======================================================================================= COMPONENT DATA FILE ======================================================================================= Weapon Display Type Warhead: None Direct Fire, Point Defense: Bolt Beam Seeking: Torpedo Directed Torpedo Weapon Target Type List: Ship, Base, Planet, Seeker, Beam, Bolt, Building, [VehicleUnitTypes.txt] - Satellite, Mine, Fighter, Troop, Weapon Platform, Drone Weapon Explosion Effect Name: [Random Specific Type] - A random effect which has the listed specific type. - The effect with this effect name. ======================================================================================= *BEGIN* ======================================================================================= //------------------------------------------------------------------------------------- // Ship/Base Components //------------------------------------------------------------------------------------- Name := Master Computer Description := Artificially intelligent neural-net computer that can control an entire starship without need of a crew and gain experience from its actions. Picture Number := 10 Maximum Level := 20 Tonnage Space Taken Formula := 40 Tonnage Structure Formula := 40 + (([%Level%] - 1) * 10) Cost Minerals Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 500 + (([%Level%] - 1) * 30), iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 1000 + (([%Level%] - 1) * 10), 4000 + (([%Level%] - 1) * 40)))) Cost Organics Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 2000 + (([%Level%] - 1) * 20), iif(Empire_Has_Racial_Trait("Crystallurgy"), 1000 + (([%Level%] - 1) * 10), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 4000 + (([%Level%] - 1) * 40), 0))) Cost Radioactives Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 2500 + (([%Level%] - 1) * 25), iif(Empire_Has_Racial_Trait("Crystallurgy"), 4000 + (([%Level%] - 1) * 40), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 1000 + (([%Level%] - 1) * 10)))) Supply Amount Used Formula := 0 Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship, Base Can Be Placed In Ship Sections := Inner Hull, Outer Hull Component Type List := Technological General Group := Vehicle Control Custom Group := 0 Number Of Requirements := 2 Requirements Evaluation Availability := 1 Requirements Evaluation Allows Placement := 2 Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 1 in Computers. Requirement 1 Formula := Get_Empire_Tech_Level("Computers") >= (1 + ([%Level%] - 1)) Requirement 2 Description := There is a limit of one Master Computer per vehicle. Requirement 2 Formula := Get_Design_Specific_Component_Count("Master Computer") <= 1 Number Of Abilities := 4 Ability 1 Type := Master Computer Ability 1 Description := Ship does not need Bridge, Life Support, or Crew Quarters. Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := 0 Ability 1 Amount 2 Formula := 0 Ability 2 Type := Combat To Hit Offense Ability 2 Description := Gives a [%Amount1%]% attack bonus in combat. Ability 2 Scope := Space Object Ability 2 Range Formula := 0 Ability 2 Amount 1 Formula := 1 + (([%Level%] - 1) * 2) Ability 2 Amount 2 Formula := 1 Ability 3 Type := Combat To Hit Defense Ability 3 Description := Gives a [%Amount1%]% defense bonus in combat. Ability 3 Scope := Space Object Ability 3 Range Formula := 0 Ability 3 Amount 1 Formula := 1 + (([%Level%] - 1) * 2) Ability 3 Amount 2 Formula := 1 Ability 4 Type := Boarding Defense Ability 4 Description := Provides combat strength [%Amount1%] defense systems to use on attacking boarders. Ability 4 Scope := Space Object Ability 4 Range Formula := 0 Ability 4 Amount 1 Formula := 80 + (([%Level%] - 1) * 8) Ability 4 Amount 2 Formula := 0 Weapon Type := None Name := Bridge Description := The main control center of a starship. Picture Number := 4 Maximum Level := 1 Tonnage Space Taken Formula := 10 Tonnage Structure Formula := 10 + (([%Level%] - 1) * 10) Cost Minerals Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 5 + (([%Level%] - 1) * 27.5), iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 10 + (([%Level%] - 1) * 5), 500 + (([%Level%] - 1) * 10)))) Cost Organics Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 250 + (([%Level%] - 1) * 5), iif(Empire_Has_Racial_Trait("Crystallurgy"), 10 + (([%Level%] - 1) * 5), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 500 + (([%Level%] - 1) * 10), 0))) Cost Radioactives Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 255 + (([%Level%] - 1) * 7.5), iif(Empire_Has_Racial_Trait("Crystallurgy"), 500 + (([%Level%] - 1) * 10), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 10 + (([%Level%] - 1) * 5)))) Supply Amount Used Formula := 0 Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship, Base Can Be Placed In Ship Sections := Inner Hull, Outer Hull Component Type List := Technological General Group := Vehicle Control Custom Group := 0 Number Of Requirements := 1 Requirements Evaluation Availability := AND Requirements Evaluation Allows Placement := TRUE Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 1 in Light Hull Construction. Requirement 1 Formula := Get_Empire_Tech_Level("Light Hull Construction") >= (1 + ([%Level%] - 1)) Number Of Abilities := 1 Ability 1 Type := Control Center Ability 1 Description := Contains a ship bridge. Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := 0 Ability 1 Amount 2 Formula := 0 Weapon Type := None Name := Life Support Description := Mechanical means to generate a livable atmosphere on a starship. Picture Number := 5 Maximum Level := 51 Tonnage Space Taken Formula := 10 Tonnage Structure Formula := 10 + (([%Level%] - 1) * 1.25) Cost Minerals Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 50 + (([%Level%] - 1) * 1.25), iif(Empire_Has_Racial_Trait("Crystallurgy"), 100 + (([%Level%] - 1) * 2.5), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 500 + (([%Level%] - 1) * 10)))) Cost Organics Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 300 + (([%Level%] - 1) * 6.25), iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 500 + (([%Level%] - 1) * 10), 100 + (([%Level%] - 1) * 2.5)))) Cost Radioactives Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 250 + (([%Level%] - 1) * 5), iif(Empire_Has_Racial_Trait("Crystallurgy"), 500 + (([%Level%] - 1) * 10), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 100 + (([%Level%] - 1) * 2.5), 0))) Supply Amount Used Formula := 0 Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship, Base Can Be Placed In Ship Sections := Inner Hull, Outer Hull Component Type List := Technological General Group := Vehicle Control Custom Group := 0 Number Of Requirements := 1 Requirements Evaluation Availability := AND Requirements Evaluation Allows Placement := TRUE Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 1 in Crew Support Systems. Requirement 1 Formula := Get_Empire_Tech_Level("Crew Support Systems") >= (1 + ([%Level%] - 1)) Number Of Abilities := 1 Ability 1 Type := Life Support Ability 1 Description := Generates enough life support for [%Amount1%] crew members. Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := 100 + (([%Level%] - 1) * 10) Ability 1 Amount 2 Formula := 0 Weapon Type := None Name := Crew Quarters Description := Area on a starship where the crew spends its off-hours. Picture Number := 6 Maximum Level := 51 Tonnage Space Taken Formula := 10 Tonnage Structure Formula := 10 + (([%Level%] - 1) * 1.8) Cost Minerals Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 25 + (([%Level%] - 1) * 25.75), iif(Empire_Has_Racial_Trait("Crystallurgy"), 50 + (([%Level%] - 1) * 1.5), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 500 + (([%Level%] - 1) * 2)))) Cost Organics Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 275 + (([%Level%] - 1) * 1.75), iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 500 + (([%Level%] - 1) * 2), 50 + (([%Level%] - 1) * 1.5)))) Cost Radioactives Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 250 + (([%Level%] - 1) * 1), iif(Empire_Has_Racial_Trait("Crystallurgy"), 500 + (([%Level%] - 1) * 2), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 50 + (([%Level%] - 1) * 1.5), 0))) Supply Amount Used Formula := 0 Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship, Base Can Be Placed In Ship Sections := Inner Hull, Outer Hull Component Type List := Technological General Group := Vehicle Control Custom Group := 0 Number Of Requirements := 1 Requirements Evaluation Availability := AND Requirements Evaluation Allows Placement := TRUE Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 1 in Crew Support Systems. Requirement 1 Formula := Get_Empire_Tech_Level("Crew Support Systems") >= (1 + ([%Level%] - 1)) Number Of Abilities := 1 Ability 1 Type := Crew Quarters Ability 1 Description := Contains space for [%Amount1%] crew members. Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := 50 + (([%Level%] - 1) * 13.5) Ability 1 Amount 2 Formula := 0 Weapon Type := None Name := Auxiliary Control Description := If a ship's bridge is ever destroyed, this will serve as a temporary bridge for the ship. Picture Number := 7 Maximum Level := 1 Tonnage Space Taken Formula := 10 Tonnage Structure Formula := 10 + (([%Level%] - 1) * 10) Cost Minerals Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 5 + (([%Level%] - 1) * 6.25), iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 10 + (([%Level%] - 1) * 5), 500 + (([%Level%] - 1) * 10)))) Cost Organics Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 250 + (([%Level%] - 1) * 5), iif(Empire_Has_Racial_Trait("Crystallurgy"), 10 + (([%Level%] - 1) * 5), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 500 + (([%Level%] - 1) * 10), 0))) Cost Radioactives Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 255 + (([%Level%] - 1) * 7.5), iif(Empire_Has_Racial_Trait("Crystallurgy"), 500 + (([%Level%] - 1) * 10), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 10 + (([%Level%] - 1) * 5)))) Supply Amount Used Formula := 0 Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship, Base Can Be Placed In Ship Sections := Inner Hull, Outer Hull Component Type List := Technological General Group := Vehicle Control Custom Group := 0 Number Of Requirements := 1 Requirements Evaluation Availability := AND Requirements Evaluation Allows Placement := TRUE Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 1 in Light Hull Construction. Requirement 1 Formula := Get_Empire_Tech_Level("Light Hull Construction") >= (1 + ([%Level%] - 1)) Number Of Abilities := 1 Ability 1 Type := Control Center Backup Ability 1 Description := Contains an Auxiliary Control. Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := 0 Ability 1 Amount 2 Formula := 0 Weapon Type := None Name := Ion Engine Description := Standard Ion Engine for sub-light inter-system travel. Picture Number := 11 Maximum Level := 61 Tonnage Space Taken Formula := 20 Tonnage Structure Formula := 5 + (([%Level%] - 1) * 2.5) Cost Minerals Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 50 + (([%Level%] - 1) * 5.5), iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 100 + (([%Level%] - 1) * 1), 400 + (([%Level%] - 1) * 5)))) Cost Organics Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 200 + (([%Level%] - 1) * 2.5), iif(Empire_Has_Racial_Trait("Crystallurgy"), 100 + (([%Level%] - 1) * 1), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 400 + (([%Level%] - 1) * 5), 0))) Cost Radioactives Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 250 + (([%Level%] - 1) * 3), iif(Empire_Has_Racial_Trait("Crystallurgy"), 400 + (([%Level%] - 1) * 5), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 100 + (([%Level%] - 1) * 1)))) Supply Amount Used Formula := 10 - trunc(([%Level%] - 1) / 10) Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship, Base, Drone Can Be Placed In Ship Sections := Outer Hull Component Type List := Technological General Group := Engines Custom Group := 0 Number Of Requirements := 1 Requirements Evaluation Availability := AND Requirements Evaluation Allows Placement := TRUE Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 1 in Ion Engines. Requirement 1 Formula := Get_Empire_Tech_Level("Ion Engines") >= (1 + ([%Level%] - 1)) Number Of Abilities := 3 Ability 1 Type := Movement Bonus Ability 1 Description := Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := 0 Ability 1 Amount 2 Formula := 0 Ability 2 Type := Movement Standard Ability 2 Description := Generates [%Amount1%] thrust. Ability 2 Scope := Space Object Ability 2 Range Formula := 0 Ability 2 Amount 1 Formula := Min(10 + ([%Level%] / (15 / 4)), 14.0) Ability 2 Amount 2 Formula := 0 Ability 3 Type := Supply Storage Ability 3 Description := Can store [%Amount1%] units of supply. Ability 3 Scope := Space Object Ability 3 Range Formula := 0 Ability 3 Amount 1 Formula := 1000 + ([%Level%] * 30) Ability 3 Amount 2 Formula := 0 Weapon Type := None Name := Contra - Terrene Engine Description := Anti-Matter engine suitable for sub-light inter-system travel. Picture Number := 12 Maximum Level := 61 Tonnage Space Taken Formula := 20 Tonnage Structure Formula := 5 + (([%Level%] - 1) * 2.5) Cost Minerals Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 60 + (([%Level%] - 1) * 6), iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 120 + (([%Level%] - 1) * 2), 600 + (([%Level%] - 1) * 7.5)))) Cost Organics Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 300 + (([%Level%] - 1) * 3.75), iif(Empire_Has_Racial_Trait("Crystallurgy"), 120 + (([%Level%] - 1) * 2), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 600 + (([%Level%] - 1) * 7.5), 0))) Cost Radioactives Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 360 + (([%Level%] - 1) * 4.75), iif(Empire_Has_Racial_Trait("Crystallurgy"), 600 + (([%Level%] - 1) * 7.5), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 120 + (([%Level%] - 1) * 2)))) Supply Amount Used Formula := 10 - trunc(([%Level%] - 1) / 10) Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship, Base, Drone Can Be Placed In Ship Sections := Outer Hull Component Type List := Technological General Group := Engines Custom Group := 0 Number Of Requirements := 1 Requirements Evaluation Availability := AND Requirements Evaluation Allows Placement := TRUE Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 1 in Contra - Terrene Engines. Requirement 1 Formula := Get_Empire_Tech_Level("Contra - Terrene Engines") >= (1 + ([%Level%] - 1)) Number Of Abilities := 3 Ability 1 Type := Movement Bonus Ability 1 Description := Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := 0 Ability 1 Amount 2 Formula := 0 Ability 2 Type := Movement Standard Ability 2 Description := Generates [%Amount1%] thrust. Ability 2 Scope := Space Object Ability 2 Range Formula := 0 Ability 2 Amount 1 Formula := Min(10 + ([%Level%] / (25 / 6)), 16.0) Ability 2 Amount 2 Formula := 0 Ability 3 Type := Supply Storage Ability 3 Description := Can store [%Amount1%] units of supply. Ability 3 Scope := Space Object Ability 3 Range Formula := 0 Ability 3 Amount 1 Formula := 1000 + ([%Level%] * 30) Ability 3 Amount 2 Formula := 0 Weapon Type := None Name := Jacketed - Photon Engine Description := Harnessed light drive engine suitable for sub-light inter-system travel. Picture Number := 13 Maximum Level := 61 Tonnage Space Taken Formula := 20 Tonnage Structure Formula := 5 + (([%Level%] - 1) * 2.5) Cost Minerals Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 70 + (([%Level%] - 1) * 7), iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 140 + (([%Level%] - 1) * 4), 800 + (([%Level%] - 1) * 10)))) Cost Organics Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 400 + (([%Level%] - 1) * 5), iif(Empire_Has_Racial_Trait("Crystallurgy"), 140 + (([%Level%] - 1) * 4), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 800 + (([%Level%] - 1) * 10), 0))) Cost Radioactives Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 470 + (([%Level%] - 1) * 7), iif(Empire_Has_Racial_Trait("Crystallurgy"), 800 + (([%Level%] - 1) * 10), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 140 + (([%Level%] - 1) * 4)))) Supply Amount Used Formula := 10 - trunc(([%Level%] - 1) / 10) Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship, Base, Drone Can Be Placed In Ship Sections := Outer Hull Component Type List := Technological General Group := Engines Custom Group := 0 Number Of Requirements := 1 Requirements Evaluation Availability := AND Requirements Evaluation Allows Placement := TRUE Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 1 in Jacketed - Photon Engines. Requirement 1 Formula := Get_Empire_Tech_Level("Jacketed - Photon Engines") >= (1 + ([%Level%] - 1)) Number Of Abilities := 3 Ability 1 Type := Movement Bonus Ability 1 Description := Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := 0 Ability 1 Amount 2 Formula := 0 Ability 2 Type := Movement Standard Ability 2 Description := Generates [%Amount1%] thrust. Ability 2 Scope := Space Object Ability 2 Range Formula := 0 Ability 2 Amount 1 Formula := Min(10 + ([%Level%] / (38 / 8)), 18.0) Ability 2 Amount 2 Formula := 0 Ability 3 Type := Supply Storage Ability 3 Description := Can store [%Amount1%] units of supply. Ability 3 Scope := Space Object Ability 3 Range Formula := 0 Ability 3 Amount 1 Formula := 1000 + ([%Level%] * 30) Ability 3 Amount 2 Formula := 0 Weapon Type := None Name := Quantum Engine Description := Quantum element engine suitable for sub-light inter-system travel. Picture Number := 14 Maximum Level := 61 Tonnage Space Taken Formula := 20 Tonnage Structure Formula := 5 + (([%Level%] - 1) * 2.5) Cost Minerals Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 80 + (([%Level%] - 1) * 9), iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 160 + (([%Level%] - 1) * 8), 1000 + (([%Level%] - 1) * 12.5)))) Cost Organics Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 500 + (([%Level%] - 1) * 6.25), iif(Empire_Has_Racial_Trait("Crystallurgy"), 160 + (([%Level%] - 1) * 8), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 1000 + (([%Level%] - 1) * 12.5), 0))) Cost Radioactives Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 580 + (([%Level%] - 1) * 10.25), iif(Empire_Has_Racial_Trait("Crystallurgy"), 1000 + (([%Level%] - 1) * 12.5), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 160 + (([%Level%] - 1) * 8)))) Supply Amount Used Formula := 10 - trunc(([%Level%] - 1) / 10) Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship, Base, Drone Can Be Placed In Ship Sections := Outer Hull Component Type List := Technological General Group := Engines Custom Group := 0 Number Of Requirements := 1 Requirements Evaluation Availability := AND Requirements Evaluation Allows Placement := TRUE Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 1 in Quantum Engines. Requirement 1 Formula := Get_Empire_Tech_Level("Quantum Engines") >= (1 + ([%Level%] - 1)) Number Of Abilities := 3 Ability 1 Type := Movement Bonus Ability 1 Description := Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := 0 Ability 1 Amount 2 Formula := 0 Ability 2 Type := Movement Standard Ability 2 Description := Generates [%Amount1%] thrust. Ability 2 Scope := Space Object Ability 2 Range Formula := 0 Ability 2 Amount 1 Formula := Min(10 + ([%Level%] / (53 / 10)), 20.0) Ability 2 Amount 2 Formula := 0 Ability 3 Type := Supply Storage Ability 3 Description := Can store [%Amount1%] units of supply. Ability 3 Scope := Space Object Ability 3 Range Formula := 0 Ability 3 Amount 1 Formula := 1000 + ([%Level%] * 30) Ability 3 Amount 2 Formula := 0 Weapon Type := None Name := Basic Sensors Description := Basic sensor package which allows detection of ships and space bodies at range. Picture Number := 28 Maximum Level := 21 Tonnage Space Taken Formula := 5 Tonnage Structure Formula := 5 + (([%Level%] - 1) * 5) Cost Minerals Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 25 + (([%Level%] - 1) * 4.25), iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 50 + (([%Level%] - 1) * 1), 200 + (([%Level%] - 1) * 2)))) Cost Organics Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 100 + (([%Level%] - 1) * 1), iif(Empire_Has_Racial_Trait("Crystallurgy"), 50 + (([%Level%] - 1) * 1), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 200 + (([%Level%] - 1) * 2), 0))) Cost Radioactives Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 125 + (([%Level%] - 1) * 1.5), iif(Empire_Has_Racial_Trait("Crystallurgy"), 200 + (([%Level%] - 1) * 2), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 50 + (([%Level%] - 1) * 1)))) Supply Amount Used Formula := 0 Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship, Base, Satellite, Drone Can Be Placed In Ship Sections := Inner Hull, Outer Hull Component Type List := Technological General Group := Sensors Custom Group := 0 Number Of Requirements := 1 Requirements Evaluation Availability := AND Requirements Evaluation Allows Placement := TRUE Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 1 in Sensors. Requirement 1 Formula := Get_Empire_Tech_Level("Sensors") >= (1 + ([%Level%] - 1)) Number Of Abilities := 2 Ability 1 Type := Long Range Scanner Ability 1 Description := Allows scanning of targets [%Amount1%] sectors away. Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := trunc(1 + ([%Level%] / 6)) Ability 1 Amount 2 Formula := 0 Ability 2 Type := Sight Range Ability 2 Description := Allows view out to a range of [%Amount1%] sectors. Ability 2 Scope := Space Object Ability 2 Range Formula := 0 Ability 2 Amount 1 Formula := trunc(3 + (([%Level%] - 1) / 4)) Ability 2 Amount 2 Formula := 0 Weapon Type := None Name := Solar Sail Description := Uses solar winds to generate extra movement for a ship. Picture Number := 49 Maximum Level := 1 Tonnage Space Taken Formula := 20 Tonnage Structure Formula := 10 + (([%Level%] - 1) * 5) Cost Minerals Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 50 + (([%Level%] - 1) * 4.25), iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 100 + (([%Level%] - 1) * 1), 400 + (([%Level%] - 1) * 4)))) Cost Organics Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 200 + (([%Level%] - 1) * 2), iif(Empire_Has_Racial_Trait("Crystallurgy"), 100 + (([%Level%] - 1) * 1), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 400 + (([%Level%] - 1) * 4), 0))) Cost Radioactives Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 250 + (([%Level%] - 1) * 2.5), iif(Empire_Has_Racial_Trait("Crystallurgy"), 400 + (([%Level%] - 1) * 4), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 100 + (([%Level%] - 1) * 1)))) Supply Amount Used Formula := 0 Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship Can Be Placed In Ship Sections := Outer Hull Component Type List := Technological General Group := Engines Custom Group := 0 Number Of Requirements := 1 Requirements Evaluation Availability := AND Requirements Evaluation Allows Placement := TRUE Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 20 in Stellar Harnessing. Requirement 1 Formula := Get_Empire_Tech_Level("Stellar Harnessing") >= (20 + ([%Level%] - 1)) Number Of Abilities := 1 Ability 1 Type := Movement Extra Generation Ability 1 Description := Generates [%Amount1%] bonus movement point (only 1 component per ship effective). Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := 1 Ability 1 Amount 2 Formula := 1 Weapon Type := None Name := Supply Storage Description := Area on a starship to store supplies. Picture Number := 21 Maximum Level := 25 Tonnage Space Taken Formula := 5 Tonnage Structure Formula := 5 + (([%Level%] - 1) * 10) Cost Minerals Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 0, iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 100 + (([%Level%] - 1) * 2)))) Cost Organics Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 50 + (([%Level%] - 1) * 1), iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 100 + (([%Level%] - 1) * 2), 0))) Cost Radioactives Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 50 + (([%Level%] - 1) * 1), iif(Empire_Has_Racial_Trait("Crystallurgy"), 100 + (([%Level%] - 1) * 2), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 0))) Supply Amount Used Formula := 0 Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship, Base, Satellite, Drone, Weapon Platform Can Be Placed In Ship Sections := Inner Hull, Outer Hull Component Type List := Technological General Group := Supply & Ordnance Custom Group := 0 Number Of Requirements := 1 Requirements Evaluation Availability := AND Requirements Evaluation Allows Placement := TRUE Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 1 in Cargo. Requirement 1 Formula := Get_Empire_Tech_Level("Cargo") >= (1 + ([%Level%] - 1)) Number Of Abilities := 1 Ability 1 Type := Supply Storage Ability 1 Description := Provides storage for [%Amount1%] units of supply. Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := 250 + (([%Level%] - 1) * 100) Ability 1 Amount 2 Formula := 0 Weapon Type := None Name := Ordnance Storage Description := Area on a starship to store ordnance. Picture Number := 180 Maximum Level := 25 Tonnage Space Taken Formula := 5 Tonnage Structure Formula := 5 + (([%Level%] - 1) * 10) Cost Minerals Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 0, iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 100 + (([%Level%] - 1) * 2)))) Cost Organics Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 50 + (([%Level%] - 1) * 1), iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 100 + (([%Level%] - 1) * 2), 0))) Cost Radioactives Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 50 + (([%Level%] - 1) * 1), iif(Empire_Has_Racial_Trait("Crystallurgy"), 100 + (([%Level%] - 1) * 2), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 0))) Supply Amount Used Formula := 0 Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship, Base, Satellite, Drone, Weapon Platform Can Be Placed In Ship Sections := Inner Hull, Outer Hull Component Type List := Technological General Group := Supply & Ordnance Custom Group := 0 Number Of Requirements := 1 Requirements Evaluation Availability := AND Requirements Evaluation Allows Placement := TRUE Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 1 in Cargo. Requirement 1 Formula := Get_Empire_Tech_Level("Cargo") >= (1 + ([%Level%] - 1)) Number Of Abilities := 1 Ability 1 Type := Ordnance Storage Ability 1 Description := Provides storage for [%Amount1%] units of ordnance. Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := 150 + (([%Level%] - 1) * 150) Ability 1 Amount 2 Formula := 0 Weapon Type := None Name := Ordnance Vat Description := A gland on the starship which slowly creates ordnance for its weapons. Picture Number := 175 Maximum Level := 25 Tonnage Space Taken Formula := 20 Tonnage Structure Formula := 5 + (([%Level%] - 1) * 10) Cost Minerals Formula := 100 + (([%Level%] - 1) * 2) Cost Organics Formula := 100 + (([%Level%] - 1) * 2) Cost Radioactives Formula := 20 + (([%Level%] - 1) * 2) Supply Amount Used Formula := 0 Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship, Base, Satellite, Drone, Weapon Platform Can Be Placed In Ship Sections := Inner Hull, Outer Hull Component Type List := Technological General Group := Supply & Ordnance Custom Group := 0 Number Of Requirements := 1 Requirements Evaluation Availability := AND Requirements Evaluation Allows Placement := TRUE Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 5 in Organic Technology. Requirement 1 Formula := Get_Empire_Tech_Level("Organic Technology") >= (5 + ([%Level%] - 1)) Number Of Abilities := 2 Ability 1 Type := Ordnance Storage Ability 1 Description := Provides storage for [%Amount1%] units of ordnance. Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := 2000 + (([%Level%] - 1) * 100) Ability 1 Amount 2 Formula := 0 Ability 2 Type := Ordnance Generation Ability 2 Description := Can generate [%Amount1%] ordnance each turn for ships. Ability 2 Scope := Space Object Ability 2 Range Formula := 0 Ability 2 Amount 1 Formula := 20 + (([%Level%] - 1) * 10) Ability 2 Amount 2 Formula := 0 Weapon Type := None Name := Emergency Propulsion Description := Pod which can be sacrificed to gain added movement points for the ship. Only one component allowed per vehicle. Picture Number := 20 Maximum Level := 7 Tonnage Space Taken Formula := 20 Tonnage Structure Formula := 20 + (([%Level%] - 1) * 10) Cost Minerals Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 25 + (([%Level%] - 1) * 4.25), iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 50 + (([%Level%] - 1) * 1), 200 + (([%Level%] - 1) * 2)))) Cost Organics Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 100 + (([%Level%] - 1) * 1), iif(Empire_Has_Racial_Trait("Crystallurgy"), 50 + (([%Level%] - 1) * 1), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 200 + (([%Level%] - 1) * 2), 0))) Cost Radioactives Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 125 + (([%Level%] - 1) * 1.5), iif(Empire_Has_Racial_Trait("Crystallurgy"), 200 + (([%Level%] - 1) * 2), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 50 + (([%Level%] - 1) * 1)))) Supply Amount Used Formula := 0 Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship, Base Can Be Placed In Ship Sections := Inner Hull, Outer Hull Component Type List := Technological General Group := Engines Custom Group := 0 Number Of Requirements := 2 Requirements Evaluation Availability := 1 Requirements Evaluation Allows Placement := 2 Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 3 in Ion Engines. Requirement 1 Formula := Get_Empire_Tech_Level("Ion Engines") >= (3 + ([%Level%] - 1)) Requirement 2 Description := This vehicle can only have one emergency propulsion component on it. Requirement 2 Formula := Get_Design_Ability_Component_Count("Emergency Energy") <= 1 Number Of Abilities := 2 Ability 1 Type := Emergency Energy Ability 1 Description := Generates [%Amount1%] emergency movement point. Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := 1 + ([%Level%] - 1) Ability 1 Amount 2 Formula := 0 Ability 2 Type := Component - Destroyed On Use Ability 2 Description := Component is destroyed after use. Ability 2 Scope := Space Object Ability 2 Range Formula := 0 Ability 2 Amount 1 Formula := 0 Ability 2 Amount 2 Formula := 0 Weapon Type := None Name := Emergency Resupply Pod Description := Pod which can be sacrificed to gain extra supplies for the ship. Only one component allowed per vehicle. Picture Number := 33 Maximum Level := 19 Tonnage Space Taken Formula := 10 Tonnage Structure Formula := 10 + (([%Level%] - 1) * 10) Cost Minerals Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 0, iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 200 + (([%Level%] - 1) * 2)))) Cost Organics Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 100 + (([%Level%] - 1) * 1), iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 200 + (([%Level%] - 1) * 2), 0))) Cost Radioactives Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 100 + (([%Level%] - 1) * 1), iif(Empire_Has_Racial_Trait("Crystallurgy"), 200 + (([%Level%] - 1) * 2), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 0))) Supply Amount Used Formula := 0 Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship, Base Can Be Placed In Ship Sections := Inner Hull, Outer Hull Component Type List := Technological General Group := Supply & Ordnance Custom Group := 0 Number Of Requirements := 2 Requirements Evaluation Availability := 1 Requirements Evaluation Allows Placement := 2 Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 1 in Resupply. Requirement 1 Formula := Get_Empire_Tech_Level("Resupply") >= (1 + ([%Level%] - 1)) Requirement 2 Description := This vehicle can only have one emergency resupply component on it. Requirement 2 Formula := Get_Design_Ability_Component_Count("Emergency Resupply") <= 1 Number Of Abilities := 2 Ability 1 Type := Emergency Resupply Ability 1 Description := Generates [%Amount1%] supply when used. Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := 500 + ([%Level%] * 500) Ability 1 Amount 2 Formula := 0 Ability 2 Type := Component - Destroyed On Use Ability 2 Description := Component is destroyed after use. Ability 2 Scope := Space Object Ability 2 Range Formula := 0 Ability 2 Amount 1 Formula := 0 Ability 2 Amount 2 Formula := 0 Weapon Type := None Name := Emergency Reordnance Pod Description := Pod which can be sacrificed to gain extra ordnance for the ship. Only one component allowed per vehicle. Picture Number := 181 Maximum Level := 19 Tonnage Space Taken Formula := 10 Tonnage Structure Formula := 10 + (([%Level%] - 1) * 10) Cost Minerals Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 0, iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 200 + (([%Level%] - 1) * 2)))) Cost Organics Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 100 + (([%Level%] - 1) * 1), iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 200 + (([%Level%] - 1) * 2), 0))) Cost Radioactives Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 100 + (([%Level%] - 1) * 1), iif(Empire_Has_Racial_Trait("Crystallurgy"), 200 + (([%Level%] - 1) * 2), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 0))) Supply Amount Used Formula := 0 Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship, Base Can Be Placed In Ship Sections := Inner Hull, Outer Hull Component Type List := Technological General Group := Supply & Ordnance Custom Group := 0 Number Of Requirements := 2 Requirements Evaluation Availability := 1 Requirements Evaluation Allows Placement := 2 Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 1 in Resupply. Requirement 1 Formula := Get_Empire_Tech_Level("Resupply") >= (1 + ([%Level%] - 1)) Requirement 2 Description := This vehicle can only have one emergency reordnance component on it. Requirement 2 Formula := Get_Design_Ability_Component_Count("Emergency Reordnance") <= 1 Number Of Abilities := 2 Ability 1 Type := Emergency Reordnance Ability 1 Description := Generates [%Amount1%] ordnance when used. Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := 500 + ([%Level%] * 500) Ability 1 Amount 2 Formula := 0 Ability 2 Type := Component - Destroyed On Use Ability 2 Description := Component is destroyed after use. Ability 2 Scope := Space Object Ability 2 Range Formula := 0 Ability 2 Amount 1 Formula := 0 Ability 2 Amount 2 Formula := 0 Weapon Type := None Name := Solar Collector Description := Collects solar energy and converts it into supplies for a ship. Picture Number := 48 Maximum Level := 30 Tonnage Space Taken Formula := 20 Tonnage Structure Formula := 10 + (([%Level%] - 1) * 5) Cost Minerals Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 100 + (([%Level%] - 1) * 4.75), iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 200 + (([%Level%] - 1) * 2), 400 + (([%Level%] - 1) * 4)))) Cost Organics Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 200 + (([%Level%] - 1) * 2), iif(Empire_Has_Racial_Trait("Crystallurgy"), 200 + (([%Level%] - 1) * 2), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 400 + (([%Level%] - 1) * 4), 0))) Cost Radioactives Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 300 + (([%Level%] - 1) * 3), iif(Empire_Has_Racial_Trait("Crystallurgy"), 400 + (([%Level%] - 1) * 4), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 200 + (([%Level%] - 1) * 2)))) Supply Amount Used Formula := 0 Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship, Base, Satellite, Drone, Weapon Platform Can Be Placed In Ship Sections := Outer Hull Component Type List := Technological General Group := Supply & Ordnance Custom Group := 0 Number Of Requirements := 1 Requirements Evaluation Availability := AND Requirements Evaluation Allows Placement := TRUE Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 1 in Stellar Harnessing. Requirement 1 Formula := Get_Empire_Tech_Level("Stellar Harnessing") >= (1 + ([%Level%] - 1)) Number Of Abilities := 1 Ability 1 Type := Solar Supply Generation Ability 1 Description := Generates [%Amount1%] supplies for each star in a system per turn. Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := 50 + (([%Level%] - 1) * 5) Ability 1 Amount 2 Formula := 0 Weapon Type := None Name := Quantum Reactor Description := Self-perpetuating energy source. Ships with this reactor will generate their own supplies. Picture Number := 34 Maximum Level := 20 Tonnage Space Taken Formula := 40 Tonnage Structure Formula := 20 + (([%Level%] - 1) * 10) Cost Minerals Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 500 + (([%Level%] - 1) * 8.75), iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 1000 + (([%Level%] - 1) * 10), 1000 + (([%Level%] - 1) * 10)))) Cost Organics Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 500 + (([%Level%] - 1) * 5), iif(Empire_Has_Racial_Trait("Crystallurgy"), 1000 + (([%Level%] - 1) * 10), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 1000 + (([%Level%] - 1) * 10), 0))) Cost Radioactives Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 1000 + (([%Level%] - 1) * 10), iif(Empire_Has_Racial_Trait("Crystallurgy"), 1000 + (([%Level%] - 1) * 10), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 1000 + (([%Level%] - 1) * 10)))) Supply Amount Used Formula := 0 Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship, Base, Satellite, Drone, Weapon Platform Can Be Placed In Ship Sections := Inner Hull, Outer Hull Component Type List := Technological General Group := Supply & Ordnance Custom Group := 0 Number Of Requirements := 1 Requirements Evaluation Availability := AND Requirements Evaluation Allows Placement := TRUE Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 20 in Resupply. Requirement 1 Formula := Get_Empire_Tech_Level("Resupply") >= (20 + ([%Level%] - 1)) Number Of Abilities := 1 Ability 1 Type := Supply Generation Ability 1 Description := Generates [%Amount1%] supplies per turn. Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := 200 + (([%Level%] - 1) * 20) Ability 1 Amount 2 Formula := 0 Weapon Type := None Name := Self - Destruct Device Description := Computer controlled device which overloads a ship's engines and destroys the ship. This will be used automatically if a ship is successfully boarded, destroying both your ship and the attacking ship. Picture Number := 37 Maximum Level := 1 Tonnage Space Taken Formula := 5 Tonnage Structure Formula := 5 + (([%Level%] - 1) * 5) Cost Minerals Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 25 + (([%Level%] - 1) * 4.25), iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 50 + (([%Level%] - 1) * 1), 500 + (([%Level%] - 1) * 5)))) Cost Organics Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 250 + (([%Level%] - 1) * 2.5), iif(Empire_Has_Racial_Trait("Crystallurgy"), 50 + (([%Level%] - 1) * 1), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 500 + (([%Level%] - 1) * 5), 0))) Cost Radioactives Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 275 + (([%Level%] - 1) * 3), iif(Empire_Has_Racial_Trait("Crystallurgy"), 500 + (([%Level%] - 1) * 5), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 50 + (([%Level%] - 1) * 1)))) Supply Amount Used Formula := 0 Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship, Base Can Be Placed In Ship Sections := Inner Hull, Outer Hull Component Type List := Technological General Group := Vehicle Control Custom Group := 0 Number Of Requirements := 1 Requirements Evaluation Availability := AND Requirements Evaluation Allows Placement := TRUE Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 5 in Ion Engines. Requirement 1 Formula := Get_Empire_Tech_Level("Ion Engines") >= (5 + ([%Level%] - 1)) Number Of Abilities := 1 Ability 1 Type := Self-Destruct Ability 1 Description := Vehicle can self-destruct when needed. Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := 0 Ability 1 Amount 2 Formula := 0 Weapon Type := None Name := Cargo Bay Description := Area on a starship where cargo can be housed. Picture Number := 9 Maximum Level := 25 Tonnage Space Taken Formula := 20 Tonnage Structure Formula := 20 + (([%Level%] - 1) * 10) Cost Minerals Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 0, iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 120 + (([%Level%] - 1) * 2)))) Cost Organics Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 60 + (([%Level%] - 1) * 1), iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 120 + (([%Level%] - 1) * 2), 0))) Cost Radioactives Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 60 + (([%Level%] - 1) * 1), iif(Empire_Has_Racial_Trait("Crystallurgy"), 120 + (([%Level%] - 1) * 2), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 0))) Supply Amount Used Formula := 0 Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship, Base Can Be Placed In Ship Sections := Inner Hull, Outer Hull Component Type List := Technological General Group := Cargo Custom Group := 0 Number Of Requirements := 1 Requirements Evaluation Availability := AND Requirements Evaluation Allows Placement := TRUE Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 1 in Cargo. Requirement 1 Formula := Get_Empire_Tech_Level("Cargo") >= (1 + ([%Level%] - 1)) Number Of Abilities := 1 Ability 1 Type := Storage Cargo Space Amount Ability 1 Description := Provides [%Amount1%]kT worth of cargo space. Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := 40 + (([%Level%] - 1) * 6) Ability 1 Amount 2 Formula := 0 Weapon Type := None Name := Fighter Bay Description := Area on a starship where fighters are stored for launch. Picture Number := 22 Maximum Level := 18 Tonnage Space Taken Formula := 30 Tonnage Structure Formula := 30 + (([%Level%] - 1) * 10) Cost Minerals Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 0, iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 160 + (([%Level%] - 1) * 2)))) Cost Organics Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 80 + (([%Level%] - 1) * 1), iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 160 + (([%Level%] - 1) * 2), 0))) Cost Radioactives Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 80 + (([%Level%] - 1) * 1), iif(Empire_Has_Racial_Trait("Crystallurgy"), 160 + (([%Level%] - 1) * 2), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 0))) Supply Amount Used Formula := 0 Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship, Base Can Be Placed In Ship Sections := Outer Hull Component Type List := Technological General Group := Unit Launch Custom Group := 0 Number Of Requirements := 1 Requirements Evaluation Availability := AND Requirements Evaluation Allows Placement := TRUE Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 1 in Fighters. Requirement 1 Formula := Get_Empire_Tech_Level("Fighters") >= (1 + ([%Level%] - 1)) Number Of Abilities := 3 Ability 1 Type := Units - Launch Ability 1 Description := Can launch fighters into space. One fighter can be launched every [%Amount2%] milliseconds during combat. Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := "Fighter" Ability 1 Amount 2 Formula := 6000 - (([%Level%] - 1) * 100) Ability 2 Type := Units - Recover Ability 2 Description := Can recover fighters from space. Ability 2 Scope := Space Object Ability 2 Range Formula := 0 Ability 2 Amount 1 Formula := "Fighter" Ability 2 Amount 2 Formula := 0 Ability 3 Type := Storage Cargo Space Amount Ability 3 Description := Provides [%Amount1%]kT of cargo space. Ability 3 Scope := Space Object Ability 3 Range Formula := 0 Ability 3 Amount 1 Formula := 41 + (([%Level%] - 1) * 2) Ability 3 Amount 2 Formula := 0 Weapon Type := None Name := Satellite Bay Description := Lays and recovers satellites in space. Picture Number := 38 Maximum Level := 9 Tonnage Space Taken Formula := 30 Tonnage Structure Formula := 30 + (([%Level%] - 1) * 10) Cost Minerals Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 0, iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 130 + (([%Level%] - 1) * 3)))) Cost Organics Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 65 + (([%Level%] - 1) * 1.5), iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 130 + (([%Level%] - 1) * 3), 0))) Cost Radioactives Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 65 + (([%Level%] - 1) * 1.5), iif(Empire_Has_Racial_Trait("Crystallurgy"), 130 + (([%Level%] - 1) * 3), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 0))) Supply Amount Used Formula := 0 Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship, Base Can Be Placed In Ship Sections := Outer Hull Component Type List := Technological General Group := Unit Launch Custom Group := 0 Number Of Requirements := 1 Requirements Evaluation Availability := AND Requirements Evaluation Allows Placement := TRUE Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 1 in Satellites. Requirement 1 Formula := Get_Empire_Tech_Level("Satellites") >= (1 + ([%Level%] - 1)) Number Of Abilities := 3 Ability 1 Type := Units - Launch Ability 1 Description := Can launch satellites into space. One satellite can be launched every [%Amount2%] milliseconds during combat. Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := "Satellite" Ability 1 Amount 2 Formula := 6000 - (([%Level%] - 1) * 200) Ability 2 Type := Units - Recover Ability 2 Description := Can recover satellites from space. Ability 2 Scope := Space Object Ability 2 Range Formula := 0 Ability 2 Amount 1 Formula := "Satellite" Ability 2 Amount 2 Formula := 0 Ability 3 Type := Storage Cargo Space Amount Ability 3 Description := Provides [%Amount1%]kT worth of cargo space. Ability 3 Scope := Space Object Ability 3 Range Formula := 0 Ability 3 Amount 1 Formula := 80 + (([%Level%] - 1) * 8) Ability 3 Amount 2 Formula := 0 Weapon Type := None Name := Mine Layer Description := Lays mines in space. Picture Number := 23 Maximum Level := 9 Tonnage Space Taken Formula := 10 Tonnage Structure Formula := 10 + (([%Level%] - 1) * 5) Cost Minerals Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 0, iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 40 + (([%Level%] - 1) * 1)))) Cost Organics Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 20 + (([%Level%] - 1) * 0.5), iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 40 + (([%Level%] - 1) * 1), 0))) Cost Radioactives Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 20 + (([%Level%] - 1) * 0.5), iif(Empire_Has_Racial_Trait("Crystallurgy"), 40 + (([%Level%] - 1) * 1), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 0))) Supply Amount Used Formula := 0 Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship, Base Can Be Placed In Ship Sections := Outer Hull Component Type List := Technological General Group := Unit Launch Custom Group := 0 Number Of Requirements := 1 Requirements Evaluation Availability := AND Requirements Evaluation Allows Placement := TRUE Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 1 in Mines. Requirement 1 Formula := Get_Empire_Tech_Level("Mines") >= (1 + ([%Level%] - 1)) Number Of Abilities := 2 Ability 1 Type := Units - Launch Ability 1 Description := Can lay mines in space. One mine can be launched every [%Amount2%] milliseconds during combat. Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := "Mine" Ability 1 Amount 2 Formula := 6000 - (([%Level%] - 1) * 200) Ability 2 Type := Storage Cargo Space Amount Ability 2 Description := Provides [%Amount1%]kT of cargo space. Ability 2 Scope := Space Object Ability 2 Range Formula := 0 Ability 2 Amount 1 Formula := 5 + (([%Level%] - 1) * 5) Ability 2 Amount 2 Formula := 0 Weapon Type := None Name := Drone Launcher Description := Launches drones into space. Picture Number := 24 Maximum Level := 9 Tonnage Space Taken Formula := 60 Tonnage Structure Formula := 60 + (([%Level%] - 1) * 20) Cost Minerals Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 0, iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 260 + (([%Level%] - 1) * 7)))) Cost Organics Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 130 + (([%Level%] - 1) * 3.5), iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 260 + (([%Level%] - 1) * 7), 0))) Cost Radioactives Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 130 + (([%Level%] - 1) * 3.5), iif(Empire_Has_Racial_Trait("Crystallurgy"), 260 + (([%Level%] - 1) * 7), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 0))) Supply Amount Used Formula := 0 Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship, Base Can Be Placed In Ship Sections := Outer Hull Component Type List := Technological General Group := Unit Launch Custom Group := 0 Number Of Requirements := 1 Requirements Evaluation Availability := AND Requirements Evaluation Allows Placement := TRUE Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 1 in Drones. Requirement 1 Formula := Get_Empire_Tech_Level("Drones") >= (1 + ([%Level%] - 1)) Number Of Abilities := 3 Ability 1 Type := Units - Launch Ability 1 Description := Can launch drones into space. One drone can be launched every [%Amount2%] milliseconds during combat. Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := "Drone" Ability 1 Amount 2 Formula := 6000 - (([%Level%] - 1) * 200) Ability 2 Type := Units - Recover Ability 2 Description := Can recover drones from space. Ability 2 Scope := Space Object Ability 2 Range Formula := 0 Ability 2 Amount 1 Formula := "Drone" Ability 2 Amount 2 Formula := 0 Ability 3 Type := Storage Cargo Space Amount Ability 3 Description := Provides [%Amount1%]kT worth of cargo space. Ability 3 Scope := Space Object Ability 3 Range Formula := 0 Ability 3 Amount 1 Formula := 150 + (([%Level%] - 1) * 14) Ability 3 Amount 2 Formula := 0 Weapon Type := None Name := Combat Sensors Description := Sensors which increase the chance to hit an enemy ship. Picture Number := 26 Maximum Level := 30 Tonnage Space Taken Formula := 5 Tonnage Structure Formula := 5 + (([%Level%] - 1) * 5) Cost Minerals Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 50 + (([%Level%] - 1) * 4.75), iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 100 + (([%Level%] - 1) * 2), 400 + (([%Level%] - 1) * 4)))) Cost Organics Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 200 + (([%Level%] - 1) * 2), iif(Empire_Has_Racial_Trait("Crystallurgy"), 100 + (([%Level%] - 1) * 2), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 400 + (([%Level%] - 1) * 4), 0))) Cost Radioactives Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 250 + (([%Level%] - 1) * 3), iif(Empire_Has_Racial_Trait("Crystallurgy"), 400 + (([%Level%] - 1) * 4), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 100 + (([%Level%] - 1) * 2)))) Supply Amount Used Formula := 0 Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship, Base, Satellite, Weapon Platform, Drone Can Be Placed In Ship Sections := Inner Hull, Outer Hull Component Type List := Technological General Group := Sensors Custom Group := 0 Number Of Requirements := 1 Requirements Evaluation Availability := AND Requirements Evaluation Allows Placement := TRUE Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 1 in Sensors. Requirement 1 Formula := Get_Empire_Tech_Level("Sensors") >= (1 + ([%Level%] - 1)) Number Of Abilities := 1 Ability 1 Type := Combat To Hit Offense Ability 1 Description := Gives a [%Amount1%]% attack bonus in combat (only 1 component per ship effective). Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := 5 + (([%Level%] - 1) * 4) Ability 1 Amount 2 Formula := 2 Weapon Type := None Name := ECM Description := Electromagnetic Counter Measures. Makes a ship harder to hit by enemies. Picture Number := 27 Maximum Level := 30 Tonnage Space Taken Formula := 5 Tonnage Structure Formula := 5 + (([%Level%] - 1) * 5) Cost Minerals Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 50 + (([%Level%] - 1) * 4.75), iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 100 + (([%Level%] - 1) * 2), 400 + (([%Level%] - 1) * 4)))) Cost Organics Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 200 + (([%Level%] - 1) * 2), iif(Empire_Has_Racial_Trait("Crystallurgy"), 100 + (([%Level%] - 1) * 2), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 400 + (([%Level%] - 1) * 4), 0))) Cost Radioactives Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 250 + (([%Level%] - 1) * 3), iif(Empire_Has_Racial_Trait("Crystallurgy"), 400 + (([%Level%] - 1) * 4), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 100 + (([%Level%] - 1) * 2)))) Supply Amount Used Formula := 0 Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship, Base, Satellite, Weapon Platform, Drone Can Be Placed In Ship Sections := Inner Hull, Outer Hull Component Type List := Technological General Group := Sensors Custom Group := 0 Number Of Requirements := 1 Requirements Evaluation Availability := AND Requirements Evaluation Allows Placement := TRUE Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 1 in Defense Systems. Requirement 1 Formula := Get_Empire_Tech_Level("Defense Systems") >= (1 + ([%Level%] - 1)) Number Of Abilities := 1 Ability 1 Type := Combat To Hit Defense Ability 1 Description := Gives a [%Amount1%]% defense bonus in combat (only 1 component per ship effective). Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := 5 + (([%Level%] - 1) * 2) Ability 1 Amount 2 Formula := 2 Weapon Type := None Name := Religious Talisman Description := Centers the spirituality of the vehicle and focuses it towards its goal. Picture Number := 52 Maximum Level := 21 Tonnage Space Taken Formula := 30 Tonnage Structure Formula := 30 + (([%Level%] - 1) * 10) Cost Minerals Formula := 800 + (([%Level%] - 1) * 8) Cost Organics Formula := 800 + (([%Level%] - 1) * 8) Cost Radioactives Formula := 800 + (([%Level%] - 1) * 8) Supply Amount Used Formula := 0 Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship, Base, Satellite, Weapon Platform, Drone Can Be Placed In Ship Sections := Inner Hull, Outer Hull Component Type List := Technological General Group := Religious Custom Group := 0 Number Of Requirements := 1 Requirements Evaluation Availability := AND Requirements Evaluation Allows Placement := TRUE Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 20 in Religious Technology. Requirement 1 Formula := Get_Empire_Tech_Level("Religious Technology") >= (20 + ([%Level%] - 1)) Number Of Abilities := 1 Ability 1 Type := Combat To Hit Offense Ability 1 Description := Gives a [%Amount1%]% attack bonus in combat (only 1 component per ship effective). Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := 5 + (([%Level%] - 1) * 5) Ability 1 Amount 2 Formula := 3 Weapon Type := None Name := Holy War Totem Description := Emboldens a crew and improves their ability to fight. Picture Number := 172 Maximum Level := 21 Tonnage Space Taken Formula := 30 Tonnage Structure Formula := 30 + (([%Level%] - 1) * 10) Cost Minerals Formula := 800 + (([%Level%] - 1) * 8) Cost Organics Formula := 800 + (([%Level%] - 1) * 8) Cost Radioactives Formula := 800 + (([%Level%] - 1) * 8) Supply Amount Used Formula := 0 Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship, Base, Satellite, Weapon Platform, Drone Can Be Placed In Ship Sections := Inner Hull, Outer Hull Component Type List := Technological General Group := Religious Custom Group := 0 Number Of Requirements := 1 Requirements Evaluation Availability := AND Requirements Evaluation Allows Placement := TRUE Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 5 in Religious Technology. Requirement 1 Formula := Get_Empire_Tech_Level("Religious Technology") >= (5 + ([%Level%] - 1)) Number Of Abilities := 1 Ability 1 Type := Crew Experience Modifier Percent Ability 1 Description := Improves the crews experience by +[%Amount1%]% during combat (only 1 component per ship effective). Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := 20 + (([%Level%] - 1) * 10) Ability 1 Amount 2 Formula := 0 Weapon Type := None Name := Vengeance Totem Description := Focuses the vengeance of a crew to improve weapon damage. Picture Number := 173 Maximum Level := 21 Tonnage Space Taken Formula := 30 Tonnage Structure Formula := 30 + (([%Level%] - 1) * 10) Cost Minerals Formula := 800 + (([%Level%] - 1) * 8) Cost Organics Formula := 800 + (([%Level%] - 1) * 8) Cost Radioactives Formula := 800 + (([%Level%] - 1) * 8) Supply Amount Used Formula := 0 Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship, Base, Satellite, Weapon Platform, Drone Can Be Placed In Ship Sections := Inner Hull, Outer Hull Component Type List := Technological General Group := Religious Custom Group := 0 Number Of Requirements := 1 Requirements Evaluation Availability := AND Requirements Evaluation Allows Placement := TRUE Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 5 in Religious Technology. Requirement 1 Formula := Get_Empire_Tech_Level("Religious Technology") >= (5 + ([%Level%] - 1)) Number Of Abilities := 1 Ability 1 Type := Weapon Damage Modifier Percent Ability 1 Description := Gives a +[%Amount1%]% damage bonus to all weapons on the ship (only 1 component per ship effective). Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := (([%Level%] - 1) * 1) Ability 1 Amount 2 Formula := 0 Weapon Type := None Name := Stealth Totem Description := Totem which improves a ship's ability to avoid detection. Picture Number := 174 Maximum Level := 21 Tonnage Space Taken Formula := 30 Tonnage Structure Formula := 30 + (([%Level%] - 1) * 10) Cost Minerals Formula := 800 + (([%Level%] - 1) * 8) Cost Organics Formula := 800 + (([%Level%] - 1) * 8) Cost Radioactives Formula := 800 + (([%Level%] - 1) * 8) Supply Amount Used Formula := 0 Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship, Base, Satellite, Weapon Platform, Drone Can Be Placed In Ship Sections := Inner Hull, Outer Hull Component Type List := Technological General Group := Religious Custom Group := 0 Number Of Requirements := 1 Requirements Evaluation Availability := AND Requirements Evaluation Allows Placement := TRUE Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 5 in Religious Technology. Requirement 1 Formula := Get_Empire_Tech_Level("Religious Technology") >= (5 + ([%Level%] - 1)) Number Of Abilities := 2 Ability 1 Type := Combat To Hit Defense Ability 1 Description := Gives a [%Amount1%]% defense bonus in combat (only 1 component per ship effective). Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := 5 + ([%Level%] - 1) Ability 1 Amount 2 Formula := 3 Ability 2 Type := Cloak Level Ability 2 Description := Prevents level [%Amount1%] scans. Ability 2 Scope := Space Object Ability 2 Range Formula := 0 Ability 2 Amount 1 Formula := 2 + (([%Level%] * 0.4) - 1) Ability 2 Amount 2 Formula := 0 Weapon Type := None Name := Neural Combat Net Description := Neural network that connects ships in combat allowing them to fight with a combined experience. Picture Number := 53 Maximum Level := 20 Tonnage Space Taken Formula := 30 Tonnage Structure Formula := 30 + (([%Level%] - 1) * 10) Cost Minerals Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 25 + (([%Level%] - 1) * 4.25), iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 50 + (([%Level%] - 1) * 1), 400 + (([%Level%] - 1) * 4)))) Cost Organics Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 200 + (([%Level%] - 1) * 2), iif(Empire_Has_Racial_Trait("Crystallurgy"), 50 + (([%Level%] - 1) * 1), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 400 + (([%Level%] - 1) * 4), 0))) Cost Radioactives Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 225 + (([%Level%] - 1) * 2.5), iif(Empire_Has_Racial_Trait("Crystallurgy"), 400 + (([%Level%] - 1) * 4), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 50 + (([%Level%] - 1) * 1)))) Supply Amount Used Formula := 0 Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship, Base, Satellite Can Be Placed In Ship Sections := Inner Hull, Outer Hull Component Type List := Technological General Group := Sensors Custom Group := 0 Number Of Requirements := 1 Requirements Evaluation Availability := AND Requirements Evaluation Allows Placement := TRUE Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 1 in Neural Computer Interface. Requirement 1 Formula := Get_Empire_Tech_Level("Neural Computer Interface") >= (1 + ([%Level%] - 1)) Number Of Abilities := 1 Ability 1 Type := Combat Best Experience Ability 1 Description := This ship gets an experience level up to [%Amount1%]% of the most experienced ship in combat. Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := ([%Level%] * 5) Ability 1 Amount 2 Formula := 0 Weapon Type := None Name := Long Range Scanners Description := Sensors which can scan an enemy ship at many sectors distance. Picture Number := 29 Maximum Level := 20 Tonnage Space Taken Formula := 10 Tonnage Structure Formula := 10 + (([%Level%] - 1) * 5) Cost Minerals Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 50 + (([%Level%] - 1) * 4.25), iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 100 + (([%Level%] - 1) * 1), 500 + (([%Level%] - 1) * 5)))) Cost Organics Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 250 + (([%Level%] - 1) * 2.5), iif(Empire_Has_Racial_Trait("Crystallurgy"), 100 + (([%Level%] - 1) * 1), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 500 + (([%Level%] - 1) * 5), 0))) Cost Radioactives Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 300 + (([%Level%] - 1) * 3), iif(Empire_Has_Racial_Trait("Crystallurgy"), 500 + (([%Level%] - 1) * 5), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 100 + (([%Level%] - 1) * 1)))) Supply Amount Used Formula := 0 Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship, Base, Satellite Can Be Placed In Ship Sections := Outer Hull Component Type List := Technological General Group := Sensors Custom Group := 0 Number Of Requirements := 1 Requirements Evaluation Availability := AND Requirements Evaluation Allows Placement := TRUE Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 1 in Scanners. Requirement 1 Formula := Get_Empire_Tech_Level("Scanners") >= (1 + ([%Level%] - 1)) Number Of Abilities := 2 Ability 1 Type := Long Range Scanner Ability 1 Description := Allows scanning of targets [%Amount1%] sectors away. Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := trunc(2 + (([%Level%] - 1) / 3)) Ability 1 Amount 2 Formula := 0 Ability 2 Type := Sight Range Ability 2 Description := Allows view out to a range of [%Amount1%] sectors. Ability 2 Scope := Space Object Ability 2 Range Formula := 0 Ability 2 Amount 1 Formula := trunc(4 + (([%Level%] - 1) / 3.5)) Ability 2 Amount 2 Formula := 0 Weapon Type := None Name := Scanner Jammer Description := A broad-band long range scanner jamming device. Picture Number := 30 Maximum Level := 10 Tonnage Space Taken Formula := 10 Tonnage Structure Formula := 10 + (([%Level%] - 1) * 5) Cost Minerals Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 25 + (([%Level%] - 1) * 4.25), iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 50 + (([%Level%] - 1) * 1), 500 + (([%Level%] - 1) * 5)))) Cost Organics Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 250 + (([%Level%] - 1) * 2.5), iif(Empire_Has_Racial_Trait("Crystallurgy"), 50 + (([%Level%] - 1) * 1), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 500 + (([%Level%] - 1) * 5), 0))) Cost Radioactives Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 275 + (([%Level%] - 1) * 3), iif(Empire_Has_Racial_Trait("Crystallurgy"), 500 + (([%Level%] - 1) * 5), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 50 + (([%Level%] - 1) * 1)))) Supply Amount Used Formula := 0 Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship, Base, Satellite, Drone Can Be Placed In Ship Sections := Inner Hull, Outer Hull Component Type List := Technological General Group := Sensors Custom Group := 0 Number Of Requirements := 1 Requirements Evaluation Availability := AND Requirements Evaluation Allows Placement := TRUE Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 10 in Scanners. Requirement 1 Formula := Get_Empire_Tech_Level("Scanners") >= (10 + ([%Level%] - 1)) Number Of Abilities := 1 Ability 1 Type := Scanning Prevention Ability 1 Description := Decreases ability of Long Range scanners by [%Amount1%] sectors. Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := 2 + (([%Level%] - 1) * 2) Ability 1 Amount 2 Formula := 0 Weapon Type := None Name := Tachyon Sensors Description := Modulating tachyon sensor grid which can detect cloaked ships in a system. Picture Number := 36 Maximum Level := 26 Tonnage Space Taken Formula := 40 Tonnage Structure Formula := 40 + (([%Level%] - 1) * 10) Cost Minerals Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 250 + (([%Level%] - 1) * 6.25), iif(Empire_Has_Racial_Trait("Crystallurgy"), 0, iif(Empire_Has_Racial_Trait("Organic Manipulation"), 500 + (([%Level%] - 1) * 5), 1500 + (([%Level%] - 1) * 15)))) Cost Organics Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 750 + (([%Level%] - 1) * 7.5), iif(Empire_Has_Racial_Trait("Crystallurgy"), 500 + (([%Level%] - 1) * 5), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 1500 + (([%Level%] - 1) * 15), 0))) Cost Radioactives Formula := iif(Empire_Has_Racial_Trait("Crystallurgy") and Empire_Has_Racial_Trait("Organic Manipulation"), 1000 + (([%Level%] - 1) * 10), iif(Empire_Has_Racial_Trait("Crystallurgy"), 1500 + (([%Level%] - 1) * 15), iif(Empire_Has_Racial_Trait("Organic Manipulation"), 0, 500 + (([%Level%] - 1) * 5)))) Supply Amount Used Formula := 0 Ordnance Amount Used Formula := 0 Can Be Placed On Vehicle Types := Ship, Base, Satellite, Drone Can Be Placed In Ship Sections := Outer Hull Component Type List := Technological General Group := Sensors Custom Group := 0 Number Of Requirements := 1 Requirements Evaluation Availability := AND Requirements Evaluation Allows Placement := TRUE Requirements Evaluation Allows Usage := TRUE Requirement 1 Description := Empire must have at least tech level 4 in Sensors. Requirement 1 Formula := Get_Empire_Tech_Level("Sensors") >= (4 + ([%Level%] - 1)) Number Of Abilities := 3 Ability 1 Type := Long Range Scanner Ability 1 Description := Allows scanning of targets [%Amount1%] sectors away. Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := trunc(2 + (([%Level%] - 1) / 2.75)) Ability 1 Amount 2 Formula := 0 Ability 2 Type := Sight Level Ability 2 Description := Allows scanning at level [%Amount1%]. Ability 2 Scope := Space Object Ability 2 Range Formula := 0 Ability 2 Amount 1 Formula := trunc(2 + (([%Level%] - 1) * 1)) Ability 2 Amount 2 Formula := 0 Ability 3 Type := Sight Range Ability 3 Description := Allows view out to a range of [%Amount1%] sectors. Ability 3 Scope := Space Object Ability 3 Range Formula := 0 Ability 3 Amount 1 Formula := trunc(2 + (([%Level%] - 1) / 2.25)) Ability 3 Amount 2 Formula := 0 Weapon Type := None Name := Psychic Receptors Description := Psychic sensors which can detect vessels hidden in a system. Picture Number := 45 Maximum Level := 20 Tonnage Space Taken Formula := 35 Tonnage Structure Formula := 35 + (([%Level%] - 1) * 17.5) Cost Minerals For