some stuff I use without support for AI - Crew |
Hi,
This is not a mod, more of something which could be added to someone elses mod (there is no AI for this - the ai will not use it).
NOTE: Using these on your ships, will make your organic use a lot higher.
NOTE: If you use the fighter cockpits then you also need to modify the fighters (and crystal fighters and organic fighters) in VehicleSizes: EG,
Requirement 2 Description := This vehicle must have 1 Fighter Cockpit.
Requirement 2 Formula := (Get_Design_Specific_Component_Count("Fighter Cockpit") = 1) or (Get_Design_Specific_Component_Count("Trained Pilot Cockpit") = 1) or (Get_Design_Specific_Component_Count("Elite Pilot Cockpit") = 1)
Name := Officers Quarters I
Description := Area on a starship where the officers spends its off-hours.
Picture Number := 6
Maximum Level := 1
Tonnage Space Taken Formula := 1
Tonnage Structure Formula := 1 + (([%Level%] - 1) * 1)
Cost Minerals Formula := 20
Cost Organics Formula := 100 + (([%Level%] - 1) * 20)
Cost Radioactives Formula := 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 Psychology.
Requirement 1 Formula := Get_Empire_Tech_Level("Psychology") >= (1 + ([%Level%] - 1))
Number Of Abilities := 2
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 := 5 + (([%Level%] - 1) * 1)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Crew Experience Modifier Percent
Ability 2 Description := Improves the crews experience by +[%Amount1%]% during combat (only 1 component per ship effective).
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 1 + (([%Level%] - 1) * 1)
Ability 2 Amount 2 Formula := 0
Weapon Type := None
Name := Officers Quarters II
Description := Area on a starship where the officers spends its off-hours.
Picture Number := 6
Maximum Level := 10
Tonnage Space Taken Formula := 1
Tonnage Structure Formula := 1 + (([%Level%] - 1) * 1)
Cost Minerals Formula := 20
Cost Organics Formula := 100 + (([%Level%] - 1) * 20)
Cost Radioactives Formula := 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 Psychology.
Requirement 1 Formula := Get_Empire_Tech_Level("Psychology") >= (1 + ([%Level%] - 1))
Number Of Abilities := 2
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 := 5 + (([%Level%] - 1) * 1)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Crew Experience Modifier Percent
Ability 2 Description := Improves the crews experience by +[%Amount1%]% during combat (only 1 component per ship effective).
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 1 + (([%Level%] - 1) * 1)
Ability 2 Amount 2 Formula := 0
Weapon Type := None
Name := Trained Officers Quarters I
Description := Area on a starship where the officers spends its off-hours.
Picture Number := 6
Maximum Level := 1
Tonnage Space Taken Formula := 1
Tonnage Structure Formula := 1 + (([%Level%] - 1) * 1)
Cost Minerals Formula := 20
Cost Organics Formula := 200 + (([%Level%] - 1) * 40)
Cost Radioactives Formula := 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 Psychology.
Requirement 1 Formula := Get_Empire_Tech_Level("Psychology") >= (1 + ([%Level%] - 1))
Number Of Abilities := 3
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 := 5 + (([%Level%] - 1) * 1)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Crew Experience Modifier Percent
Ability 2 Description := Improves the crews experience by +[%Amount1%]% during combat (only 1 component per ship effective).
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 1 + (([%Level%] - 1) * 1)
Ability 2 Amount 2 Formula := 0
Ability 3 Type := Control Center Backup
Ability 3 Description := Contains an Auxiliary Control.
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 0
Ability 3 Amount 2 Formula := 0
Weapon Type := None
Name := Trained Officers Quarters II
Description := Area on a starship where the officers spends its off-hours.
Picture Number := 6
Maximum Level := 10
Tonnage Space Taken Formula := 1
Tonnage Structure Formula := 1 + (([%Level%] - 1) * 1)
Cost Minerals Formula := 20
Cost Organics Formula := 200 + (([%Level%] - 1) * 40)
Cost Radioactives Formula := 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 Psychology.
Requirement 1 Formula := Get_Empire_Tech_Level("Psychology") >= (1 + ([%Level%] - 1))
Number Of Abilities := 3
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 := 5 + (([%Level%] - 1) * 1)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Crew Experience Modifier Percent
Ability 2 Description := Improves the crews experience by +[%Amount1%]% during combat (only 1 component per ship effective).
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 1 + (([%Level%] - 1) * 1)
Ability 2 Amount 2 Formula := 0
Ability 3 Type := Control Center Backup
Ability 3 Description := Contains an Auxiliary Control.
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 0
Ability 3 Amount 2 Formula := 0
Weapon Type := None
Name := Elite Officers Quarters I
Description := Area on a starship where the officers spends its off-hours.
Picture Number := 6
Maximum Level := 1
Tonnage Space Taken Formula := 1
Tonnage Structure Formula := 1 + (([%Level%] - 1) * 1)
Cost Minerals Formula := 20
Cost Organics Formula := 500 + (([%Level%] - 1) * 100)
Cost Radioactives Formula := 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 Psychology.
Requirement 1 Formula := Get_Empire_Tech_Level("Psychology") >= (1 + ([%Level%] - 1))
Number Of Abilities := 4
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 := 5 + (([%Level%] - 1) * 1)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Crew Experience Modifier Percent
Ability 2 Description := Improves the crews experience by +[%Amount1%]% during combat (only 1 component per ship effective).
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 1 + (([%Level%] - 1) * 1)
Ability 2 Amount 2 Formula := 0
Ability 3 Type := Control Center Backup
Ability 3 Description := Contains an Auxiliary Control.
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 0
Ability 3 Amount 2 Formula := 0
Ability 4 Type := Supply Generation
Ability 4 Description := Generates [%Amount1%] supplies per turn.
Ability 4 Scope := Space Object
Ability 4 Range Formula := 0
Ability 4 Amount 1 Formula := 20 + (([%Level%] - 1) * 2)
Ability 4 Amount 2 Formula := 0
Weapon Type := None
Name := Elite Officers Quarters II
Description := Area on a starship where the officers spends its off-hours.
Picture Number := 6
Maximum Level := 10
Tonnage Space Taken Formula := 1
Tonnage Structure Formula := 1 + (([%Level%] - 1) * 1)
Cost Minerals Formula := 20
Cost Organics Formula := 500 + (([%Level%] - 1) * 100)
Cost Radioactives Formula := 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 Psychology.
Requirement 1 Formula := Get_Empire_Tech_Level("Psychology") >= (1 + ([%Level%] - 1))
Number Of Abilities := 4
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 := 5 + (([%Level%] - 1) * 1)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Crew Experience Modifier Percent
Ability 2 Description := Improves the crews experience by +[%Amount1%]% during combat (only 1 component per ship effective).
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 1 + (([%Level%] - 1) * 1)
Ability 2 Amount 2 Formula := 0
Ability 3 Type := Control Center Backup
Ability 3 Description := Contains an Auxiliary Control.
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 0
Ability 3 Amount 2 Formula := 0
Ability 4 Type := Supply Generation
Ability 4 Description := Generates [%Amount1%] supplies per turn.
Ability 4 Scope := Space Object
Ability 4 Range Formula := 0
Ability 4 Amount 1 Formula := 20 + (([%Level%] - 1) * 2)
Ability 4 Amount 2 Formula := 0
Weapon Type := None
Name := Trained Weapons Crew Quarters I
Description := Area on a starship where the weapons crew spends its off-hours.
Picture Number := 6
Maximum Level := 1
Tonnage Space Taken Formula := 1
Tonnage Structure Formula := 1 + (([%Level%] - 1) * 1)
Cost Minerals Formula := 10
Cost Organics Formula := 50 + (([%Level%] - 1) * 10)
Cost Radioactives Formula := 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 Psychology.
Requirement 1 Formula := Get_Empire_Tech_Level("Psychology") >= (1 + ([%Level%] - 1))
Number Of Abilities := 2
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 := 5 + (([%Level%] - 1) * 1)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Combat Modifier
Ability 2 Description := modifier to the to-hit rating for vehicles in combat of [%Amount1%].
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 1 + (([%Level%] - 1) * 1)
Ability 2 Amount 2 Formula := 0
Weapon Type := None
Name := Trained Weapons Crew Quarters II
Description := Area on a starship where the weapons crew spends its off-hours.
Picture Number := 6
Maximum Level := 10
Tonnage Space Taken Formula := 1
Tonnage Structure Formula := 1 + (([%Level%] - 1) * 1)
Cost Minerals Formula := 10
Cost Organics Formula := 50 + (([%Level%] - 1) * 10)
Cost Radioactives Formula := 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 Psychology.
Requirement 1 Formula := Get_Empire_Tech_Level("Psychology") >= (1 + ([%Level%] - 1))
Number Of Abilities := 2
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 := 5 + (([%Level%] - 1) * 1)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Combat Modifier
Ability 2 Description := modifier to the to-hit rating for vehicles in combat of [%Amount1%].
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 1 + (([%Level%] - 1) * 1)
Ability 2 Amount 2 Formula := 0
Weapon Type := None
Name := Elite Weapons Crew Quarters I
Description := Area on a starship where the weapons crew spends its off-hours.
Picture Number := 6
Maximum Level := 1
Tonnage Space Taken Formula := 1
Tonnage Structure Formula := 1 + (([%Level%] - 1) * 1)
Cost Minerals Formula := 10
Cost Organics Formula := 200 + (([%Level%] - 1) * 40)
Cost Radioactives Formula := 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 Psychology.
Requirement 1 Formula := Get_Empire_Tech_Level("Psychology") >= (1 + ([%Level%] - 1))
Number Of Abilities := 3
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 := 5 + (([%Level%] - 1) * 1)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Combat Modifier
Ability 2 Description := modifier to the to-hit rating for vehicles in combat of [%Amount1%].
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 1 + (([%Level%] - 1) * 1)
Ability 2 Amount 2 Formula := 0
Ability 3 Type := Weapon Damage Modifier Percent
Ability 3 Description := Gives a +[%Amount1%]% damage bonus to all weapons on the ship (only 1 component per ship effective).
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := (([%Level%] - 1) * 1)
Ability 3 Amount 2 Formula := 0
Weapon Type := None
Name := Elite Weapons Crew Quarters II
Description := Area on a starship where the weapons crew spends its off-hours.
Picture Number := 6
Maximum Level := 10
Tonnage Space Taken Formula := 1
Tonnage Structure Formula := 1 + (([%Level%] - 1) * 1)
Cost Minerals Formula := 10
Cost Organics Formula := 200 + (([%Level%] - 1) * 40)
Cost Radioactives Formula := 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 Psychology.
Requirement 1 Formula := Get_Empire_Tech_Level("Psychology") >= (1 + ([%Level%] - 1))
Number Of Abilities := 3
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 := 5 + (([%Level%] - 1) * 1)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Combat Modifier
Ability 2 Description := modifier to the to-hit rating for vehicles in combat of [%Amount1%].
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 1 + (([%Level%] - 1) * 1)
Ability 2 Amount 2 Formula := 0
Ability 3 Type := Weapon Damage Modifier Percent
Ability 3 Description := Gives a +[%Amount1%]% damage bonus to all weapons on the ship (only 1 component per ship effective).
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := (([%Level%] - 1) * 1)
Ability 3 Amount 2 Formula := 0
Weapon Type := None
Name := Trained Engineering Crew Quarters I
Description := Area on a starship where the engineering crew spends its off-hours.
Picture Number := 6
Maximum Level := 1
Tonnage Space Taken Formula := 1
Tonnage Structure Formula := 1 + (([%Level%] - 1) * 1)
Cost Minerals Formula := 10
Cost Organics Formula := 75 + (([%Level%] - 1) * 15)
Cost Radioactives Formula := 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 Psychology.
Requirement 1 Formula := Get_Empire_Tech_Level("Psychology") >= (1 + ([%Level%] - 1))
Number Of Abilities := 2
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 := 5 + (([%Level%] - 1) * 1)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Shield Regeneration
Ability 2 Description := Regenerates [%Amount2%] shield points per second (if your vehicle has supply remaining).
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := "Normal Shields"
Ability 2 Amount 2 Formula := 1 + (([%Level%]) / 3)
Weapon Type := None
Name := Trained Engineering Crew Quarters II
Description := Area on a starship where the engineering crew spends its off-hours.
Picture Number := 6
Maximum Level := 10
Tonnage Space Taken Formula := 1
Tonnage Structure Formula := 1 + (([%Level%] - 1) * 1)
Cost Minerals Formula := 10
Cost Organics Formula := 75 + (([%Level%] - 1) * 15)
Cost Radioactives Formula := 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 Psychology.
Requirement 1 Formula := Get_Empire_Tech_Level("Psychology") >= (1 + ([%Level%] - 1))
Number Of Abilities := 2
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 := 5 + (([%Level%] - 1) * 1)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Shield Regeneration
Ability 2 Description := Regenerates [%Amount2%] shield points per second (if your vehicle has supply remaining).
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := "Normal Shields"
Ability 2 Amount 2 Formula := 1 + (([%Level%]) / 3)
Weapon Type := None
Name := Elite Engineering Crew Quarters I
Description := Area on a starship where the engineering crew spends its off-hours.
Picture Number := 6
Maximum Level := 1
Tonnage Space Taken Formula := 1
Tonnage Structure Formula := 1 + (([%Level%] - 1) * 1)
Cost Minerals Formula := 10
Cost Organics Formula := 300 + (([%Level%] - 1) * 60)
Cost Radioactives Formula := 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 Psychology.
Requirement 1 Formula := Get_Empire_Tech_Level("Psychology") >= (1 + ([%Level%] - 1))
Number Of Abilities := 3
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 := 5 + (([%Level%] - 1) * 1)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Shield Regeneration
Ability 2 Description := Regenerates [%Amount2%] shield points per second (if your vehicle has supply remaining).
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := "Normal Shields"
Ability 2 Amount 2 Formula := 1 + (([%Level%]) / 3)
Ability 3 Type := Combat Movement
Ability 3 Description := Generates +[%Amount1%] additional movement during combat (only 1 component per ship effective).
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 1 + (([%Level%] - 1) / 4)
Ability 3 Amount 2 Formula := 0
Weapon Type := None
Name := Elite Engineering Crew Quarters II
Description := Area on a starship where the engineering crew spends its off-hours.
Picture Number := 6
Maximum Level := 10
Tonnage Space Taken Formula := 1
Tonnage Structure Formula := 1 + (([%Level%] - 1) * 1)
Cost Minerals Formula := 10
Cost Organics Formula := 300 + (([%Level%] - 1) * 60)
Cost Radioactives Formula := 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 Psychology.
Requirement 1 Formula := Get_Empire_Tech_Level("Psychology") >= (1 + ([%Level%] - 1))
Number Of Abilities := 3
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 := 5 + (([%Level%] - 1) * 1)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Shield Regeneration
Ability 2 Description := Regenerates [%Amount2%] shield points per second (if your vehicle has supply remaining).
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := "Normal Shields"
Ability 2 Amount 2 Formula := 1 + (([%Level%]) / 3)
Ability 3 Type := Combat Movement
Ability 3 Description := Generates +[%Amount1%] additional movement during combat (only 1 component per ship effective).
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 1 + (([%Level%] - 1) / 4)
Ability 3 Amount 2 Formula := 0
Weapon Type := None
Name := Medical Crew Quarters I
Description := Area on a starship where the medical crew spends its off-hours.
Picture Number := 6
Maximum Level := 1
Tonnage Space Taken Formula := 1
Tonnage Structure Formula := 1 + (([%Level%] - 1) * 1)
Cost Minerals Formula := 10
Cost Organics Formula := 150 + (([%Level%] - 1) * 30)
Cost Radioactives Formula := 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 Psychology.
Requirement 1 Formula := Get_Empire_Tech_Level("Psychology") >= (1 + ([%Level%] - 1))
Number Of Abilities := 2
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 := 5 + (([%Level%] - 1) * 1)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Medical Bay
Ability 2 Description := Cures level [%Amount1%] plagues.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 1 + (([%Level%]) / 4)
Ability 2 Amount 2 Formula := 0
Weapon Type := None
Name := Medical Crew Quarters II
Description := Area on a starship where the medical crew spends its off-hours.
Picture Number := 6
Maximum Level := 10
Tonnage Space Taken Formula := 1
Tonnage Structure Formula := 1 + (([%Level%] - 1) * 1)
Cost Minerals Formula := 10
Cost Organics Formula := 150 + (([%Level%] - 1) * 30)
Cost Radioactives Formula := 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 Psychology.
Requirement 1 Formula := Get_Empire_Tech_Level("Psychology") >= (1 + ([%Level%] - 1))
Number Of Abilities := 2
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 := 5 + (([%Level%] - 1) * 1)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Medical Bay
Ability 2 Description := Cures level [%Amount1%] plagues.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 1 + (([%Level%]) / 4)
Ability 2 Amount 2 Formula := 0
Weapon Type := None
Name := Trained Flight Crew Quarters I
Description := Area on a starship where the Flight crew spends its off-hours.
Picture Number := 6
Maximum Level := 1
Tonnage Space Taken Formula := 1
Tonnage Structure Formula := 1 + (([%Level%] - 1) * 1)
Cost Minerals Formula := 10
Cost Organics Formula := 40 + (([%Level%] - 1) * 
Cost Radioactives Formula := 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 Psychology.
Requirement 1 Formula := Get_Empire_Tech_Level("Psychology") >= (1 + ([%Level%] - 1))
Number Of Abilities := 2
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 := 5 + (([%Level%] - 1) * 1)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Tonnage Repair Unit
Ability 2 Description := Can repair [%Amount1%]kT of unit tonnage per turn.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := [%Level%]
Ability 2 Amount 2 Formula := 0
Weapon Type := None
Name := Trained Flight Crew Quarters II
Description := Area on a starship where the Flight crew spends its off-hours.
Picture Number := 6
Maximum Level := 10
Tonnage Space Taken Formula := 1
Tonnage Structure Formula := 1 + (([%Level%] - 1) * 1)
Cost Minerals Formula := 10
Cost Organics Formula := 40 + (([%Level%] - 1) * 
Cost Radioactives Formula := 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 Psychology.
Requirement 1 Formula := Get_Empire_Tech_Level("Psychology") >= (1 + ([%Level%] - 1))
Number Of Abilities := 2
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 := 5 + (([%Level%] - 1) * 1)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Tonnage Repair Unit
Ability 2 Description := Can repair [%Amount1%]kT of unit tonnage per turn.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := [%Level%]
Ability 2 Amount 2 Formula := 0
Weapon Type := None
Name := Elite Flight Crew Quarters I
Description := Area on a starship where the Flight crew spends its off-hours.
Picture Number := 6
Maximum Level := 1
Tonnage Space Taken Formula := 1
Tonnage Structure Formula := 1 + (([%Level%] - 1) * 1)
Cost Minerals Formula := 10
Cost Organics Formula := 250 + (([%Level%] - 1) * 50)
Cost Radioactives Formula := 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 Psychology.
Requirement 1 Formula := Get_Empire_Tech_Level("Psychology") >= (1 + ([%Level%] - 1))
Number Of Abilities := 3
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 := 5 + (([%Level%] - 1) * 1)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Tonnage Repair Unit
Ability 2 Description := Can repair [%Amount1%]kT of unit tonnage per turn.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := [%Level%]
Ability 2 Amount 2 Formula := 0
Ability 3 Type := Ordnance Generation
Ability 3 Description := Can generate [%Amount1%] ordnance each turn for ships.
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 10 + (([%Level%] - 1) * 2)
Ability 3 Amount 2 Formula := 0
Weapon Type := None
Name := Elite Flight Crew Quarters II
Description := Area on a starship where the Flight crew spends its off-hours.
Picture Number := 6
Maximum Level := 10
Tonnage Space Taken Formula := 1
Tonnage Structure Formula := 1 + (([%Level%] - 1) * 1)
Cost Minerals Formula := 10
Cost Organics Formula := 250 + (([%Level%] - 1) * 50)
Cost Radioactives Formula := 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 Psychology.
Requirement 1 Formula := Get_Empire_Tech_Level("Psychology") >= (1 + ([%Level%] - 1))
Number Of Abilities := 3
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 := 5 + (([%Level%] - 1) * 1)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Tonnage Repair Unit
Ability 2 Description := Can repair [%Amount1%]kT of unit tonnage per turn.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := [%Level%]
Ability 2 Amount 2 Formula := 0
Ability 3 Type := Ordnance Generation
Ability 3 Description := Can generate [%Amount1%] ordnance each turn for ships.
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 10 + (([%Level%] - 1) * 2)
Ability 3 Amount 2 Formula := 0
Weapon Type := None
Name := Marine Crew Quarters I
Description := Area on a starship where the Marines spend its off-hours.
Picture Number := 6
Maximum Level := 1
Tonnage Space Taken Formula := 1
Tonnage Structure Formula := 1 + (([%Level%] - 1) * 1)
Cost Minerals Formula := 10
Cost Organics Formula := 40 + (([%Level%] - 1) * 
Cost Radioactives Formula := 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 Psychology.
Requirement 1 Formula := Get_Empire_Tech_Level("Psychology") >= (1 + ([%Level%] - 1))
Number Of Abilities := 3
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 := 5 + (([%Level%] - 1) * 1)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Boarding Attack Modifier Percent
Ability 2 Description := Bording strength inscreased by [%Amount1%].
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 2 + (([%Level%] - 1) * 1)
Ability 2 Amount 2 Formula := 0
Ability 3 Type := Boarding Defense Modifier Percent
Ability 3 Description := Contains space for [%Amount1%] crew members.
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 1 + (([%Level%] - 1) * 1)
Ability 3 Amount 2 Formula := 0
Weapon Type := None
Name := Marine Crew Quarters II
Description := Area on a starship where the Marines spend its off-hours.
Picture Number := 6
Maximum Level := 10
Tonnage Space Taken Formula := 1
Tonnage Structure Formula := 1 + (([%Level%] - 1) * 1)
Cost Minerals Formula := 10
Cost Organics Formula := 40 + (([%Level%] - 1) * 
Cost Radioactives Formula := 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 Psychology.
Requirement 1 Formula := Get_Empire_Tech_Level("Psychology") >= (1 + ([%Level%] - 1))
Number Of Abilities := 3
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 := 5 + (([%Level%] - 1) * 1)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Boarding Attack Modifier Percent
Ability 2 Description := Bording strength inscreased by [%Amount1%].
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 2 + (([%Level%] - 1) * 1)
Ability 2 Amount 2 Formula := 0
Ability 3 Type := Boarding Defense Modifier Percent
Ability 3 Description := Contains space for [%Amount1%] crew members.
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 1 + (([%Level%] - 1) * 1)
Ability 3 Amount 2 Formula := 0
Weapon Type := None
Name := Security Crew Quarters I
Description := Area on a starship where the Security crew spends its off-hours.
Picture Number := 6
Maximum Level := 1
Tonnage Space Taken Formula := 1
Tonnage Structure Formula := 1 + (([%Level%] - 1) * 1)
Cost Minerals Formula := 10
Cost Organics Formula := 40 + (([%Level%] - 1) * 
Cost Radioactives Formula := 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 Psychology.
Requirement 1 Formula := Get_Empire_Tech_Level("Psychology") >= (1 + ([%Level%] - 1))
Number Of Abilities := 3
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 := 5 + (([%Level%] - 1) * 1)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Boarding Attack Modifier Percent
Ability 2 Description := Bording strength inscreased by [%Amount1%].
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 1 + (([%Level%] - 1) * 1)
Ability 2 Amount 2 Formula := 0
Ability 3 Type := Boarding Defense Modifier Percent
Ability 3 Description := Contains space for [%Amount1%] crew members.
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 2 + (([%Level%] - 1) * 1)
Ability 3 Amount 2 Formula := 0
Weapon Type := None
Name := Security Crew Quarters II
Description := Area on a starship where the Security crew spends its off-hours.
Picture Number := 6
Maximum Level := 10
Tonnage Space Taken Formula := 1
Tonnage Structure Formula := 1 + (([%Level%] - 1) * 1)
Cost Minerals Formula := 10
Cost Organics Formula := 40 + (([%Level%] - 1) * 
Cost Radioactives Formula := 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 Psychology.
Requirement 1 Formula := Get_Empire_Tech_Level("Psychology") >= (1 + ([%Level%] - 1))
Number Of Abilities := 3
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 := 5 + (([%Level%] - 1) * 1)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Boarding Attack Modifier Percent
Ability 2 Description := Bording strength inscreased by [%Amount1%].
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 1 + (([%Level%] - 1) * 1)
Ability 2 Amount 2 Formula := 0
Ability 3 Type := Boarding Defense Modifier Percent
Ability 3 Description := Contains space for [%Amount1%] crew members.
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 2 + (([%Level%] - 1) * 1)
Ability 3 Amount 2 Formula := 0
Weapon Type := None
Name := Trained Scout Crew Quarters I
Description := Area on a starship where an embarked specialist scout crew spends its off-hours.
Picture Number := 6
Maximum Level := 1
Tonnage Space Taken Formula := 1
Tonnage Structure Formula := 1 + (([%Level%] - 1) * 1)
Cost Minerals Formula := 10
Cost Organics Formula := 100 + (([%Level%] - 1) * 20)
Cost Radioactives Formula := 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 Psychology.
Requirement 1 Formula := Get_Empire_Tech_Level("Psychology") >= (1 + ([%Level%] - 1))
Number Of Abilities := 2
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 := 5 + (([%Level%] - 1) * 1)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Long Range Scanner
Ability 2 Description := Allows scanning of targets [%Amount1%] sectors away.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 1 + (([%Level%]) / 4)
Ability 2 Amount 2 Formula := 0
Weapon Type := None
Name := Trained Scout Crew Quarters II
Description := Area on a starship where an embarked specialist scout crew spends its off-hours.
Picture Number := 6
Maximum Level := 10
Tonnage Space Taken Formula := 1
Tonnage Structure Formula := 1 + (([%Level%] - 1) * 1)
Cost Minerals Formula := 10
Cost Organics Formula := 100 + (([%Level%] - 1) * 20)
Cost Radioactives Formula := 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 Psychology.
Requirement 1 Formula := Get_Empire_Tech_Level("Psychology") >= (1 + ([%Level%] - 1))
Number Of Abilities := 2
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 := 5 + (([%Level%] - 1) * 1)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Long Range Scanner
Ability 2 Description := Allows scanning of targets [%Amount1%] sectors away.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 1 + (([%Level%]) / 4)
Ability 2 Amount 2 Formula := 0
Weapon Type := None
Name := Operations Crew Quarters I
Description := Area on a starship where the crew spends its off-hours.
Picture Number := 6
Maximum Level := 1
Tonnage Space Taken Formula := 1
Tonnage Structure Formula := 1 + (([%Level%] - 1) * 1)
Cost Minerals Formula := 10
Cost Organics Formula := 10 + (([%Level%] - 1) * 2)
Cost Radioactives Formula := 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 Psychology.
Requirement 1 Formula := Get_Empire_Tech_Level("Psychology") >= (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 := 5 + (([%Level%] - 1) * 1)
Ability 1 Amount 2 Formula := 0
Weapon Type := None
Name := Operations Crew Quarters II
Description := Area on a starship where the crew spends its off-hours.
Picture Number := 6
Maximum Level := 10
Tonnage Space Taken Formula := 1
Tonnage Structure Formula := 1 + (([%Level%] - 1) * 1)
Cost Minerals Formula := 10
Cost Organics Formula := 10 + (([%Level%] - 1) * 2)
Cost Radioactives Formula := 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 Psychology.
Requirement 1 Formula := Get_Empire_Tech_Level("Psychology") >= (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 := 5 + (([%Level%] - 1) * 1)
Ability 1 Amount 2 Formula := 0
Weapon Type := None
Name := Trained Pilot Cockpit
Description := The main control center of a fighter.
Picture Number := 54
Maximum Level := 1
Tonnage Space Taken Formula := 1
Tonnage Structure Formula := 1
Cost Minerals Formula := 20
Cost Organics Formula := 20
Cost Radioactives Formula := 0
Supply Amount Used Formula := 0
Ordnance Amount Used Formula := 0
Can Be Placed On Vehicle Types := Fighter
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 Fighters.
Requirement 1 Formula := Get_Empire_Tech_Level("Fighters") >= (1 + ([%Level%] - 1))
Number Of Abilities := 2
Ability 1 Type := Control Center
Ability 1 Description := Contains a fighter cockpit.
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 Defense
Ability 2 Description := Gives a [%Amount1%]% defense bonus in combat (only 1 component per ship effective).
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 3
Ability 2 Amount 2 Formula := 2
Weapon Type := None
Name := Elite Pilot Cockpit
Description := The main control center of a fighter.
Picture Number := 54
Maximum Level := 1
Tonnage Space Taken Formula := 1
Tonnage Structure Formula := 1
Cost Minerals Formula := 20
Cost Organics Formula := 100
Cost Radioactives Formula := 0
Supply Amount Used Formula := 0
Ordnance Amount Used Formula := 0
Can Be Placed On Vehicle Types := Fighter
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 Fighters.
Requirement 1 Formula := Get_Empire_Tech_Level("Fighters") >= (1 + ([%Level%] - 1))
Number Of Abilities := 3
Ability 1 Type := Control Center
Ability 1 Description := Contains a fighter cockpit.
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 Defense
Ability 2 Description := Gives a [%Amount1%]% defense bonus in combat (only 1 component per ship effective).
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 6
Ability 2 Amount 2 Formula := 2
Ability 3 Type := Combat Movement
Ability 3 Description := Generates +[%Amount1%] additional movement during combat (only 1 component per ship effective).
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 1
Ability 3 Amount 2 Formula := 0
Weapon Type := None
Name := CoPilot Cockpit
Description := The main control center of a fighter.
Picture Number := 54
Maximum Level := 1
Tonnage Space Taken Formula := 1
Tonnage Structure Formula := 1
Cost Minerals Formula := 20
Cost Organics Formula := 0
Cost Radioactives Formula := 0
Supply Amount Used Formula := 0
Ordnance Amount Used Formula := 0
Can Be Placed On Vehicle Types := Fighter
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 Fighters.
Requirement 1 Formula := Get_Empire_Tech_Level("Fighters") >= (1 + ([%Level%] - 1))
Number Of Abilities := 2
Ability 1 Type := Control Center
Ability 1 Description := Contains a fighter cockpit.
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 (only 1 component per ship effective).
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 3
Ability 2 Amount 2 Formula := 2
Weapon Type := None
Name := Trained CoPilot Cockpit
Description := The main control center of a fighter.
Picture Number := 54
Maximum Level := 1
Tonnage Space Taken Formula := 1
Tonnage Structure Formula := 1
Cost Minerals Formula := 20
Cost Organics Formula := 20
Cost Radioactives Formula := 0
Supply Amount Used Formula := 0
Ordnance Amount Used Formula := 0
Can Be Placed On Vehicle Types := Fighter
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 Fighters.
Requirement 1 Formula := Get_Empire_Tech_Level("Fighters") >= (1 + ([%Level%] - 1))
Number Of Abilities := 2
Ability 1 Type := Control Center
Ability 1 Description := Contains a fighter cockpit.
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 (only 1 component per ship effective).
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 6
Ability 2 Amount 2 Formula := 2
Weapon Type := None
Name := Elite CoPilot Cockpit
Description := The main control center of a fighter.
Picture Number := 54
Maximum Level := 1
Tonnage Space Taken Formula := 1
Tonnage Structure Formula := 1
Cost Minerals Formula := 20
Cost Organics Formula := 100
Cost Radioactives Formula := 0
Supply Amount Used Formula := 0
Ordnance Amount Used Formula := 0
Can Be Placed On Vehicle Types := Fighter
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 Fighters.
Requirement 1 Formula := Get_Empire_Tech_Level("Fighters") >= (1 + ([%Level%] - 1))
Number Of Abilities := 3
Ability 1 Type := Control Center
Ability 1 Description := Contains a fighter cockpit.
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 (only 1 component per ship effective).
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 3
Ability 2 Amount 2 Formula := 2
Ability 3 Type := Weapon Damage Modifier Percent
Ability 3 Description := Gives a +[%Amount1%]% damage bonus to all weapons on the ship (only 1 component per ship effective).
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 1
Ability 3 Amount 2 Formula := 0
Weapon Type := None
Re: some stuff I use without support for AI - Crew
No, he should have uploaded text files, preferably an all-in-one zip. This is way too much text for a single post.

Re: some stuff I use without support for AI - Crew
Ether way - Thanks, I enjoy looking this kind of stuff over
Re: some stuff I use without support for AI - Crew
Cost Organics Formula := 40 + (([%Level%] - 1) * 
So... what is the value of the blue smilie???
(looks like "8")
But I agree, I like this here, and an interesting idea, than maybe downloading something just to read it through...




Re: some stuff I use without support for AI - Crew
You probably should have used one of the code formattings...