#reloadable with 'reload stats'
# This file is where you start when you want to configure something new, then go to sections

@corvette_collision_radius = 2.0

@destroyer_collision_radius = 2.5

@cruiser_collision_radius = 3

@battleship_collision_radius = 3

@titan_collision_radius = 15

@build_block_radius_none = 0
@build_block_radius_civilian = 20
@build_block_radius_military = 200

@speed_very_slow = 80
@speed_slow = 100
@speed_default = 120
@speed_fast = 140
@speed_very_fast = 160

##################
# EVENT SPECIFIC #
##################

# Asteroid
asteroid = {
	is_space_object = yes	
	max_speed = 1
	rotation_speed = 10
	acceleration = 10
	modifier = {
		ship_evasion_mult = -1
	}
	max_hitpoints = 6000
	size_multiplier = 1.5
	fleet_slot_size = 1
	
	num_target_locators = 0
	icon_frame = 2
	is_civilian = yes
	class = shipclass_military
	is_designable = no
}

# Repaired Abandoned Ship
abandoned_ship = {
	max_speed = @speed_slow
	rotation_speed = 0.15
	acceleration = 0.3
	fleet_slot_size = 4
	modifier = {
		ship_evasion_add = 20
		ship_armor_add = 40
	}
	max_hitpoints = 1200
	size_multiplier = 4
	section_slots = { "mid" = { locator = "root" } }
	num_target_locators = 0
	icon_frame = 4
	class = shipclass_military
	is_designable = no
	required_component_set = "ftl_components"
}

# Space Ark
ark_ship = {
	max_speed = @speed_fast
	rotation_speed = 0.15
	acceleration = 0.3
	modifier = {
		ship_evasion_add = 15
		ship_armor_add = 30
	}
	max_hitpoints = 1500
	size_multiplier = 1
	fleet_slot_size = 4
	section_slots = { "mid" = { locator = "root" } }
	num_target_locators = 0
	icon_frame = 2
	class = shipclass_military
	is_designable = no
}

# Small Probe
probe = {
	max_speed = @speed_very_fast
	rotation_speed = 0.15
	acceleration = 0.35
	modifier = {
		ship_armor_add = 10
		ship_evasion_add = 60
	}
	max_hitpoints = 600
	size_multiplier = 1
	fleet_slot_size = 1
	section_slots = { "mid" = { locator = "root" } }
	num_target_locators = 0
	icon_frame = 2
	class = shipclass_military
	is_designable = no
}

# Generic Starbase
station_generic_01 = {
	graphical_culture = no
	max_speed = 0.0
	acceleration = 0.0
	rotation_speed = 0.0
	modifier = {
		ship_evasion_mult = -1
		ship_armor_add = 11
		ship_upkeep_mult = -0.25
	}
	max_hitpoints = 4000
	size_multiplier = 8
	fleet_slot_size = 4
	section_slots = { "mid" = { locator = "part1" } }
	num_target_locators = 0
	is_space_station = yes
	build_block_radius = @build_block_radius_civilian
	
	class = shipclass_military_station
	is_designable = no
}

# Sensor Station
sensor_station_01 = {
	graphical_culture = no
	max_speed = 0.0
	acceleration = 0.0
	rotation_speed = 0.0
	modifier = {
		ship_evasion_mult = -1
		ship_armor_add = 5
		ship_upkeep_mult = -0.25
	}
	max_hitpoints = 1000
	size_multiplier = 8
	fleet_slot_size = 4
	section_slots = { "mid" = { locator = "part1" } }
	num_target_locators = 0
	is_space_station = yes
	build_block_radius = @build_block_radius_civilian
	
	class = shipclass_military_station
	is_designable = no
}

# Alien Racing Ship (uses eventship_06)
alien_racing_ship = {
	graphical_culture = no
	max_speed = 200
	acceleration = 0.4
	rotation_speed = 0.35
	modifier = {
		ship_evasion_add = 25
		ship_armor_add = 3
	}
	max_hitpoints = 300
	size_multiplier = 1
	fleet_slot_size = 2
	section_slots = { "mid" = { locator = "part1" } }
	num_target_locators = 0
	is_space_station = no
	icon_frame = 2
	
	is_designable = no
	is_civilian = yes
	class = shipclass_science_ship
	required_component_set = "power_core"
	required_component_set = "ftl_components"
	required_component_set = "thruster_components"
	required_component_set = "sensor_components"
}

# Event Ship 1 (Cruiser)
eventship_01 = {
	graphical_culture = no
	max_speed = @speed_fast
	acceleration = 0.25
	rotation_speed = 0.175
	collision_radius = 4
	modifier = {
		ship_evasion_add = 15
	}
	max_hitpoints = 2000
	size_multiplier = 4
	fleet_slot_size = 3
	section_slots = { "mid" = { locator = "root" } }
	num_target_locators = 0
	is_space_station = no
	icon_frame = 4		
	class = shipclass_military
	
	is_designable = no
	
	required_component_set = "ftl_components"
	required_component_set = "combat_computers"
	required_component_set = "thruster_components"
}

# Event Ship 2 (Corvette)
eventship_02 = {
	graphical_culture = no
	max_speed = @speed_very_fast
	acceleration = 0.35
	rotation_speed = 0.1
	collision_radius = 2.0
	modifier = {
		ship_evasion_add = 71
		ship_armor_add = 5
	}	
	max_hitpoints = 240
	size_multiplier = 1
	fleet_slot_size = 1
	section_slots = { "mid" = { locator = "root" } }
	num_target_locators = 0
	is_space_station = no
	icon_frame = 2
	class = shipclass_military
	
	is_designable = no
	
	required_component_set = "ftl_components"
	required_component_set = "combat_computers"
	required_component_set = "thruster_components"
}

# Event Ship 3 (Battleship)
eventship_03 = {
	graphical_culture = no
	max_speed = @speed_default
	acceleration = 0.2
	rotation_speed = 0.15
	collision_radius = 5
	modifier = {
		ship_evasion_add = 15
		ship_armor_add = 37
	}
	max_hitpoints = 1920
	size_multiplier = 1
	fleet_slot_size = 4
	section_slots = { "mid" = { locator = "root" } }
	num_target_locators = 0
	is_space_station = no
	icon_frame = 5
	class = shipclass_military
	
	is_designable = no
	
	required_component_set = "ftl_components"
	required_component_set = "combat_computers"
	required_component_set = "thruster_components"
}

# Event Ship 4 (Battleship)
eventship_04 = {
	graphical_culture = no
	entity = eventship_04_blue_entity
	max_speed = @speed_default
	acceleration = 0.2
	rotation_speed = 0.15
	collision_radius = 5
	modifier = {
		ship_evasion_add = 8
		ship_armor_add = 90
	}
	max_hitpoints = 1920
	size_multiplier = 1
	fleet_slot_size = 4
	section_slots = { "mid" = { locator = "root" } }
	num_target_locators = 0
	is_space_station = no
	icon_frame = 5
	class = shipclass_military
	
	is_designable = no
	
	required_component_set = "ftl_components"
	required_component_set = "combat_computers"
	required_component_set = "thruster_components"
}

# Nomad Destroyer
nomad_destroyer = {
	graphical_culture = no
	max_speed = @speed_fast
	acceleration = 0.3
	rotation_speed = 0.2
	collision_radius = @destroyer_collision_radius
	modifier = {
		ship_evasion_add = 35
	}
	max_hitpoints = 1000
	size_multiplier = 2
	fleet_slot_size = 2
	section_slots = { "mid" = { locator = "part1" } }
	num_target_locators = 0
	icon_frame = 3
	is_space_station = no
	
	class = shipclass_military
	is_designable = no
	
	required_component_set = "ftl_components"
	required_component_set = "combat_computers"
	required_component_set = "thruster_components"
}

# Nomad Cruiser
eventship_05 = {
	graphical_culture = no
	max_speed = @speed_fast
	acceleration = 0.5
	rotation_speed = 0.2
	collision_radius = 4
	modifier = {
		ship_evasion_add = 15
		ship_armor_add = 30
	}
	max_hitpoints = 1800
	size_multiplier = 1
	fleet_slot_size = 3
	section_slots = { "mid" = { locator = "root" } }
	num_target_locators = 0
	is_space_station = no
	icon_frame = 4
	class = shipclass_military
	
	is_designable = no
	
	required_component_set = "ftl_components"
	required_component_set = "combat_computers"
	required_component_set = "thruster_components"
}


# Event Ship 6 (Destroyer)
eventship_06 = {
	graphical_culture = no
	max_speed = @speed_fast
	acceleration = 0.3
	rotation_speed = 0.2
	collision_radius = 3
	modifier = {
		ship_evasion_add = 25
		ship_armor_add = 14
	}
	max_hitpoints = 480
	size_multiplier = 2
	fleet_slot_size = 2
	section_slots = { "mid" = { locator = "root" } }
	num_target_locators = 0
	icon_frame = 3
	is_space_station = no
	class = shipclass_military
	
	is_designable = no
	
	required_component_set = "ftl_components"
	required_component_set = "combat_computers"
	required_component_set = "thruster_components"
}

# Event Ship 7 (Destroyer)
eventship_07 = {
	graphical_culture = no
	max_speed = @speed_fast
	acceleration = 0.3
	rotation_speed = 0.2
	collision_radius = 3
	modifier = {
		ship_evasion_add = 25
		ship_armor_add = 14
	}
	max_hitpoints = 480
	size_multiplier = 2
	fleet_slot_size = 2
	section_slots = { "mid" = { locator = "root" } }
	num_target_locators = 0
	icon_frame = 3
	is_space_station = no
	class = shipclass_military
	
	is_designable = no
	
	required_component_set = "ftl_components"
	required_component_set = "combat_computers"
	required_component_set = "thruster_components"
}

# Civilian Freighter
civilian_freighter = {
	graphical_culture = no
	entity = cargo_transport_containers_entity
	max_speed = @speed_very_fast
	acceleration = 0.3
	rotation_speed = 0.2
	
	modifier = {
		ship_evasion_add = 5
		ship_armor_add = 3
	}
	max_hitpoints = 240
	size_multiplier = 1
	fleet_slot_size = 3
	section_slots = { "mid" = { locator = "root" } }
	num_target_locators = 0
	is_space_station = no
	icon_frame = 2
	base_buildtime = 12	
	is_civilian = no
	class = shipclass_military
	
	is_designable = no
	
	required_component_set = "ftl_components"
	required_component_set = "thruster_components"
}

# Civilian Tanker
civilian_tanker = {
	graphical_culture = no
	entity = cargo_transport_tanker_entity
	max_speed = @speed_very_fast
	acceleration = 0.3
	rotation_speed = 0.2
	
	modifier = {
		ship_evasion_add = 5
		ship_armor_add = 3
	}
	max_hitpoints = 240
	size_multiplier = 1
	fleet_slot_size = 3
	section_slots = { "mid" = { locator = "root" } }
	num_target_locators = 0
	is_space_station = no
	icon_frame = 2
	base_buildtime = 12	
	is_civilian = no
	class = shipclass_military
	
	is_designable = no
	
	required_component_set = "ftl_components"
	required_component_set = "thruster_components"
}

# Passenger Liner
passenger_liner = {
	graphical_culture = no
	entity = abandoned_ship_section_entity
	max_speed = @speed_slow
	acceleration = 0.3
	rotation_speed = 0.2
	
	modifier = {
		ship_evasion_add = 5
		ship_armor_add = 3
	}
	max_hitpoints = 240
	size_multiplier = 1
	fleet_slot_size = 3
	section_slots = { "mid" = { locator = "root" } }
	num_target_locators = 0
	is_space_station = no
	icon_frame = 2
	base_buildtime = 12	
	is_civilian = no
	class = shipclass_military
	
	is_designable = no
	
	required_component_set = "ftl_components"
	required_component_set = "thruster_components"
}

# Primitive Space Station
primitive_space_station = {
	max_speed = 0.0
	acceleration = 0.0
	rotation_speed = 0.0
	modifier = {
		ship_evasion_mult = -1
		ship_upkeep_mult = -0.25
	}
	max_hitpoints = 100
	size_multiplier = 8
	fleet_slot_size = 4
	section_slots = { "mid" = { locator = "root" } }
	is_designable = no
	num_target_locators = 0
	is_space_station = yes
	build_block_radius = @build_block_radius_civilian
	
	class = shipclass_military_station
}

# Ancient Manufactory object
ancient_drone_station = {
	is_space_object = yes
	max_speed = @speed_very_fast
	rotation_speed = 10
	acceleration = 10
	modifier = {
		ship_evasion_mult = 100
	}
	max_hitpoints = 6000
	size_multiplier = 1
	fleet_slot_size = 1
	
	num_target_locators = 0
	icon_frame = 2
	is_civilian = yes
	class = shipclass_constructor
	is_designable = no
}
