yes build_block_radius = @build_block_radius_military uses_name_prefix = no takes_name_from_ship_design = yes resources = { category = ships cost = { alloys = 1000 } } base_buildtime = 360 use_shipnames_from = military_station_small class = shipclass_military_station construction_type = starbase_defenses is_designable = no } # Fallen Empire Large Station military_station_large_fallen_empire = { graphical_culture = { "fallen_empire_01" "fallen_empire_02" "fallen_empire_03" "fallen_empire_04" "fallen_machine_empire_01" } max_speed = 6 rotation_speed = 10 acceleration = 10 modifier = { ship_evasion_mult = -1 ships_upkeep_mult = -0.25 } ship_modifier = { ship_weapon_range_mult = 0.20 } max_hitpoints = @station_large_hp combat_size_multiplier = 100 size_multiplier = 100 map_counter_icon = ship_counter_128 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_military uses_name_prefix = no takes_name_from_ship_design = yes resources = { category = ships cost = { alloys = 5000 } } base_buildtime = 720 is_listed = no use_shipnames_from = military_station_small class = shipclass_military_station construction_type = starbase_defenses is_designable = no } # Fallen Hive Small Weaver # Stage 1 Weaver with two extra PD slots and two extra utility slots small_fallen_weaver = { graphical_culture = { "biogenesis_01_fallen_empire" } entity = "biogenesis_01_fallen_empire_weaver_stage_3_ship_entity" ship_category = bio_ship # Used to filter ships sizes for graphical cultures hull_scale = 0.75 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 = 4 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 is_designable = no potential_country = { is_fallen_empire = yes } 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 = no # this indicates that this ship uses bioship mechanic resources = { category = ships upkeep = { alloys = @weaver_stage_1_upkeep_alloys food = @weaver_stage_1_upkeep_food } } min_upgrade_cost = { alloys = @weaver_stage_1_min_upgrade_cost } ai_ship_data = { fraction = { base = 0 modifier = { add = 15 country_uses_bio_ships = yes } } } } # Fallen Hive Large Weaver # Stage 3 Weaver with two extra PD slots and two extra Medium slots large_fallen_weaver = { graphical_culture = { "biogenesis_01_fallen_empire" } entity = "biogenesis_01_fallen_empire_weaver_stage_3_ship_entity" ship_category = bio_ship # Used to filter ships sizes for graphical cultures 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 is_designable = no potential_country = { is_fallen_empire = yes } 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 = no # this indicates that this ship uses bioship mechanic resources = { category = ships upkeep = { alloys = @weaver_stage_3_upkeep_alloys food = @weaver_stage_3_upkeep_food } } min_upgrade_cost = { alloys = @weaver_stage_3_min_upgrade_cost } ai_ship_data = { fraction = { base = 0 modifier = { add = 10 country_uses_bio_ships = yes } } } } # Fallen Hive Large Mauler # Stage 3 mauler with two additional weapon and armor slots large_fallen_mauler = { graphical_culture = { "biogenesis_01_fallen_empire" } entity = "biogenesis_01_fallen_empire_mauler_ship_entity" ship_category = bio_ship # Used to filter ships sizes for graphical cultures 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_8 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 is_designable = no potential_country = { is_fallen_empire = yes } 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 = no # this indicates that this ship uses bioship mechanic resources = { category = ships upkeep = { alloys = @mauler_stage_3_upkeep_alloys food = @mauler_stage_3_upkeep_food } } min_upgrade_cost = { alloys = @mauler_stage_3_min_upgrade_cost } ai_ship_data = { fraction = { base = 0 modifier = { add = 5 country_uses_bio_ships = yes } } } } # Fallen Hive Large Harbinger # Stage 3 harbinger with two extra hangar slots large_fallen_harbinger = { graphical_culture = { "biogenesis_01_fallen_empire" } entity = "biogenesis_01_fallen_empire_harbinger_stage_3_ship_entity" ship_category = bio_ship # Used to filter ships sizes for graphical cultures 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 } 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_harbingers" } combat_disengage_chance = @harbinger_disengage_chance class = shipclass_military construction_type = starbase_shipyard is_designable = no potential_country = { is_fallen_empire = yes } 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 = no # this indicates that this ship uses bioship mechanic resources = { category = ships upkeep = { alloys = @harbinger_stage_3_upkeep_alloys food = @harbinger_stage_3_upkeep_food } } 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 } } } } # Fallen Hive Large Stinger # Stage 3 Stinger with two titan slots and three extra armor slots large_fallen_stinger = { graphical_culture = { "biogenesis_01_fallen_empire" } entity = "biogenesis_01_fallen_empire_stinger_stage_3_ship_entity" ship_category = bio_ship # Used to filter ships sizes for graphical cultures 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 is_designable = no potential_country = { is_fallen_empire = yes } 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 = no # this indicates that this ship uses bioship mechanic resources = { category = ships upkeep = { alloys = @stinger_stage_3_upkeep_alloys food = @stinger_stage_3_upkeep_food } } min_upgrade_cost = { alloys = @stinger_stage_3_min_upgrade_cost } ai_ship_data = { fraction = { base = 0 modifier = { add = 10 country_uses_bio_ships = yes } } } }