cosmo_crisis_destroyer = { graphical_culture = no max_speed = @speed_fast acceleration = 0.3 rotation_speed = 0.2 collision_radius = @destroyer_collision_radius formation_priority = @destroyer_formation_priority modifier = { ship_evasion_add = 50 ship_hull_regen_add_perc = 0.1 ship_armor_regen_add_perc = 0.1 #ship_piracy_suppression_add = 8 } 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 icon_frame = 3 base_buildtime = 200 is_space_station = no combat_disengage_chance = 1.5 can_have_federation_design = no components_add_to_cost = yes default_behavior = line ship_roles = { artillery explosive } triggered_ship_roles = { { name = explosive_stealth trigger = { has_technology = tech_cloaking_1 } } { name = artillery_stealth trigger = { has_technology = tech_cloaking_2 } } { name = energy_torpedoes trigger = { has_technology = tech_energy_torpedoes_1 } } { name = energy_torpedoes_stealth trigger = { has_technology = tech_energy_torpedoes_1 has_technology = tech_cloaking_2 } } } potential_country = { has_technology = tech_cosmogenesis_escort country_uses_bio_ships = no } class = shipclass_military construction_type = starbase_shipyard enable_default_design = yes use_shipnames_from = destroyer 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 cost = { alloys = 500 } upkeep = { energy = @destroyer_upkeep_energy alloys = @destroyer_upkeep_alloys } } available_to_everyone = yes ai_ship_data = { fraction = 33 } } cosmo_crisis_battlecruiser = { formation_priority = @battleship_formation_priority graphical_culture = no 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_piracy_suppression_add = 4 } 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 components_add_to_cost = yes combat_disengage_chance = 1.0 default_behavior = carrier ship_roles = { artillery explosive carrier } triggered_ship_roles = { { name = energy_torpedoes trigger = { has_technology = tech_energy_torpedoes_1 } } } resources = { category = ships cost = { alloys = 2000 } upkeep = { energy = @battleship_upkeep_energy alloys = @battleship_upkeep_alloys } } base_buildtime = 600 use_shipnames_from = battleship 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" class = shipclass_military construction_type = starbase_shipyard enable_default_design = yes potential_country = { has_technology = tech_cosmogenesis_battlecruiser country_uses_bio_ships = no NOT = { has_country_flag = cosmogenesis_aborted } } available_to_everyone = yes ai_ship_data = { fraction = 33 } } cosmo_crisis_titan = { formation_priority = @titan_formation_priority graphical_culture = no entity = "cosmo_crisis_titan_entity" 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 } max_hitpoints = @fe_titan_hp size_multiplier = 80 map_counter_icon = ship_counter_128 icon = ship_size_military_32 fleet_slot_size = 8 section_slots = { "mid" = { locator = "part1" } } num_target_locators = 0 is_space_station = no components_add_to_cost = yes combat_disengage_chance = 0.5 default_behavior = artillery ship_roles = { artillery } resources = { category = ships cost = { alloys = 10000 } upkeep = { energy = @titan_upkeep_energy alloys = @titan_upkeep_alloys } } base_buildtime = 1800 use_shipnames_from = titan 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" class = shipclass_military construction_type = starbase_shipyard enable_default_design = yes prerequisites = { "tech_cosmogenesis_FE_titan" } min_upgrade_cost = { alloys = 16 } ai_ship_data = { min = 1 max = 3 planet_mult = 0.1 } potential_country = { NOT = { has_country_flag = cosmogenesis_aborted } } 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 } } } } available_to_everyone = yes } monadic_qerr = { is_space_object = yes graphical_culture = no max_speed = @speed_very_slow acceleration = 0.1 rotation_speed = 0.07 collision_radius = @titan_collision_radius max_hitpoints = 1000000 modifier = { ship_evasion_add = @colossus_evasion ship_armor_add = 500000 } size_multiplier = 320 map_counter_icon = ship_counter_128 icon = ship_size_military_32 fleet_slot_size = 0 section_slots = { "mid" = { locator = "root" } } num_target_locators = 0 is_space_station = no class = shipclass_military_special is_designable = no #is_civilian = yes never_lost = yes ai_ship_data = { min = 1 max = 1 } } #Biological Ships # Fallen Hive Large Mauler # Stage 3 mauler with two additional weapon and armor slots cosmo_crisis_mauler = { graphical_culture = no 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_4 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 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 } } } combat_disengage_chance = @mauler_disengage_chance class = shipclass_military construction_type = starbase_shipyard enable_default_design = yes potential_country = { has_technology = tech_cosmogenesis_mauler country_uses_bio_ships = 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 cost = { alloys = 200 } cost = { food = 200 mult = @halved_alloy_to_food_cost_ratio } 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 = 30 } available_to_everyone = yes } # Fallen Hive Large Weaver # Stage 3 Weaver with two extra PD slots and two extra Medium slots cosmo_crisis_weaver = { graphical_culture = no 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 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 } } } combat_disengage_chance = @weaver_disengage_chance class = shipclass_military construction_type = starbase_shipyard enable_default_design = yes potential_country = { has_technology = tech_cosmogenesis_weaver country_uses_bio_ships = yes NOT = { has_country_flag = cosmogenesis_aborted } } 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 cost = { alloys = 200 } cost = { food = 200 mult = @halved_alloy_to_food_cost_ratio } 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 = 30 } available_to_everyone = yes } # Fallen Hive Large Harbinger # Stage 3 harbinger with two extra hangar slots cosmo_crisis_harbinger = { graphical_culture = no 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 } ship_modifier = { mod_ship_naval_cap_usage_mult = 1.0 } 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 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 } } } combat_disengage_chance = @harbinger_disengage_chance class = shipclass_military construction_type = starbase_shipyard enable_default_design = yes potential_country = { has_technology = tech_cosmogenesis_harbinger country_uses_bio_ships = yes NOT = { has_country_flag = cosmogenesis_aborted } } 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 cost = { alloys = 500 } cost = { food = 500 mult = @halved_alloy_to_food_cost_ratio } 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 = 20 } available_to_everyone = yes } # Fallen Hive Large Stinger # Stage 3 Stinger with two titan slots and three extra armor slots cosmo_crisis_stinger = { graphical_culture = no 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 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 } triggered_ship_roles = { { name = artillery_stealth trigger = { has_battleship_cloaking_tech = yes } } } combat_disengage_chance = @stinger_disengage_chance class = shipclass_military construction_type = starbase_shipyard enable_default_design = yes potential_country = { has_technology = tech_cosmogenesis_stinger country_uses_bio_ships = yes NOT = { has_country_flag = cosmogenesis_aborted } } 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 cost = { alloys = 2500 } cost = { food = 2500 mult = @halved_alloy_to_food_cost_ratio } 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 = 10 } available_to_everyone = yes }