@build_block_radius_civilian = 20 ### Overlord ### offspring_corvette = { formation_priority = @corvette_formation_priority entity = corvette_entity max_speed = @speed_very_fast acceleration = 0.35 rotation_speed = 0.1 collision_radius = 2.5 max_hitpoints = @corvette_hp modifier = { ship_evasion_add = @corvette_evasion #ship_piracy_suppression_add = 10 ship_hull_mult = 0.5 ship_weapon_range_mult = 0.25 ship_shield_mult = 0.5 ship_armor_mult = 0.5 } size_multiplier = 5 map_counter_icon = ship_counter_4 icon = ship_size_military_1 hull_scale = 1.5 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 = no enable_default_design = yes #if yes, countries will have an auto-generated design at start use_shipnames_from = corvette default_behavior = swarm ship_roles = { screen gunship artillery brawler } triggered_ship_roles = { { name = brawler_stealth trigger = { has_technology = tech_cloaking_1 } } { name = explosive trigger = { has_technology = tech_torpedoes_1 } } { name = explosive_stealth trigger = { has_technology = tech_cloaking_1 has_technology = tech_torpedoes_1 } } { name = energy_torpedoes trigger = { has_technology = tech_energy_torpedoes_1 } } } prerequisites = { "tech_corvettes" } potential_country = { has_origin = origin_progenitor_hive } 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" required_component_set = "ship_aura_components" resources = { category = ships cost = { alloys = 30 } upkeep = { energy = @corvette_upkeep_energy alloys = @corvette_upkeep_alloys mult = 2 } logistics = { trade = @corvette_logistic_upkeep_trade } } min_upgrade_cost = { alloys = 1 } ai_ship_data = { fraction = { base = 0 modifier = { add = 50 uses_standard_ship_sizes = yes } } } } offspring_destroyer = { entity = destroyer_entity formation_priority = @destroyer_formation_priority max_speed = @speed_fast acceleration = 0.3 rotation_speed = 0.2 collision_radius = 3 max_hitpoints = @destroyer_hp modifier = { ship_evasion_add = @destroyer_evasion #ship_piracy_suppression_add = 8 ship_hull_mult = 0.5 ship_weapon_range_mult = 0.25 ship_shield_mult = 0.5 ship_armor_mult = 0.5 } size_multiplier = 10 map_counter_icon = ship_counter_8 icon = ship_size_military_2 hull_scale = 1.5 fleet_slot_size = 2 section_slots = { "bow" = { locator = "part1" } "stern" = { locator = "part2" } } num_target_locators = 4 is_space_station = no base_buildtime = @destroyer_build_time can_have_federation_design = no enable_default_design = yes #if yes, countries will have an auto-generated design at start use_shipnames_from = destroyer default_behavior = picket ship_roles = { gunship artillery screen brawler } triggered_ship_roles = { { name = artillery_stealth trigger = { has_technology = tech_cloaking_2 } } } prerequisites = { "tech_destroyers" } potential_country = { has_origin = origin_progenitor_hive } 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" required_component_set = "ship_aura_components" resources = { category = ships cost = { alloys = 60 } upkeep = { energy = @destroyer_upkeep_energy alloys = @destroyer_upkeep_alloys mult = 2 } logistics = { trade = @destroyer_logistic_upkeep_trade } } min_upgrade_cost = { alloys = 2 } } offspring_cruiser = { entity = cruiser_entity formation_priority = @cruiser_formation_priority max_speed = @speed_default acceleration = 0.25 rotation_speed = 0.175 collision_radius = 4 max_hitpoints = @cruiser_hp modifier = { ship_evasion_add = @cruiser_evasion #ship_piracy_suppression_add = 6 ship_hull_mult = 0.5 ship_weapon_range_mult = 0.25 ship_shield_mult = 0.5 ship_armor_mult = 0.5 } size_multiplier = 20 map_counter_icon = ship_counter_16 icon = ship_size_military_4 hull_scale = 1.5 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 = no enable_default_design = yes #if yes, countries will have an auto-generated design at start use_shipnames_from = cruiser default_behavior = line ship_roles = { gunship carrier explosive artillery } triggered_ship_roles = { { 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" } potential_country = { has_origin = origin_progenitor_hive } 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" required_component_set = "ship_aura_components" resources = { category = ships cost = { alloys = 120 } upkeep = { energy = @cruiser_upkeep_energy alloys = @cruiser_upkeep_alloys mult = 2 } logistics = { trade = @cruiser_logistic_upkeep_trade } } min_upgrade_cost = { alloys = 4 } } offspring_battleship = { entity = battleship_entity formation_priority = @battleship_formation_priority max_speed = @speed_slow acceleration = 0.2 rotation_speed = 0.15 collision_radius = 4.5 max_hitpoints = @battleship_hp modifier = { ship_evasion_add = @battleship_evasion #ship_piracy_suppression_add = 4 ship_hull_mult = 0.5 ship_weapon_range_mult = 0.25 ship_shield_mult = 0.5 ship_armor_mult = 0.5 } size_multiplier = 40 map_counter_icon = ship_counter_32 icon = ship_size_military_8 hull_scale = 1.5 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 = no enable_default_design = yes #if yes, countries will have an auto-generated design at start use_shipnames_from = battleship default_behavior = artillery ship_roles = { artillery carrier gunship } prerequisites = { "tech_battleships" } potential_country = { has_origin = origin_progenitor_hive } 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" resources = { category = ships cost = { alloys = 240 } upkeep = { energy = @battleship_upkeep_energy alloys = @battleship_upkeep_alloys mult = 2 } logistics = { trade = @battleship_logistic_upkeep_trade } } min_upgrade_cost = { alloys = 8 } } # Enclaves enclave_mercenary_station = { entity = enclave_mercenary_station_entity is_space_object = no graphical_culture = no max_speed = 0.0 acceleration = 0.0 rotation_speed = 0.002 modifier = { ship_evasion_mult = -1 ship_armor_mult = 1 ship_shield_mult = 1 ship_fire_rate_mult = 1 starbase_shipyard_capacity_add = 4 starbase_defense_platform_capacity_add = 8 } max_hitpoints = @station_enclave_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 can_disable = no is_space_station = yes build_block_radius = @build_block_radius_civilian use_shipnames_from = military_station_small class = shipclass_starbase construction_type = starbase_shipyard required_component_set = "power_core" required_component_set = "sensor_components" is_designable = no } enclave_salvager_station = { entity = salvager_station_01_entity graphical_culture = no # is_space_object = yes max_speed = 0.0 acceleration = 0.0 rotation_speed = 0.002 modifier = { ship_evasion_mult = -1 ship_armor_mult = 1 ship_shield_mult = 1 ship_fire_rate_mult = 1 starbase_shipyard_capacity_add = 4 starbase_defense_platform_capacity_add = 8 } max_hitpoints = @station_enclave_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 can_disable = no is_space_station = yes build_block_radius = @build_block_radius_civilian use_shipnames_from = military_station_small class = shipclass_starbase is_designable = no construction_type = starbase_shipyard required_component_set = "power_core" required_component_set = "sensor_components" } enclave_shroudwalker_station = { # is_space_object = yes graphical_culture = no max_speed = 0.0 acceleration = 0.0 rotation_speed = 0.002 modifier = { ship_evasion_mult = -1 ship_armor_mult = 1 ship_shield_mult = 1 ship_fire_rate_mult = 1 starbase_shipyard_capacity_add = 4 starbase_defense_platform_capacity_add = 8 } max_hitpoints = @station_enclave_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 can_disable = no is_space_station = yes build_block_radius = @build_block_radius_civilian use_shipnames_from = military_station_small class = shipclass_starbase construction_type = starbase_shipyard required_component_set = "power_core" required_component_set = "sensor_components" is_designable = no } offspring_mauler_stage_1 = { graphical_culture = { "biogenesis_01" "biogenesis_02" } ship_category = bio_ship # Used to filter ships sizes for graphical cultures entity = mauler_stage_1_entity formation_priority = @mauler_formation_priority max_speed = @speed_fast acceleration = 0.25 rotation_speed = 0.1 collision_radius = @mauler_stage_1_collision_radius max_hitpoints = @mauler_stage_1_hp ship_family_name = offspring_mauler_class growth_stage_descriptor = "ship_growth_stage_1" modifier = { ship_evasion_add = @mauler_stage_1_evasion ship_hull_mult = 0.5 ship_weapon_range_mult = 0.25 ship_shield_mult = 0.5 ship_armor_mult = 0.5 } size_multiplier = 5 map_counter_icon = ship_counter_4 icon = ship_size_mauler_stage_1 fleet_slot_size = 1 hull_scale = 1.5 section_slots = { "mid" = { locator = "root" } } num_target_locators = 2 is_space_station = no base_buildtime = @mauler_stage_1_build_time can_have_federation_design = no 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" } potential_country = { has_origin = origin_progenitor_hive } 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 = "ship_aura_components" is_bio_ship = yes # this indicates that this ship uses bioship mechanic bioship_growth_progress_required = @mauler_stage_1_growth_threshold upgrades_to = offspring_mauler_stage_2 # what ship size to use when upgrading this ship size resources = { category = ships cost = { food = @mauler_stage_1_section_cost mult = @alloy_to_food_cost_ratio } upkeep = { alloys = @mauler_stage_1_upkeep_alloys food = @mauler_stage_1_upkeep_food mult = 2 } 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 } } } } offspring_mauler_stage_2 = { graphical_culture = { "biogenesis_01" "biogenesis_02"} ship_category = bio_ship # Used to filter ships sizes for graphical cultures entity = mauler_stage_2_entity formation_priority = @mauler_formation_priority max_speed = @speed_fast acceleration = 0.25 rotation_speed = 0.1 collision_radius = @mauler_stage_2_collision_radius max_hitpoints = @mauler_stage_2_hp ship_family_name = offspring_mauler_class growth_stage_descriptor = "ship_growth_stage_2" modifier = { ship_evasion_add = @mauler_stage_2_evasion ship_reactor_power_mult = 0.25 ship_hull_mult = 0.5 ship_weapon_range_mult = 0.25 ship_shield_mult = 0.5 ship_armor_mult = 0.5 } ship_modifier = { mod_ship_naval_cap_usage_mult = 0.50 } size_multiplier = 5 map_counter_icon = ship_counter_4 icon = ship_size_mauler_stage_2 fleet_slot_size = 1 hull_scale = 1.5 section_slots = { "mid" = { locator = "root" } } num_target_locators = 2 is_space_station = no base_buildtime = @mauler_stage_2_build_time can_have_federation_design = no 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_1" } potential_country = { has_origin = origin_progenitor_hive } 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 = "ship_aura_components" is_bio_ship = yes # this indicates that this ship uses bioship mechanic bioship_growth_progress_required = @mauler_stage_2_growth_threshold upgrades_to = offspring_mauler_stage_3 # what ship size to use when upgrading this ship size resources = { category = ships cost = { food = @mauler_stage_2_section_cost mult = @alloy_to_food_cost_ratio } upkeep = { alloys = @mauler_stage_2_upkeep_alloys food = @mauler_stage_2_upkeep_food mult = 2 } 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 } } } } offspring_mauler_stage_3 = { graphical_culture = { "biogenesis_01" "biogenesis_02" } ship_category = bio_ship # Used to filter ships sizes for graphical cultures entity = mauler_stage_3_entity formation_priority = @mauler_formation_priority max_speed = @speed_fast acceleration = 0.25 rotation_speed = 0.1 collision_radius = @mauler_stage_3_collision_radius max_hitpoints = @mauler_stage_3_hp ship_family_name = offspring_mauler_class growth_stage_descriptor = "ship_growth_stage_3" modifier = { ship_evasion_add = @mauler_stage_3_evasion ship_reactor_power_mult = 0.50 ship_hull_mult = 0.5 ship_weapon_range_mult = 0.25 ship_shield_mult = 0.5 ship_armor_mult = 0.5 } ship_modifier = { mod_ship_naval_cap_usage_mult = 1.0 } size_multiplier = 5 map_counter_icon = ship_counter_4 icon = ship_size_mauler_stage_3 fleet_slot_size = 1 hull_scale = 1.5 section_slots = { "mid" = { locator = "root" } } num_target_locators = 2 is_space_station = no base_buildtime = @mauler_stage_3_build_time can_have_federation_design = no 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" } potential_country = { has_origin = origin_progenitor_hive } 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 = "ship_aura_components" is_bio_ship = yes # this indicates that this ship uses bioship mechanic resources = { category = ships cost = { food = @mauler_stage_3_section_cost mult = @alloy_to_food_cost_ratio } upkeep = { alloys = @mauler_stage_3_upkeep_alloys food = @mauler_stage_3_upkeep_food mult = 2 } 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 } } } } offspring_weaver_stage_1 = { graphical_culture = { "biogenesis_01" "biogenesis_02" } ship_category = bio_ship # Used to filter ships sizes for graphical cultures entity = weaver_stage_1_entity 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 ship_family_name = offspring_weaver_class growth_stage_descriptor = "ship_growth_stage_1" modifier = { ship_evasion_add = @weaver_stage_1_evasion ship_hull_mult = 0.5 ship_weapon_range_mult = 0.25 ship_shield_mult = 0.5 ship_armor_mult = 0.5 } size_multiplier = 10 map_counter_icon = ship_counter_8 icon = ship_size_weaver_stage_1 fleet_slot_size = 2 hull_scale = 1.5 section_slots = { "mid" = { locator = "root" } } num_target_locators = 4 base_buildtime = @weaver_stage_1_build_time can_have_federation_design = no 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" } potential_country = { has_origin = origin_progenitor_hive } 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 = "ship_aura_components" is_bio_ship = yes # this indicates that this ship uses bioship mechanic bioship_growth_progress_required = @weaver_stage_1_growth_threshold upgrades_to = offspring_weaver_stage_2 # what ship size to use when upgrading this ship size resources = { category = ships cost = { food = @weaver_stage_1_section_cost mult = @alloy_to_food_cost_ratio } upkeep = { alloys = @weaver_stage_1_upkeep_alloys food = @weaver_stage_1_upkeep_food mult = 2 } 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 } } } } offspring_weaver_stage_2 = { graphical_culture = { "biogenesis_01" "biogenesis_02"} ship_category = bio_ship # Used to filter ships sizes for graphical cultures entity = weaver_stage_2_entity 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 ship_family_name = offspring_weaver_class growth_stage_descriptor = "ship_growth_stage_2" modifier = { ship_evasion_add = @weaver_stage_2_evasion ship_reactor_power_mult = 0.25 ship_hull_mult = 0.5 ship_weapon_range_mult = 0.25 ship_shield_mult = 0.5 ship_armor_mult = 0.5 } ship_modifier = { mod_ship_naval_cap_usage_mult = 0.50 } size_multiplier = 10 map_counter_icon = ship_counter_8 icon = ship_size_weaver_stage_2 fleet_slot_size = 2 hull_scale = 1.5 section_slots = { "mid" = { locator = "root" } } num_target_locators = 4 base_buildtime = @weaver_stage_2_build_time can_have_federation_design = no 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_1" } potential_country = { has_origin = origin_progenitor_hive } 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 = "ship_aura_components" is_bio_ship = yes # this indicates that this ship uses bioship mechanic bioship_growth_progress_required = @weaver_stage_2_growth_threshold upgrades_to = offspring_weaver_stage_3 # what ship size to use when upgrading this ship size resources = { category = ships cost = { food = @weaver_stage_2_section_cost mult = @alloy_to_food_cost_ratio } upkeep = { alloys = @weaver_stage_2_upkeep_alloys food = @weaver_stage_2_upkeep_food mult = 2 } 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 } } } } offspring_weaver_stage_3 = { graphical_culture = { "biogenesis_01" "biogenesis_02" } ship_category = bio_ship # Used to filter ships sizes for graphical cultures entity = weaver_stage_3_entity 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 ship_family_name = offspring_weaver_class growth_stage_descriptor = "ship_growth_stage_3" modifier = { ship_evasion_add = @weaver_stage_3_evasion ship_reactor_power_mult = 0.50 ship_hull_mult = 0.5 ship_weapon_range_mult = 0.25 ship_shield_mult = 0.5 ship_armor_mult = 0.5 } ship_modifier = { mod_ship_naval_cap_usage_mult = 1.0 } size_multiplier = 10 map_counter_icon = ship_counter_8 icon = ship_size_weaver_stage_3 fleet_slot_size = 2 hull_scale = 1.5 section_slots = { "mid" = { locator = "root" } } num_target_locators = 4 base_buildtime = @weaver_stage_3_build_time can_have_federation_design = no 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" } potential_country = { has_origin = origin_progenitor_hive } 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 = "ship_aura_components" is_bio_ship = yes # this indicates that this ship uses bioship mechanic resources = { category = ships cost = { food = @weaver_stage_3_section_cost mult = @alloy_to_food_cost_ratio } upkeep = { alloys = @weaver_stage_3_upkeep_alloys food = @weaver_stage_3_upkeep_food mult = 2 } 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 } } } } offspring_harbinger_stage_1 = { graphical_culture = { "biogenesis_01" "biogenesis_02" } ship_category = bio_ship # Used to filter ships sizes for graphical cultures entity = harbinger_stage_1_entity 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 ship_family_name = offspring_harbinger_class growth_stage_descriptor = "ship_growth_stage_1" modifier = { ship_evasion_add = @harbinger_stage_1_evasion ship_hull_mult = 0.5 ship_weapon_range_mult = 0.25 ship_shield_mult = 0.5 ship_armor_mult = 0.5 } size_multiplier = 20 map_counter_icon = ship_counter_16 icon = ship_size_harbinger_stage_1 fleet_slot_size = 3 hull_scale = 1.5 section_slots = { "mid" = { locator = "root" } } num_target_locators = 4 is_space_station = no base_buildtime = @harbinger_stage_1_build_time can_have_federation_design = no 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" } potential_country = { has_origin = origin_progenitor_hive } 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 = "ship_aura_components" is_bio_ship = yes # this indicates that this ship uses bioship mechanic bioship_growth_progress_required = @harbinger_stage_1_growth_threshold upgrades_to = offspring_harbinger_stage_2 # what ship size to use when upgrading this ship size resources = { category = ships cost = { food = @harbinger_stage_1_section_cost mult = @alloy_to_food_cost_ratio } upkeep = { alloys = @harbinger_stage_1_upkeep_alloys food = @harbinger_stage_1_upkeep_food mult = 2 } 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 } } } } } offspring_harbinger_stage_2 = { graphical_culture = { "biogenesis_01" "biogenesis_02" } ship_category = bio_ship # Used to filter ships sizes for graphical cultures entity = harbinger_stage_2_entity 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 ship_family_name = offspring_harbinger_class growth_stage_descriptor = "ship_growth_stage_2" modifier = { ship_evasion_add = @harbinger_stage_2_evasion ship_reactor_power_mult = 0.25 ship_hull_mult = 0.5 ship_weapon_range_mult = 0.25 ship_shield_mult = 0.5 ship_armor_mult = 0.5 } ship_modifier = { mod_ship_naval_cap_usage_mult = 0.50 } size_multiplier = 20 map_counter_icon = ship_counter_16 icon = ship_size_harbinger_stage_2 fleet_slot_size = 3 hull_scale = 1.5 section_slots = { "mid" = { locator = "root" } } num_target_locators = 4 base_buildtime = @harbinger_stage_2_build_time can_have_federation_design = no 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_1" } potential_country = { has_origin = origin_progenitor_hive } 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 = "ship_aura_components" is_bio_ship = yes # this indicates that this ship uses bioship mechanic bioship_growth_progress_required = @harbinger_stage_2_growth_threshold upgrades_to = offspring_harbinger_stage_3 # what ship size to use when upgrading this ship size resources = { category = ships cost = { food = @harbinger_stage_2_section_cost mult = @alloy_to_food_cost_ratio } upkeep = { alloys = @harbinger_stage_2_upkeep_alloys food = @harbinger_stage_2_upkeep_food mult = 2 } 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 } } } } } offspring_harbinger_stage_3 = { graphical_culture = { "biogenesis_01" "biogenesis_02" } ship_category = bio_ship # Used to filter ships sizes for graphical cultures entity = harbinger_stage_3_entity 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 ship_family_name = offspring_harbinger_class growth_stage_descriptor = "ship_growth_stage_3" modifier = { ship_evasion_add = @harbinger_stage_3_evasion ship_reactor_power_mult = 0.50 ship_hull_mult = 0.5 ship_weapon_range_mult = 0.25 ship_shield_mult = 0.5 ship_armor_mult = 0.5 } ship_modifier = { mod_ship_naval_cap_usage_mult = 1.0 } size_multiplier = 20 map_counter_icon = ship_counter_16 icon = ship_size_harbinger_stage_3 fleet_slot_size = 3 hull_scale = 1.5 section_slots = { "mid" = { locator = "root" } } num_target_locators = 4 base_buildtime = @harbinger_stage_3_build_time can_have_federation_design = no 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" } potential_country = { has_origin = origin_progenitor_hive } 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 = "ship_aura_components" is_bio_ship = yes # this indicates that this ship uses bioship mechanic resources = { category = ships cost = { food = @harbinger_stage_3_section_cost mult = @alloy_to_food_cost_ratio } upkeep = { alloys = @harbinger_stage_3_upkeep_alloys food = @harbinger_stage_3_upkeep_food mult = 2 } 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 } } } } } offspring_stinger_stage_1 = { graphical_culture = { "biogenesis_01" "biogenesis_02" } ship_category = bio_ship # Used to filter ships sizes for graphical cultures entity = stinger_stage_1_entity formation_priority = @stinger_formation_priority max_speed = @speed_slow acceleration = 0.2 rotation_speed = 0.15 collision_radius = @stinger_stage_1_collision_radius max_hitpoints = @stinger_stage_1_hp ship_family_name = offspring_stinger_class growth_stage_descriptor = "ship_growth_stage_1" modifier = { ship_evasion_add = @stinger_stage_1_evasion ship_hull_mult = 0.5 ship_weapon_range_mult = 0.25 ship_shield_mult = 0.5 ship_armor_mult = 0.5 } size_multiplier = 40 map_counter_icon = ship_counter_32 icon = ship_size_stinger_stage_1 fleet_slot_size = 4 hull_scale = 1.5 section_slots = { "mid" = { locator = "root" } } num_target_locators = 4 base_buildtime = @stinger_stage_1_build_time can_have_federation_design = no 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" } potential_country = { has_origin = origin_progenitor_hive } 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 = "ship_aura_components" is_bio_ship = yes # this indicates that this ship uses bioship mechanic bioship_growth_progress_required = @stinger_stage_1_growth_threshold upgrades_to = offspring_stinger_stage_2 # what ship size to use when upgrading this ship size resources = { category = ships cost = { food = @stinger_stage_1_section_cost mult = @alloy_to_food_cost_ratio } upkeep = { alloys = @stinger_stage_1_upkeep_alloys food = @stinger_stage_1_upkeep_food mult = 2 } 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 } } } } } offspring_stinger_stage_2 = { graphical_culture = { "biogenesis_01" "biogenesis_02" } ship_category = bio_ship # Used to filter ships sizes for graphical cultures entity = stinger_stage_2_entity formation_priority = @stinger_formation_priority max_speed = @speed_slow acceleration = 0.2 rotation_speed = 0.15 collision_radius = @stinger_stage_2_collision_radius max_hitpoints = @stinger_stage_2_hp ship_family_name = offspring_stinger_class growth_stage_descriptor = "ship_growth_stage_1" modifier = { ship_evasion_add = @stinger_stage_2_evasion ship_reactor_power_mult = 0.25 ship_hull_mult = 0.5 ship_weapon_range_mult = 0.25 ship_shield_mult = 0.5 ship_armor_mult = 0.5 } ship_modifier = { mod_ship_naval_cap_usage_mult = 0.50 } size_multiplier = 40 map_counter_icon = ship_counter_32 icon = ship_size_stinger_stage_2 fleet_slot_size = 4 hull_scale = 1.5 section_slots = { "mid" = { locator = "root" } } num_target_locators = 4 base_buildtime = @stinger_stage_2_build_time can_have_federation_design = no 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_1" } potential_country = { has_origin = origin_progenitor_hive } 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 = "ship_aura_components" is_bio_ship = yes # this indicates that this ship uses bioship mechanic bioship_growth_progress_required = @stinger_stage_2_growth_threshold upgrades_to = offspring_stinger_stage_3 # what ship size to use when upgrading this ship size resources = { category = ships cost = { food = @stinger_stage_2_section_cost mult = @alloy_to_food_cost_ratio } upkeep = { alloys = @stinger_stage_2_upkeep_alloys food = @stinger_stage_2_upkeep_food mult = 2 } 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 } } } } } offspring_stinger_stage_3 = { graphical_culture = { "biogenesis_01" "biogenesis_02"} ship_category = bio_ship # Used to filter ships sizes for graphical cultures entity = stinger_stage_3_entity formation_priority = @stinger_formation_priority max_speed = @speed_slow acceleration = 0.2 rotation_speed = 0.15 collision_radius = @stinger_stage_3_collision_radius max_hitpoints = @stinger_stage_3_hp ship_family_name = offspring_stinger_class growth_stage_descriptor = "ship_growth_stage_1" modifier = { ship_evasion_add = @stinger_stage_3_evasion ship_reactor_power_mult = 0.50 ship_hull_mult = 0.5 ship_weapon_range_mult = 0.25 ship_shield_mult = 0.5 ship_armor_mult = 0.5 } ship_modifier = { mod_ship_naval_cap_usage_mult = 1.0 } size_multiplier = 40 map_counter_icon = ship_counter_32 icon = ship_size_stinger_stage_3 fleet_slot_size = 4 hull_scale = 1.5 section_slots = { "mid" = { locator = "root" } } num_target_locators = 4 base_buildtime = @stinger_stage_3_build_time can_have_federation_design = no 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" } potential_country = { has_origin = origin_progenitor_hive } 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 = "ship_aura_components" is_bio_ship = yes # this indicates that this ship uses bioship mechanic resources = { category = ships cost = { food = @stinger_stage_3_section_cost mult = @alloy_to_food_cost_ratio } upkeep = { alloys = @stinger_stage_3_upkeep_alloys food = @stinger_stage_3_upkeep_food mult = 2 } 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 } } } } }