#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 = 20

@destroyer_collision_radius = 2.5
@destroyer_formation_priority = 10

@cruiser_collision_radius = 3.5
@cruiser_formation_priority = 30

@battleship_collision_radius = 6
@battleship_formation_priority = 50

@titan_collision_radius = 12
@titan_formation_priority = 40

@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

####################
# NOTE FOR MODDERS #
####################
# modifier = { } only takes the following modifiers
# hull, shield & armor add/mult and regen add perc/static
# evasion add/mult
# speed/base speed mult
# weapon damage mult
# upkeep mult
# for other modifiers, use ship_modifier = { }
####################

############
# STANDARD #
############

corvette = {
	formation_priority = @corvette_formation_priority
	max_speed = @speed_very_fast
	acceleration = 0.35
	rotation_speed = 0.1
	collision_radius = @corvette_collision_radius
	max_hitpoints = 300
	modifier = {
		ship_evasion_add = 60
	}
	size_multiplier = 1
	fleet_slot_size = 1
	section_slots = { "mid" = { locator = "part1" } }
	num_target_locators = 2
	is_space_station = no
	icon_frame = 2
	base_buildtime = 12
	can_have_federation_design = yes
	enable_default_design = yes	#if yes, countries will have an auto-generated design at start	
	
	default_behavior = swarm
	
	prerequisites = { "tech_corvettes" }
	
	combat_disengage_chance = 1.75
	
	has_mineral_upkeep = yes
	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"
}

destroyer = {
	formation_priority = @destroyer_formation_priority
	max_speed = @speed_fast
	acceleration = 0.3
	rotation_speed = 0.2
	collision_radius = @destroyer_collision_radius
	max_hitpoints = 800
	modifier = {
		ship_evasion_add = 35
	}
	size_multiplier = 2
	fleet_slot_size = 2
	section_slots = { "bow" = { locator = "part1" } "stern" = { locator = "part2" } }
	num_target_locators = 4
	icon_frame = 3
	is_space_station = no
	base_buildtime = 24
	can_have_federation_design = yes
	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
	
	default_behavior = picket
	
	prerequisites = { "tech_destroyers" }
	
	combat_disengage_chance = 1.50
	
	has_mineral_upkeep = yes
	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"
}

cruiser = {
	formation_priority = @cruiser_formation_priority
	max_speed = @speed_default
	acceleration = 0.25
	rotation_speed = 0.175
	collision_radius = @cruiser_collision_radius
	max_hitpoints = 1800
	modifier = {
		ship_evasion_add = 10
	}
	size_multiplier = 4
	fleet_slot_size = 3
	section_slots = { "bow" = { locator = "part1" } "mid" = { locator = "part2" } "stern" = { locator = "part3" } }
	num_target_locators = 4
	is_space_station = no
	icon_frame = 4
	base_buildtime = 48
	can_have_federation_design = yes
	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
	
	default_behavior = line
	
	prerequisites = { "tech_cruisers" }
	
	combat_disengage_chance = 1.25
	
	has_mineral_upkeep = yes
	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"
}

battleship = {
	formation_priority = @battleship_formation_priority
	max_speed = @speed_slow
	acceleration = 0.2
	rotation_speed = 0.15
	collision_radius = @battleship_collision_radius
	max_hitpoints = 3000
	modifier = {
		ship_evasion_add = 5
	}
	size_multiplier = 8
	fleet_slot_size = 4
	section_slots = { "bow" = { locator = "part1" } "mid" = { locator = "part2" } "stern" = { locator = "part3" } }
	num_target_locators = 4
	is_space_station = no
	icon_frame = 5
	base_buildtime = 96
	can_have_federation_design = yes
	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
	
	default_behavior = line
	
	prerequisites = { "tech_battleships" }
	
	combat_disengage_chance = 1.00
	
	has_mineral_upkeep = yes
	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"
}

titan = {
	formation_priority = @titan_formation_priority
	max_speed = @speed_slow
	acceleration = 0.2
	rotation_speed = 0.15
	collision_radius = @titan_collision_radius
	max_hitpoints = 10000
	modifier = {
		ship_evasion_add = 5
	}
	size_multiplier = 16
	fleet_slot_size = 8
	section_slots = { "bow" = { locator = "part1" } "mid" = { locator = "part2" } "stern" = { locator = "part3" } }
	num_target_locators = 4
	is_space_station = no
	icon_frame = 6
	base_buildtime = 360
	can_have_federation_design = yes
	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
	
	default_behavior = artillery
	
	prerequisites = { "tech_titans" }
	
	combat_disengage_chance = 1.00
	
	has_mineral_upkeep = yes
	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"
	
	possible_starbase = {
		has_starbase_size >= starbase_citadel
		has_starbase_building = titan_yards
	}
	
	empire_limit = {
		base = 1
		max = 20
		naval_cap_div = 200
	}
}

constructor = {
	max_speed = @speed_very_fast
	acceleration = 0.3
	rotation_speed = 0.2
	max_hitpoints = 300
	modifier = {
		ship_evasion_add = 25
	}
	size_multiplier = 1
	fleet_slot_size = 1
	section_slots = { "mid" = { locator = "part1" } }
	num_target_locators = 0
	is_space_station = no
	icon_frame = 9
	base_buildtime = 12
	cost = 100
	
	combat_disengage_chance = 1.0

	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
	prerequisites = { "tech_space_construction" }
	is_civilian = yes
	is_designable = no
	components_add_to_cost = no
	class = shipclass_constructor
	construction_type = spaceport
	required_component_set = "power_core"
	required_component_set = "ftl_components"
	required_component_set = "thruster_components"
	required_component_set = "sensor_components"
	valid_target_aggressive_stance = no
	auto_upgrade = yes

	upkeep_override = {
		energy = 1
		minerals = 0
	}
	empire_limit = {
		base = 4
	}
}

colonizer = {
	max_speed = @speed_very_fast
	acceleration = 0.3
	rotation_speed = 0.2
	max_hitpoints = 300
	modifier = {
		ship_evasion_add = 10
	}
	size_multiplier = 1
	fleet_slot_size = 1
	section_slots = { "mid" = { locator = "part1" } }
	num_target_locators = 0
	is_space_station = no
	icon_frame = 10
	base_buildtime = 72
	cost = 300
	
	combat_disengage_chance = 0.5

	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
	prerequisites = { "tech_colonization_1" }
	is_civilian = yes
	is_designable = no
	components_add_to_cost = no
	class = shipclass_colonizer
	construction_type = spaceport
	required_component_set = "power_core"
	required_component_set = "ftl_components"
	required_component_set = "thruster_components"
	required_component_set = "sensor_components"
	valid_target_aggressive_stance = no
	auto_upgrade = yes

	upkeep_override = {
		energy = 8
		minerals = 0
	}
	empire_limit = {
		base = 2
	}
}

science = {
	max_speed = @speed_very_fast
	acceleration = 0.3
	rotation_speed = 0.2
	max_hitpoints = 300
	modifier = {
		ship_evasion_add = 40
	}
	size_multiplier = 1
	fleet_slot_size = 1
	section_slots = { "mid" = { locator = "part1" } }
	num_target_locators = 0
	is_space_station = no
	icon_frame = 8
	base_buildtime = 12	
	cost = 100
	
	combat_disengage_chance = 2.0
	
	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
	is_designable = no
	components_add_to_cost = no	
	prerequisites = { "tech_space_exploration" }
	is_civilian = yes
	class = shipclass_science_ship
	construction_type = spaceport
	required_component_set = "power_core"
	required_component_set = "ftl_components"
	required_component_set = "thruster_components"
	required_component_set = "sensor_components"
	valid_target_aggressive_stance = no
	auto_upgrade = yes

	upkeep_override = {
		energy = 1
		minerals = 0
	}
	empire_limit = {
		base = 2
	}
}

transport = {
	max_speed = @speed_very_fast
	acceleration = 0.3
	rotation_speed = 0.2
	acceleration = 0.6
	max_hitpoints = 100
	modifier = {
		ship_armor_add = 100
		ship_evasion_add = 70
	}
	size_multiplier = 1
	fleet_slot_size = 1
	section_slots = { "mid" = { locator = "part1" } }
	num_target_locators = 0
	is_space_station = no
	icon_frame = 11
	
	combat_disengage_chance = 1.5

	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
	is_designable = no
	components_add_to_cost = no
	class = shipclass_transport
	required_component_set = "power_core"
	required_component_set = "ftl_components"
	required_component_set = "thruster_components"
	required_component_set = "sensor_components"
	auto_upgrade = yes
}

################
# MILITARY STATIONS #
################

military_station_small = {
	max_speed = 6
	rotation_speed = 10
	acceleration = 10
	max_hitpoints = 1000
	modifier = {
		ship_evasion_mult = -1
		ship_upkeep_mult = -0.25
	}
	ship_modifier = {
		ship_weapon_range_mult = 0.20
	}	
	combat_size_multiplier = 2
	size_multiplier = 1
	fleet_slot_size = 2
	section_slots = { 
		"west" = { locator = "part1" }
		"east" = { locator = "part2" }
	}
	is_designable = yes
	uses_name_prefix = no
	takes_name_from_ship_design = yes
	num_target_locators = 0
	is_space_station = yes
	base_buildtime = 24
	
	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
	prerequisites = { "tech_space_defense_station_1" }
	class = shipclass_military_station
	construction_type = starbase_defenses
	
	required_component_set = "power_core"
	required_component_set = "sensor_components"
	required_component_set = "combat_computers"
	
	build_block_radius = @build_block_radius_military
}

military_station_medium = {
	max_speed = 6
	rotation_speed = 10
	acceleration = 10
	modifier = {
		ship_evasion_mult = -1
		ship_armor_add = 30
		ship_shield_mult = 1
		ship_upkeep_mult = -0.25
	}
	ship_modifier = {
		ship_weapon_range_mult = 0.20	
	}
	max_hitpoints = 10000
	size_multiplier = 8
	fleet_slot_size = 4
	section_slots = { 
		"north" = { locator = "part1" }
		"west" = { locator = "part2" }
		"east" = { locator = "part3" }
		"south" = { locator = "part4" }
	}
	num_target_locators = 0
	is_space_station = yes	
	base_buildtime = 72
	is_listed = no
	is_designable = no
	uses_name_prefix = no
	takes_name_from_ship_design = yes	
	
	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
	class = shipclass_military_station
	required_component_set = "power_core"
	required_component_set = "sensor_components"
	required_component_set = "combat_computers"
	
	build_block_radius = @build_block_radius_military
}

military_station_large = {
	max_speed = 6
	rotation_speed = 10
	acceleration = 10
	modifier = {
		ship_evasion_mult = -1
		ship_armor_add = 44
		ship_shield_mult = 1
		ship_upkeep_mult = -0.25
	}
	ship_modifier = {
		ship_weapon_range_mult = 0.20	
	}
	max_hitpoints = 15000
	size_multiplier = 16
	fleet_slot_size = 8
	section_slots = { 
		"north" = { locator = "part1" locator = "part2" }
		"west" = { locator = "part3" locator = "part4" }
		"east" = { locator = "part5" locator = "part6" }
		"south" = { locator = "part7" locator = "part8" }
	}
	num_target_locators = 0
	is_space_station = yes
	is_listed = no
	is_designable = no
	uses_name_prefix = no
	takes_name_from_ship_design = yes	
	
	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
	class = shipclass_military_station
	required_component_set = "power_core"
	required_component_set = "sensor_components"
	required_component_set = "combat_computers"
	
	build_block_radius = @build_block_radius_military
}

################
# CIVILIAN STATIONS #
################

mining_station = {
	max_speed = 0.0
	acceleration = 0.0
	rotation_speed = 0.0
	max_hitpoints = 2000
	modifier = {
		ship_armor_add = 1000
		ship_evasion_mult = -1
	}
	size_multiplier = 1
	fleet_slot_size = 1
	section_slots = { "mid" = { locator = "part1" } }
	num_target_locators = 0
	is_space_station = yes
	build_block_radius = @build_block_radius_civilian
	is_civilian = no
	cost = 10
	components_add_to_cost = no
	
	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
	prerequisites = { "tech_space_construction" }
	class = shipclass_mining_station
	is_designable = no
	valid_target_aggressive_stance = no
	auto_upgrade = yes

	upkeep_override = {
		energy = 0.5
		minerals = 0
	}
}

research_station = {
	max_speed = 0.0
	acceleration = 0.0
	rotation_speed = 0.0
	max_hitpoints = 2000
	modifier = {
		ship_armor_add = 1000
		ship_evasion_mult = -1
	}
	size_multiplier = 1
	fleet_slot_size = 1
	section_slots = { "mid" = { locator = "part1" } }
	num_target_locators = 1
	is_space_station = yes
	build_block_radius = @build_block_radius_civilian
	is_civilian = no
	cost = 10
	components_add_to_cost = no
	
	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
	prerequisites = { "tech_space_construction" }
	class = shipclass_research_station
	is_designable = no
	valid_target_aggressive_stance = no
	auto_upgrade = yes

	upkeep_override = {
		energy = 0.5
		minerals = 0
	}
}
observation_station = {
	max_speed = 0.0
	acceleration = 0.0
	rotation_speed = 0.0
	max_hitpoints = 2000
	modifier = {
		ship_armor_add = 1000
		ship_evasion_mult = -1
	}
	size_multiplier = 1
	fleet_slot_size = 1
	num_target_locators = 0
	is_space_station = yes
	build_block_radius = @build_block_radius_civilian
	is_civilian = yes
	cost = 25
	components_add_to_cost = no
	
	enable_default_design = yes	#if yes, countries will have an auto-generated design at start
	class = shipclass_observation_station
	is_designable = no
	valid_target_aggressive_stance = no

	upkeep_override = {
		energy = 1
		minerals = 0
	}
}
