# Author(s): AngriestBird, Bluehunter, Londinium # Balanced by Simone-Traiano, dc83 #NON MTG Last balanced on 30/5/24 by SwissAdmiral @corvette_armor = 6 @frigate_armor = 8 @destroyer_armor = 10 @cruiser_armor = 12 @helicopter_operator_armor = 16 @battlecruiser_armor = 14 @attack_sub_armor = 4 @missile_sub_armor = 6 @corvette_hp = 60 @frigate_hp = 160 @destroyer_hp = 240 @cruiser_hp = 440 @helicopter_operator_hp = 800 @battlecruiser_hp = 800 @battleship_hp = 1250 @carrier_hp = 800 @attack_sub_hp = 90 @missile_sub_hp = 150 @corvette_build_cost = 2100 @frigate_build_cost = 5600 @destroyer_build_cost = 8400 @cruiser_build_cost = 15400 @helicopter_operator_build_cost = 28000 @battlecruiser_build_cost = 28000 @battleship_build_cost = 43750 @carrier_build_cost = 28000 @attack_sub_build_cost = 3150 @missile_sub_build_cost = 5250 @corvette_fuel_consumption = 30 @frigate_fuel_consumption = 80 @destroyer_fuel_consumption = 120 @cruiser_fuel_consumption = 220 @helicopter_operator_fuel_consumption = 400 @battlecruiser_fuel_consumption = 400 @battleship_fuel_consumption = 625 @carrier_fuel_consumption = 400 @attack_sub_fuel_consumption = 45 @missile_sub_fuel_consumption = 75 @corvette_org = 0.171 @frigate_org = 0.355 @destroyer_org = 0.436 @cruiser_org = 0.677 @helicopter_operator_org = 1.6 @battlecruiser_org = 1.143 @battleship_org = 1.786 @carrier_org = 1.143 @attack_sub_org = 0.3 @missile_sub_org = 0.428 #speed in kn, most of the final value will come from engine module @corvette_speed = 9 @frigate_speed = 8.5 @destroyer_speed = 8 @cruiser_speed = 7.5 @helicopter_operator_speed = 7.5 @battlecruiser_speed = 7 @battleship_speed = 6.5 @carrier_speed = 7.5 @attack_sub_speed = 8 @missile_sub_speed = 7 @corvette_range = 0 @frigate_range = 500 @destroyer_range = 1000 @cruiser_range = 1500 @helicopter_operator_range = 1500 @battlecruiser_range = 2000 @battleship_range = 2500 @carrier_range = 2500 @attack_sub_range = 0 @missile_sub_range = 1500 # IC cost of 10 strength = 350 IC # was modified by multiplicative values for each hull type based on number of available module slots but removed for balance reasons (corvettes too strong) # Manpower cost of 10 strength = 10 # base visibility = 0.5 for each module slot of the hull # Visibility of 10 strength = 0.5 # visibility reduced by 5% every 10 year for tech increase # added 5 base visibility to every ship for balance reason (corvettes too strong) (subs excluded) equipments = { #MTG CORVETTES corvette = { year = 1965 is_archetype = yes is_buildable = no type = screen_ship interface_category = interface_category_screen_ships priority = 100 # (Describes combat behaviour - hidden stat) offensive_weapons = yes upgrades = { ship_CM_upgrade ship_ground_support ship_VLS_upgrade ship_gun_upgrade ship_armor_upgrade ship_engine_upgrade } module_slots = { fixed_ship_battery_slot = { required = yes allowed_module_categories = { module_light_guns_category module_point_defense_system_category } } fixed_ship_auxillary_slot = { required = no allowed_module_categories = { module_point_defense_system_category module_turret_missile_category module_torpedoes_category module_anti_ship_torpedoes_category module_fuel_tanks_category module_minelaying_category module_mineclearing_category module_anti_submarine_mortar_category module_vls_category } } fixed_ship_radar_slot = { required = yes allowed_module_categories = { module_radar_category module_sonar_category } } fixed_ship_fire_control_system_slot = { required = no allowed_module_categories = { module_fire_control_system_category } } fixed_ship_engine_slot = { required = yes allowed_module_categories = { module_light_surface_power_source_category } } front_1_custom_slot = { required = no allowed_module_categories = { module_light_guns_category module_torpedoes_category module_anti_ship_torpedoes_category module_minelaying_category module_point_defense_system_category module_turret_missile_category module_anti_submarine_mortar_category } } rear_1_custom_slot = { required = no allowed_module_categories = { module_turret_missile_category module_anti_submarine_mortar_category module_point_defense_system_category module_light_helipad_category module_anti_submarine_mortar_category module_torpedoes_category module_anti_ship_torpedoes_category module_minelaying_category } } } default_modules = { fixed_ship_engine_slot = module_light_surface_diesel_power fixed_ship_fire_control_system_slot = module_analog_fire_control fixed_ship_radar_slot = module_radar_1 fixed_ship_auxillary_slot = module_mineclearing fixed_ship_battery_slot = module_76mm_gun_1 front_1_custom_slot = module_chain_gun rear_1_custom_slot = module_minelaying } module_count_limit = { category = module_radar_category count < 2 } module_count_limit = { category = module_sonar_category count < 2 } module_count_limit = { category = module_mineclearing_category count < 2 } module_count_limit = { category = module_minelaying_category count < 2 } module_count_limit = { category = module_vls_category count < 2 } module_count_limit = { category = module_point_defense_system_category count < 3 } module_count_limit = { category = module_light_guns_category count < 3 } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 ##Misc Stats armor_value = @corvette_armor ##No armor module so ships have their own surface_detection = 10 sub_detection = 0 surface_visibility = 11.5 naval_speed = @corvette_speed reliability = 0.80 naval_range = @corvette_range max_organisation = @corvette_org max_strength = @corvette_hp fuel_consumption = @corvette_fuel_consumption build_cost_ic = @corvette_build_cost manpower = @corvette_hp resources = { steel = 5 } } ##Is just basically the base concept corvette_hull_1 = { year = 1965 archetype = corvette priority = 100 module_slots = inherit can_convert_from = { corvette, corvette_hull_1 } } corvette_hull_2 = { year = 1980 archetype = corvette parent = corvette_hull_1 priority = 100 can_convert_from = { corvette, corvette_hull_1, corvette_hull_2 } module_slots = inherit default_modules = { fixed_ship_engine_slot = module_light_surface_diesel_power fixed_ship_fire_control_system_slot = module_analog_fire_control fixed_ship_radar_slot = module_radar_2 fixed_ship_auxillary_slot = module_mineclearing fixed_ship_battery_slot = module_76mm_gun_1 front_1_custom_slot = module_chain_gun rear_1_custom_slot = module_minelaying } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 #Misc Stats armor_value = @corvette_armor surface_detection = 10 sub_detection = 0 surface_visibility = 10.638 naval_speed = @corvette_speed reliability = 0.82 naval_range = @corvette_range max_strength = @corvette_hp max_organisation = @corvette_org fuel_consumption = @corvette_fuel_consumption build_cost_ic = @corvette_build_cost manpower = @corvette_hp resources = { steel = 5 aluminium = 1 } } corvette_hull_3 = { year = 1995 archetype = corvette parent = corvette_hull_2 priority = 100 can_convert_from = { corvette, corvette_hull_1, corvette_hull_2, corvette_hull_3 } module_slots = inherit default_modules = { fixed_ship_engine_slot = module_light_surface_diesel_power fixed_ship_fire_control_system_slot = module_digital_integrated_fire_control fixed_ship_radar_slot = module_radar_2 fixed_ship_auxillary_slot = module_aa_missiles_2 fixed_ship_battery_slot = module_76mm_gun_1 front_1_custom_slot = module_ciws_1 rear_1_custom_slot = module_light_helipad_1 } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 #Misc Stats armor_value = @corvette_armor surface_detection = 10 sub_detection = 0 surface_visibility = 9.775 naval_speed = @corvette_speed reliability = 0.84 naval_range = @corvette_range max_strength = @corvette_hp max_organisation = @corvette_org fuel_consumption = @corvette_fuel_consumption build_cost_ic = @corvette_build_cost manpower = @corvette_hp resources = { steel = 5 aluminium = 2 } } corvette_hull_4 = { year = 2010 archetype = corvette parent = corvette_hull_3 priority = 100 can_convert_from = { corvette, corvette_hull_1, corvette_hull_2, corvette_hull_3, corvette_hull_4, stealth_corvette_hull_1 } module_slots = inherit default_modules = { fixed_ship_engine_slot = module_light_surface_jet_turbine_power fixed_ship_fire_control_system_slot = module_digital_integrated_fire_control fixed_ship_radar_slot = module_radar_3 fixed_ship_auxillary_slot = module_aa_missiles_3 fixed_ship_battery_slot = module_76mm_gun_2 front_1_custom_slot = module_ciws_2 rear_1_custom_slot = module_light_helipad_1 } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 #Misc Stats armor_value = @corvette_armor surface_detection = 10 sub_detection = 0 surface_visibility = 8.913 naval_speed = @corvette_speed reliability = 0.88 naval_range = @corvette_range max_strength = @corvette_hp max_organisation = @corvette_org fuel_consumption = @corvette_fuel_consumption build_cost_ic = @corvette_build_cost manpower = @corvette_hp resources = { steel = 5 aluminium = 2 chromium = 1 } } corvette_hull_5 = { year = 2025 archetype = corvette parent = corvette_hull_4 priority = 100 can_convert_from = { corvette, corvette_hull_1, corvette_hull_2, corvette_hull_3, corvette_hull_4, corvette_hull_5, stealth_corvette_hull_1, stealth_corvette_hull_2 } module_slots = inherit default_modules = { fixed_ship_engine_slot = module_light_surface_jet_turbine_power2 fixed_ship_fire_control_system_slot = module_advanced_integrated_missile_radar_control fixed_ship_radar_slot = module_radar_4 fixed_ship_auxillary_slot = module_asm_3 fixed_ship_battery_slot = module_76mm_gun_2 front_1_custom_slot = module_ciws_3 rear_1_custom_slot = module_light_helipad_1 } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 #Misc stats armor_value = @corvette_armor surface_detection = 10 sub_detection = 0 surface_visibility = 8.05 naval_speed = @corvette_speed reliability = 0.90 naval_range = @corvette_range max_strength = @corvette_hp max_organisation = @corvette_org fuel_consumption = @corvette_fuel_consumption build_cost_ic = @corvette_build_cost manpower = @corvette_hp resources = { steel = 5 aluminium = 3 chromium = 1 } } corvette_hull_6 = { year = 2040 archetype = corvette parent = corvette_hull_5 priority = 100 can_convert_from = { corvette, corvette_hull_1, corvette_hull_2, corvette_hull_3, corvette_hull_4, corvette_hull_5, corvette_hull_6, stealth_corvette_hull_1, stealth_corvette_hull_2, stealth_corvette_hull_3 } module_slots = inherit default_modules = { fixed_ship_engine_slot = module_light_surface_jet_turbine_power3 fixed_ship_fire_control_system_slot = module_futuristic_integrated_missile_radar_control fixed_ship_radar_slot = module_radar_5 fixed_ship_auxillary_slot = module_asm_4 fixed_ship_battery_slot = module_76mm_gun_3 front_1_custom_slot = module_ciws_4 rear_1_custom_slot = module_light_helipad_1 } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 #Misc stats armor_value = @corvette_armor surface_detection = 10 sub_detection = 0 surface_visibility = 7.188 naval_speed = @corvette_speed reliability = 0.92 naval_range = @corvette_range max_strength = @corvette_hp max_organisation = @corvette_org fuel_consumption = @corvette_fuel_consumption build_cost_ic = @corvette_build_cost manpower = @corvette_hp resources = { steel = 5 aluminium = 3 chromium = 2 } } stealth_corvette = { year = 2010 is_archetype = yes is_buildable = no type = screen_ship interface_category = interface_category_screen_ships # (Describes combat behaviour - hidden stat) offensive_weapons = yes module_slots = { fixed_ship_battery_slot = { required = yes allowed_module_categories = { module_light_guns_category module_point_defense_system_category } } fixed_ship_auxillary_slot = { required = no allowed_module_categories = { module_point_defense_system_category module_turret_missile_category module_torpedoes_category module_anti_ship_torpedoes_category module_fuel_tanks_category module_minelaying_category module_mineclearing_category module_anti_submarine_mortar_category module_vls_category } } fixed_ship_radar_slot = { required = yes allowed_module_categories = { module_radar_category module_sonar_category } } fixed_ship_fire_control_system_slot = { required = no allowed_module_categories = { module_fire_control_system_category } } fixed_ship_engine_slot = { required = yes allowed_module_categories = { module_light_surface_power_source_category } } front_1_custom_slot = { required = no allowed_module_categories = { module_light_guns_category module_torpedoes_category module_anti_ship_torpedoes_category module_minelaying_category module_point_defense_system_category module_turret_missile_category module_anti_submarine_mortar_category } } rear_1_custom_slot = { required = no allowed_module_categories = { module_turret_missile_category module_anti_submarine_mortar_category module_point_defense_system_category module_light_helipad_category module_anti_submarine_mortar_category module_torpedoes_category module_anti_ship_torpedoes_category module_minelaying_category } } } default_modules = { fixed_ship_engine_slot = module_light_surface_jet_turbine_power fixed_ship_fire_control_system_slot = module_digital_integrated_fire_control fixed_ship_radar_slot = module_radar_3 fixed_ship_auxillary_slot = module_aa_missiles_3 fixed_ship_battery_slot = module_76mm_gun_2 front_1_custom_slot = module_ciws_2 rear_1_custom_slot = module_light_helipad_1 } module_count_limit = { category = module_radar_category count < 2 } module_count_limit = { category = module_sonar_category count < 2 } module_count_limit = { category = module_mineclearing_category count < 2 } module_count_limit = { category = module_minelaying_category count < 2 } module_count_limit = { category = module_vls_category count < 2 } module_count_limit = { category = module_point_defense_system_category count < 3 } module_count_limit = { category = module_light_guns_category count < 3 } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 #Misc Stats armor_value = @corvette_armor surface_detection = 10 sub_detection = 0 surface_visibility = 6.23 naval_speed = @corvette_speed reliability = 0.8 naval_range = @corvette_range max_strength = @corvette_hp max_organisation = @corvette_org fuel_consumption = @corvette_fuel_consumption build_cost_ic = 3360 manpower = @corvette_hp resources = { steel = 5 aluminium = 2 chromium = 1 } } stealth_corvette_hull_1 = { year = 2010 archetype = stealth_corvette priority = 5 module_slots = inherit can_convert_from = { corvette, corvette_hull_1, corvette_hull_2, corvette_hull_3, corvette_hull_4, stealth_corvette_hull_1 } } stealth_corvette_hull_2 = { year = 2025 archetype = stealth_corvette parent = stealth_corvette_hull_1 priority = 100 can_convert_from = { corvette, corvette_hull_1, corvette_hull_2, corvette_hull_3, corvette_hull_4, corvette_hull_5, stealth_corvette_hull_1, stealth_corvette_hull_2 } module_slots = inherit default_modules = { fixed_ship_engine_slot = module_light_surface_jet_turbine_power2 fixed_ship_fire_control_system_slot = module_advanced_integrated_missile_radar_control fixed_ship_radar_slot = module_radar_4 fixed_ship_auxillary_slot = module_asm_3 fixed_ship_battery_slot = module_76mm_gun_2 front_1_custom_slot = module_ciws_3 rear_1_custom_slot = module_light_helipad_1 } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 #Misc stats armor_value = @corvette_armor surface_detection = 10 sub_detection = 0 surface_visibility = 5.63 naval_speed = @corvette_speed reliability = 0.83 naval_range = @corvette_range max_strength = @corvette_hp max_organisation = @corvette_org fuel_consumption = @corvette_fuel_consumption build_cost_ic = 3360 manpower = @corvette_hp resources = { steel = 5 aluminium = 3 chromium = 1 } } stealth_corvette_hull_3 = { year = 2040 archetype = stealth_corvette parent = stealth_corvette_hull_2 priority = 100 can_convert_from = { corvette, corvette_hull_1, corvette_hull_2, corvette_hull_3, corvette_hull_4, corvette_hull_5, corvette_hull_6, stealth_corvette_hull_1, stealth_corvette_hull_2, stealth_corvette_hull_3 } module_slots = inherit default_modules = { fixed_ship_engine_slot = module_light_surface_jet_turbine_power3 fixed_ship_fire_control_system_slot = module_futuristic_integrated_missile_radar_control fixed_ship_radar_slot = module_radar_5 fixed_ship_auxillary_slot = module_asm_4 fixed_ship_battery_slot = module_76mm_gun_3 front_1_custom_slot = module_ciws_4 rear_1_custom_slot = module_light_helipad_1 } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 #Misc stats armor_value = @corvette_armor surface_detection = 10 sub_detection = 0 surface_visibility = 4.97 naval_speed = @corvette_speed reliability = 0.86 naval_range = @corvette_range max_strength = @corvette_hp max_organisation = @corvette_org fuel_consumption = @corvette_fuel_consumption build_cost_ic = 3360 manpower = @corvette_hp resources = { steel = 5 aluminium = 3 chromium = 2 } } #NON-MTG CORVETTES #1965 corvette_1 = { year = 1965 archetype = corvette priority = 5 module_slots = inherit can_convert_from = { corvette_1 } ##Stats #VLS lg_armor_piercing = 8 lg_attack = 1.5 anti_air_attack = 3 #ASW sub_attack = 4 sub_detection = 12 #countermeasures/ECM armor_value = 1.5 #radar surface_detection = 7 #stealth/size surface_visibility = 19 #engine naval_speed = 22 naval_range = 3000 #port_capacity_usage = 1 fuel_consumption = 8 build_cost_ic = 1200 resources = { steel = 2 } manpower = 450 max_strength = 100 } #1975 corvette_2 = { year = 1975 archetype = corvette parent = corvette_1 priority = 5 can_convert_from = { corvette_1, corvette_2 } module_slots = inherit #VLS lg_armor_piercing = 10 lg_attack = 2 anti_air_attack = 6 #torpedo_attack = 0.00 #ASW sub_attack = 6 sub_detection = 14 #countermeasures/ECM #evasion = 13.20 armor_value = 1.75 #radar #fire_range = 4.91 surface_detection = 8 #stealth/size surface_visibility = 17 #engine naval_speed = 22 naval_range = 3200 #port_capacity_usage = 1 fuel_consumption = 8 build_cost_ic = 1500 resources = { steel = 5 } manpower = 475 max_strength = 110 } #1985 missile_corvette_1 = { year = 1985 archetype = corvette parent = corvette_2 priority = 5 can_convert_from = { corvette_1, corvette_2, missile_corvette_1 } module_slots = inherit #VLS lg_armor_piercing = 12 lg_attack = 2.5 anti_air_attack = 10 #ASW sub_attack = 10 sub_detection = 22 #countermeasures/ECM #evasion = 14.79 armor_value = 2 #radar #fire_range = 5.49 surface_detection = 10 #stealth/size surface_visibility = 13 #engine naval_speed = 22 naval_range = 3400 #port_capacity_usage = 1 fuel_consumption = 8 build_cost_ic = 1800 resources = { steel = 4 aluminium = 1 } manpower = 500 max_strength = 120 } #1995 missile_corvette_2 = { year = 1995 archetype = corvette parent = missile_corvette_1 priority = 5 can_convert_from = { corvette_1, corvette_2, missile_corvette_1, missile_corvette_2 } module_slots = inherit #VLS lg_armor_piercing = 14 lg_attack = 3 anti_air_attack = 12 #torpedo_attack = 0.00 #ASW sub_attack = 12 sub_detection = 25 #countermeasures/ECM #evasion = 16 armor_value = 2.25 #radar #fire_range = 6.15 surface_detection = 12 #stealth/size surface_visibility = 13 #engine naval_speed = 23 naval_range = 3400 fuel_consumption = 8 build_cost_ic = 2100 resources = { steel = 5 aluminium = 1 } manpower = 525 max_strength = 130 } #2005 missile_corvette_3 = { year = 2005 archetype = corvette parent = missile_corvette_2 priority = 5 can_convert_from = { corvette_1, corvette_2, missile_corvette_1, missile_corvette_2, missile_corvette_3 } module_slots = inherit #VLS lg_armor_piercing = 16 lg_attack = 3.5 anti_air_attack = 14 #ASW sub_attack = 14 sub_detection = 28 #ground support #shore_bombardment = 0.5 #countermeasures/ECM #evasion = 18.55 armor_value = 2.5 #radar #fire_range = 6.89 surface_detection = 14 #stealth/size surface_visibility = 11 #engine naval_speed = 23 naval_range = 3400 fuel_consumption = 6 build_cost_ic = 2400 resources = { steel = 5 aluminium = 2 } manpower = 550 max_strength = 140 } #2015 missile_corvette_4 = { year = 2015 archetype = corvette parent = missile_corvette_3 priority = 5 can_convert_from = { corvette_1, corvette_2, missile_corvette_1, missile_corvette_2, missile_corvette_3, missile_corvette_4 } module_slots = inherit #VLS lg_armor_piercing = 18 lg_attack = 4 anti_air_attack = 16 #ASW sub_attack = 16 sub_detection = 31 #ground support #countermeasures/ECM armor_value = 2.75 #radar #fire_range = 7.72 surface_detection = 16 #stealth/size surface_visibility = 9 #engine naval_speed = 24 naval_range = 3400 #port_capacity_usage = 1 fuel_consumption = 6 build_cost_ic = 2700 resources = { steel = 6 aluminium = 2 } manpower = 525 max_strength = 150 } #2025 missile_corvette_5 = { year = 2025 archetype = corvette parent = missile_corvette_4 priority = 5 can_convert_from = { corvette_1, corvette_2, missile_corvette_1, missile_corvette_2, missile_corvette_3, missile_corvette_4, missile_corvette_5 } module_slots = inherit #VLS lg_armor_piercing = 20 lg_attack = 4.5 anti_air_attack = 18 #torpedo_attack = 0.00 #ASW sub_attack = 18 sub_detection = 34 #countermeasures/ECM #evasion = 23.27 armor_value = 3 #radar #fire_range = 8.65 surface_detection = 18 #stealth/size surface_visibility = 7 #engine naval_speed = 24 naval_range = 3400 #port_capacity_usage = 1 fuel_consumption = 6 build_cost_ic = 3000 resources = { steel = 6 aluminium = 3 } manpower = 500 max_strength = 160 } #2035 missile_corvette_6 = { year = 2035 archetype = corvette parent = missile_corvette_5 priority = 5 can_convert_from = { corvette_1, corvette_2, missile_corvette_1, missile_corvette_2, missile_corvette_3, missile_corvette_4, missile_corvette_5, missile_corvette_6 } module_slots = inherit #VLS lg_armor_piercing = 22 lg_attack = 5 anti_air_attack = 20 #torpedo_attack = 0.00 #ASW sub_attack = 20 sub_detection = 20 #countermeasures/ECM #evasion = 26.06 armor_value = 3.25 #radar #fire_range = 9.68 surface_detection = 20 #stealth/size surface_visibility = 5 #engine naval_speed = 24 naval_range = 3750 #port_capacity_usage = 1 fuel_consumption = 4 build_cost_ic = 3300 resources = { steel = 7 aluminium = 3 } manpower = 400 max_strength = 170 } #MTG FRGATES frigate = { year = 1965 is_archetype = yes is_buildable = no type = screen_ship interface_category = interface_category_screen_ships offensive_weapons = yes upgrades = { ship_CM_upgrade frig_destroy_asw_upgrade ship_VLS_upgrade ship_gun_upgrade ship_armor_upgrade ship_engine_upgrade } module_slots = { front_1_custom_slot = { #Many choices, much wow! https://upload.wikimedia.org/wikipedia/en/5/5f/Original_Doge_meme.jpg required = no allowed_module_categories = { module_turret_missile_category module_point_defense_system_category module_torpedoes_category module_anti_ship_torpedoes_category module_light_guns_category } } rear_1_custom_slot = { required = no allowed_module_categories = { module_turret_missile_category module_anti_submarine_mortar_category module_point_defense_system_category module_fuel_tanks_category module_light_helipad_category module_vls_category } } fixed_ship_battery_slot = { required = no allowed_module_categories = { module_light_guns_category module_gun_battery_category } } fixed_ship_auxillary_slot = { required = no allowed_module_categories = { module_turret_missile_category module_light_guns_category module_vls_category module_fuel_tanks_category module_point_defense_system_category module_esm_category module_torpedoes_category module_anti_ship_torpedoes_category module_fuel_tanks_category module_mineclearing_category module_minelaying_category module_anti_submarine_mortar_category module_heavy_frigate_upgrade_category } } fixed_ship_auxillary_slot_1 = { required = no allowed_module_categories = { module_turret_missile_category module_light_guns_category module_vls_category module_fuel_tanks_category module_point_defense_system_category module_esm_category module_torpedoes_category module_anti_ship_torpedoes_category module_fuel_tanks_category module_mineclearing_category module_minelaying_category module_anti_submarine_mortar_category module_heavy_frigate_upgrade_category } } fixed_ship_auxillary_slot_2 = { required = no allowed_module_categories = { module_turret_missile_category module_light_guns_category module_vls_category module_fuel_tanks_category module_point_defense_system_category module_esm_category module_torpedoes_category module_anti_ship_torpedoes_category module_fuel_tanks_category module_mineclearing_category module_minelaying_category module_anti_submarine_mortar_category module_heavy_frigate_upgrade_category } } fixed_ship_radar_slot = { required = no allowed_module_categories = { module_radar_category module_sonar_category } } fixed_ship_fire_control_system_slot = { required = no allowed_module_categories = { module_fire_control_system_category } } fixed_ship_engine_slot = { required = yes allowed_module_categories = { module_light_surface_power_source_category } } } module_count_limit = { category = module_radar_category count < 2 } module_count_limit = { category = module_esm_category count < 2 } module_count_limit = { category = module_sonar_category count < 2 } module_count_limit = { category = module_mineclearing_category count < 2 } module_count_limit = { category = module_minelaying_category count < 2 } module_count_limit = { category = module_point_defense_system_category count < 3 } module_count_limit = { category = module_light_guns_category count < 4 } module_count_limit = { category = module_heavy_frigate_upgrade_category count < 2 } default_modules = { fixed_ship_engine_slot = module_light_surface_diesel_power fixed_ship_fire_control_system_slot = module_analog_fire_control fixed_ship_radar_slot = module_radar_1 fixed_ship_auxillary_slot_2 = module_anti_submarine_missile_1 fixed_ship_auxillary_slot_1 = module_torpedoes_1 fixed_ship_auxillary_slot = module_chain_gun fixed_ship_battery_slot = module_76mm_gun_1 front_1_custom_slot = module_76mm_gun_1 rear_1_custom_slot = module_chain_gun } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 ##Misc Stats armor_value = @frigate_armor surface_detection = 10 sub_detection = 0 surface_visibility = 17.5 naval_speed = @frigate_speed reliability = 0.80 naval_range = @frigate_range max_strength = @frigate_hp max_organisation = @frigate_org fuel_consumption = @frigate_fuel_consumption build_cost_ic = @frigate_build_cost manpower = @frigate_hp resources = { steel = 5 } } frigate_hull_1 = { #The Archetype can't be buildable. This is just a buildable version can_convert_from = { frigate_hull_1 } year = 1965 archetype = frigate priority = 5 module_slots = inherit } frigate_hull_2 = { year = 1980 archetype = frigate parent = frigate_hull_1 priority = 5 can_convert_from = { frigate_hull_1, frigate_hull_2 } module_slots = inherit default_modules = { fixed_ship_engine_slot = module_light_surface_diesel_power fixed_ship_fire_control_system_slot = module_analog_fire_control fixed_ship_radar_slot = module_radar_2 fixed_ship_auxillary_slot_2 = module_asm_1 fixed_ship_auxillary_slot_1 = module_asm_1 fixed_ship_auxillary_slot = module_ciws_1 fixed_ship_battery_slot = module_76mm_gun_1 front_1_custom_slot = module_ciws_1 rear_1_custom_slot = module_light_helipad_1 } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 #Raz is a bitch sub_attack = 0 anti_air_attack = 0 ##Misc Stats armor_value = @frigate_armor surface_detection = 10 sub_detection = 0 surface_visibility = 16.188 naval_speed = @frigate_speed reliability = 0.82 naval_range = @frigate_range max_strength = @frigate_hp max_organisation = @frigate_org fuel_consumption = @frigate_fuel_consumption build_cost_ic = @frigate_build_cost manpower = @frigate_hp resources = { steel = 5 aluminium = 1 } } frigate_hull_3 = { year = 1995 archetype = frigate parent = frigate_hull_2 priority = 6 can_convert_from = { frigate_hull_1, frigate_hull_2, frigate_hull_3 } module_slots = inherit default_modules = { fixed_ship_engine_slot = module_light_surface_diesel_power fixed_ship_fire_control_system_slot = module_analog_fire_control fixed_ship_radar_slot = module_radar_3 fixed_ship_auxillary_slot_2 = module_asm_2 fixed_ship_auxillary_slot_1 = module_ciws_2 fixed_ship_auxillary_slot = module_vls_sam_1 fixed_ship_battery_slot = module_76mm_gun_2 front_1_custom_slot = module_torpedoes_1 rear_1_custom_slot = module_light_helipad_1 } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 #Raz is a bitch sub_attack = 0 anti_air_attack = 0 ##Misc Stats armor_value = @frigate_armor surface_detection = 10 sub_detection = 0 surface_visibility = 14.875 naval_speed = @frigate_speed reliability = 0.82 naval_range = @frigate_range max_strength = @frigate_hp max_organisation = @frigate_org fuel_consumption = @frigate_fuel_consumption build_cost_ic = @frigate_build_cost manpower = @frigate_hp resources = { steel = 5 aluminium = 2 } } frigate_hull_4 = { year = 2010 archetype = frigate parent = frigate_hull_3 priority = 8 can_convert_from = { frigate_hull_1, frigate_hull_2, frigate_hull_3, frigate_hull_4, stealth_frigate_hull_1 } module_slots = inherit default_modules = { fixed_ship_engine_slot = module_light_surface_jet_turbine_power fixed_ship_fire_control_system_slot = module_digital_integrated_fire_control fixed_ship_radar_slot = module_radar_3 fixed_ship_auxillary_slot_2 = module_vls_sam_1 fixed_ship_auxillary_slot_1 = module_vls_asm_1 fixed_ship_auxillary_slot = module_aa_missiles_2 fixed_ship_battery_slot = module_76mm_gun_2 front_1_custom_slot = module_ciws_2 rear_1_custom_slot = module_light_helipad_1 } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 #Raz is a bitch sub_attack = 0 anti_air_attack = 0 ##Misc Stats armor_value = @frigate_armor surface_detection = 10 sub_detection = 0 surface_visibility = 13.563 naval_speed = @frigate_speed reliability = 0.82 naval_range = @frigate_range max_strength = @frigate_hp max_organisation = @frigate_org fuel_consumption = @frigate_fuel_consumption build_cost_ic = @frigate_build_cost manpower = @frigate_hp resources = { steel = 5 aluminium = 2 chromium = 1 } } frigate_hull_5 = { year = 2025 archetype = frigate parent = frigate_hull_4 priority = 9 can_convert_from = { frigate_hull_1, frigate_hull_2, frigate_hull_3, frigate_hull_4, frigate_hull_5, stealth_frigate_hull_1, stealth_frigate_hull_2 } module_slots = inherit default_modules = { fixed_ship_engine_slot = module_light_surface_jet_turbine_power2 fixed_ship_fire_control_system_slot = module_advanced_integrated_missile_radar_control fixed_ship_radar_slot = module_radar_4 fixed_ship_auxillary_slot_2 = module_ram_3 fixed_ship_auxillary_slot_1 = module_asm_3 fixed_ship_auxillary_slot = module_vls_sam_2 fixed_ship_battery_slot = module_76mm_gun_2 front_1_custom_slot = module_torpedoes_2 rear_1_custom_slot = module_light_helipad_2 } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 #Miscellanous Stats armor_value = @frigate_armor surface_detection = 10 sub_detection = 0 surface_visibility = 12.25 naval_speed = @frigate_speed reliability = 0.90 naval_range = @frigate_range max_strength = @frigate_hp max_organisation = @frigate_org fuel_consumption = @frigate_fuel_consumption build_cost_ic = @frigate_build_cost manpower = @frigate_hp resources = { steel = 5 aluminium = 3 chromium = 1 } } frigate_hull_6 = { year = 2040 archetype = frigate parent = frigate_hull_5 priority = 10 can_convert_from = { frigate_hull_1, frigate_hull_2, frigate_hull_3, frigate_hull_4, frigate_hull_5, frigate_hull_6, stealth_frigate_hull_1, stealth_frigate_hull_2, stealth_frigate_hull_3 } module_slots = inherit default_modules = { fixed_ship_engine_slot = module_light_surface_jet_turbine_power3 fixed_ship_fire_control_system_slot = module_futuristic_integrated_missile_radar_control fixed_ship_radar_slot = module_radar_5 fixed_ship_auxillary_slot_2 = module_ram_4 fixed_ship_auxillary_slot_1 = module_asm_4 fixed_ship_auxillary_slot = module_vls_sam_3 fixed_ship_battery_slot = module_76mm_gun_3 front_1_custom_slot = module_torpedoes_4 rear_1_custom_slot = module_light_helipad_2 } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 ##Misc Stats armor_value = @frigate_armor surface_detection = 10 sub_detection = 0 surface_visibility = 10.938 naval_speed = @frigate_speed reliability = 0.92 naval_range = @frigate_range max_strength = @frigate_hp max_organisation = @frigate_org fuel_consumption = @frigate_fuel_consumption build_cost_ic = @frigate_build_cost manpower = @frigate_hp resources = { steel = 5 aluminium = 3 chromium = 2 } } stealth_frigate = { year = 2010 is_archetype = yes is_buildable = no type = screen_ship interface_category = interface_category_screen_ships offensive_weapons = yes upgrades = { ship_CM_upgrade frig_destroy_asw_upgrade ship_VLS_upgrade ship_gun_upgrade ship_armor_upgrade ship_engine_upgrade } module_slots = { front_1_custom_slot = { #Many choices, much wow! https://upload.wikimedia.org/wikipedia/en/5/5f/Original_Doge_meme.jpg required = no allowed_module_categories = { module_turret_missile_category module_point_defense_system_category module_torpedoes_category module_anti_ship_torpedoes_category module_light_guns_category } } rear_1_custom_slot = { required = no allowed_module_categories = { module_turret_missile_category module_anti_submarine_mortar_category module_point_defense_system_category module_fuel_tanks_category module_light_helipad_category module_vls_category } } fixed_ship_battery_slot = { required = no allowed_module_categories = { module_light_guns_category module_gun_battery_category } } fixed_ship_auxillary_slot = { required = no allowed_module_categories = { module_turret_missile_category module_light_guns_category module_vls_category module_fuel_tanks_category module_point_defense_system_category module_esm_category module_torpedoes_category module_anti_ship_torpedoes_category module_fuel_tanks_category module_mineclearing_category module_minelaying_category module_anti_submarine_mortar_category module_heavy_frigate_upgrade_category } } fixed_ship_auxillary_slot_1 = { required = no allowed_module_categories = { module_turret_missile_category module_light_guns_category module_vls_category module_fuel_tanks_category module_point_defense_system_category module_esm_category module_torpedoes_category module_anti_ship_torpedoes_category module_fuel_tanks_category module_mineclearing_category module_minelaying_category module_anti_submarine_mortar_category module_heavy_frigate_upgrade_category } } fixed_ship_auxillary_slot_2 = { required = no allowed_module_categories = { module_turret_missile_category module_light_guns_category module_vls_category module_fuel_tanks_category module_point_defense_system_category module_esm_category module_torpedoes_category module_anti_ship_torpedoes_category module_fuel_tanks_category module_mineclearing_category module_minelaying_category module_anti_submarine_mortar_category module_heavy_frigate_upgrade_category } } fixed_ship_radar_slot = { required = no allowed_module_categories = { module_radar_category module_sonar_category } } fixed_ship_fire_control_system_slot = { required = no allowed_module_categories = { module_fire_control_system_category } } fixed_ship_engine_slot = { required = yes allowed_module_categories = { module_light_surface_power_source_category } } } module_count_limit = { category = module_radar_category count < 2 } module_count_limit = { category = module_esm_category count < 2 } module_count_limit = { category = module_sonar_category count < 2 } module_count_limit = { category = module_mineclearing_category count < 2 } module_count_limit = { category = module_minelaying_category count < 2 } module_count_limit = { category = module_point_defense_system_category count < 3 } module_count_limit = { category = module_light_guns_category count < 4 } module_count_limit = { category = module_heavy_frigate_upgrade_category count < 2 } default_modules = { fixed_ship_engine_slot = module_light_surface_jet_turbine_power fixed_ship_fire_control_system_slot = module_digital_integrated_fire_control fixed_ship_radar_slot = module_radar_3 fixed_ship_auxillary_slot_2 = module_vls_sam_1 fixed_ship_auxillary_slot_1 = module_vls_asm_1 fixed_ship_auxillary_slot = module_aa_missiles_2 fixed_ship_battery_slot = module_76mm_gun_2 front_1_custom_slot = module_ciws_2 rear_1_custom_slot = module_light_helipad_1 } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 #Raz is a bitch sub_attack = 0 anti_air_attack = 0 ##Misc Stats armor_value = @frigate_armor surface_detection = 10 sub_detection = 0 surface_visibility = 9.49 naval_speed = @frigate_speed reliability = 0.75 naval_range = @frigate_range max_strength = @frigate_hp max_organisation = @frigate_org fuel_consumption = @frigate_fuel_consumption build_cost_ic = 8960 manpower = @frigate_hp resources = { steel = 5 aluminium = 2 chromium = 1 } } stealth_frigate_hull_1 = { year = 2010 archetype = stealth_frigate priority = 5 module_slots = inherit can_convert_from = { frigate_hull_1, frigate_hull_2, frigate_hull_3, frigate_hull_4, stealth_frigate_hull_1 } } stealth_frigate_hull_2 = { year = 2025 archetype = stealth_frigate parent = stealth_frigate_hull_1 priority = 9 can_convert_from = { frigate_hull_1, frigate_hull_2, frigate_hull_3, frigate_hull_4, frigate_hull_5, stealth_frigate_hull_1, stealth_frigate_hull_2 } module_slots = inherit default_modules = { fixed_ship_engine_slot = module_light_surface_jet_turbine_power2 fixed_ship_fire_control_system_slot = module_advanced_integrated_missile_radar_control fixed_ship_radar_slot = module_radar_4 fixed_ship_auxillary_slot_2 = module_ram_3 fixed_ship_auxillary_slot_1 = module_asm_3 fixed_ship_auxillary_slot = module_vls_sam_2 fixed_ship_battery_slot = module_76mm_gun_2 front_1_custom_slot = module_torpedoes_2 rear_1_custom_slot = module_light_helipad_2 } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 #Miscellanous Stats armor_value = @frigate_armor surface_detection = 10 sub_detection = 0 surface_visibility = 8.57 naval_speed = @frigate_speed reliability = 0.90 naval_range = @frigate_range max_strength = @frigate_hp max_organisation = @frigate_org fuel_consumption = @frigate_fuel_consumption build_cost_ic = 8960 manpower = @frigate_hp resources = { steel = 5 aluminium = 3 chromium = 1 } } stealth_frigate_hull_3 = { year = 2040 archetype = stealth_frigate parent = stealth_frigate_hull_2 priority = 10 can_convert_from = { frigate_hull_1, frigate_hull_2, frigate_hull_3, frigate_hull_4, frigate_hull_5, frigate_hull_6, stealth_frigate_hull_1, stealth_frigate_hull_2, stealth_frigate_hull_3 } module_slots = inherit default_modules = { fixed_ship_engine_slot = module_light_surface_jet_turbine_power3 fixed_ship_fire_control_system_slot = module_futuristic_integrated_missile_radar_control fixed_ship_radar_slot = module_radar_5 fixed_ship_auxillary_slot_2 = module_ram_4 fixed_ship_auxillary_slot_1 = module_asm_4 fixed_ship_auxillary_slot = module_vls_sam_3 fixed_ship_battery_slot = module_76mm_gun_3 front_1_custom_slot = module_torpedoes_4 rear_1_custom_slot = module_light_helipad_2 } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 ##Misc Stats armor_value = @frigate_armor surface_detection = 10 sub_detection = 0 surface_visibility = 7.65 naval_speed = @frigate_speed reliability = 0.92 naval_range = @frigate_range max_strength = @frigate_hp max_organisation = @frigate_org fuel_consumption = @frigate_fuel_consumption build_cost_ic = 8960 manpower = @frigate_hp resources = { steel = 5 aluminium = 3 chromium = 2 } } #NON-MTG FRIGATES #FFG 1965 frigate_1 = { can_convert_from = { frigate_1 } year = 1965 archetype = frigate priority = 5 module_slots = inherit #VLS lg_armor_piercing = 1 lg_attack = 4 anti_air_attack = 10 #ASW sub_attack = -24 sub_detection = 18 #countermeasures/ECM armor_value = 2 surface_detection = 10 #stealth/size surface_visibility = 16 #engine naval_speed = 19 naval_range = 3250 max_strength = 200 fuel_consumption = 18 build_cost_ic = 3200 resources = { steel = 3 } manpower = 400 } #FFG 1975 frigate_2 = { can_convert_from = { frigate_1, frigate_2 } year = 1975 archetype = frigate parent = frigate_1 priority = 5 module_slots = inherit ##Stats #VLS lg_armor_piercing = 2 lg_attack = 5 anti_air_attack = 12 #ASW sub_attack = -20 sub_detection = 20 armor_value = 3 #radar surface_detection = 16 #stealth/size surface_visibility = 18 #engine naval_speed = 19 naval_range = 3750 max_strength = 225 fuel_consumption = 20 build_cost_ic = 3400 resources = { steel = 4 } manpower = 400 } #FFG 1985 --Contiunation of Frigates missile_frigate_1 = { can_convert_from = { frigate_1, frigate_2, missile_frigate_1 } year = 1985 archetype = frigate parent = frigate_2 priority = 5 module_slots = inherit ##Stats #VLS lg_armor_piercing = 5 lg_attack = 8 anti_air_attack = 18 torpedo_attack = 8 #ASW sub_attack = -16 sub_detection = 23 #countermeasures/ECM armor_value = 4 naval_torpedo_damage_reduction_factor = 0.1 #radar surface_detection = 30 #stealth/size surface_visibility = 16 #engine naval_speed = 19 naval_range = 3750 max_strength = 250 fuel_consumption = 22 build_cost_ic = 3600 resources = { steel = 4 aluminium = 1 } manpower = 400 } #FFG 1995 missile_frigate_2 = { can_convert_from = { frigate_1, frigate_2, missile_frigate_1, missile_frigate_2 } year = 1995 archetype = frigate parent = missile_frigate_1 priority = 5 module_slots = inherit ##Stats #VLS lg_armor_piercing = 7 lg_attack = 10 anti_air_attack = 22 torpedo_attack = 10 #ASW sub_attack = -12 sub_detection = 26 #countermeasures/ECM armor_value = 5 #radar surface_detection = 32 #stealth/size surface_visibility = 14 #engine naval_speed = 19 naval_range = 3750 max_strength = 275 fuel_consumption = 24 build_cost_ic = 3800 resources = { steel = 5 aluminium = 1 } manpower = 350 } #FFG 2005 missile_frigate_3 = { can_convert_from = { frigate_1, frigate_2, missile_frigate_1, missile_frigate_2, missile_frigate_3 } year = 2005 archetype = frigate parent = missile_frigate_2 priority = 5 module_slots = inherit ##Stats #VLS lg_armor_piercing = 9 lg_attack = 12 torpedo_attack = 12 anti_air_attack = 26 #ASW sub_attack = -8 sub_detection = 29 #countermeasures/ECM armor_value = 6 #radar surface_detection = 34 #stealth/size surface_visibility = 12 #engine naval_speed = 21 naval_range = 3750 max_strength = 300 fuel_consumption = 26 build_cost_ic = 4000 resources = { steel = 6 aluminium = 2 } manpower = 400 } #FFG 2015 missile_frigate_4 = { can_convert_from = { frigate_1, frigate_2, missile_frigate_1, missile_frigate_2, missile_frigate_3, missile_frigate_4 } year = 2015 archetype = frigate parent = missile_frigate_3 priority = 5 module_slots = inherit ##Stats #VLS lg_armor_piercing = 11 lg_attack = 14 torpedo_attack = 14 anti_air_attack = 30 #ASW sub_attack = -4 sub_detection = 32 #countermeasures/ECM armor_value = 7 #radar surface_detection = 36 #stealth/size surface_visibility = 10 #engine naval_speed = 21 naval_range = 3750 max_strength = 325 fuel_consumption = 26 build_cost_ic = 4200 resources = { steel = 6 aluminium = 2 } manpower = 400 } #FFG 2025 missile_frigate_5 = { can_convert_from = { frigate_1, frigate_2, missile_frigate_1, missile_frigate_2, missile_frigate_3, missile_frigate_4, missile_frigate_5 } year = 2025 archetype = frigate parent = missile_frigate_4 priority = 5 module_slots = inherit #Stats #VLS lg_armor_piercing = 13 lg_attack = 16 torpedo_attack = 16 anti_air_attack = 34 #ASW sub_attack = 0 sub_detection = 35 #countermeasures/ECM armor_value = 7 #radar surface_detection = 36 #stealth/size surface_visibility = 10 #engine naval_speed = 21 naval_range = 3750 max_strength = 350 fuel_consumption = 26 build_cost_ic = 4400 resources = { steel = 6 aluminium = 3 } manpower = 400 } #FFG 2035 missile_frigate_6 = { can_convert_from = { frigate_1, frigate_2, missile_frigate_1, missile_frigate_2, missile_frigate_3, missile_frigate_4, missile_frigate_5, missile_frigate_6 } year = 2035 archetype = frigate parent = missile_frigate_5 priority = 5 module_slots = inherit ##Stats #VLS lg_armor_piercing = 15 lg_attack = 18 torpedo_attack = 18 anti_air_attack = 38 #ASW sub_attack = 4 sub_detection = 38 #countermeasures/ECM armor_value = 9 #radar surface_detection = 40 #stealth/size surface_visibility = 6 #engine naval_speed = 23 naval_range = 4800 max_strength = 375 fuel_consumption = 20 build_cost_ic = 4600 resources = { steel = 7 aluminium = 3 } manpower = 375 } #MTG DESTROYERS destroyer = { year = 1965 is_archetype = yes is_buildable = no type = capital_ship interface_category = interface_category_capital_ships # (Describes combat behaviour - hidden stat) offensive_weapons = yes upgrades = { ship_CM_upgrade frig_destroy_asw_upgrade ship_VLS_upgrade ship_gun_upgrade ship_armor_upgrade ship_engine_upgrade } module_slots = { front_1_custom_slot = { required = no allowed_module_categories = { module_turret_missile_category module_vls_category module_light_guns_category module_point_defense_system_category module_torpedoes_category module_anti_ship_torpedoes_category module_fuel_tanks_category module_railguns_category } } mid_1_custom_slot = { required = no allowed_module_categories = { module_turret_missile_category module_vls_category module_light_guns_category module_point_defense_system_category module_torpedoes_category module_anti_ship_torpedoes_category module_fuel_tanks_category } } mid_2_custom_slot = { required = no allowed_module_categories = { module_turret_missile_category module_vls_category module_light_guns_category module_point_defense_system_category module_torpedoes_category module_anti_ship_torpedoes_category module_anti_submarine_mortar_category module_fuel_tanks_category } } rear_1_custom_slot = { required = no allowed_module_categories = { module_light_helipad_category module_vls_category module_turret_missile_category module_anti_submarine_mortar_category module_point_defense_system_category module_fuel_tanks_category module_railguns_category } } fixed_ship_battery_slot = { required = no allowed_module_categories = { module_light_guns_category module_gun_battery_category module_railguns_category } } fixed_ship_auxillary_slot = { required = no allowed_module_categories = { module_point_defense_system_category module_turret_missile_category module_light_guns_category module_torpedoes_category module_anti_ship_torpedoes_category module_mineclearing_category module_minelaying_category module_anti_submarine_mortar_category module_fuel_tanks_category module_esm_category module_vls_category } } fixed_ship_auxillary_slot_2 = { required = no allowed_module_categories = { module_point_defense_system_category module_turret_missile_category module_light_guns_category module_torpedoes_category module_anti_ship_torpedoes_category module_mineclearing_category module_minelaying_category module_anti_submarine_mortar_category module_fuel_tanks_category module_vls_category } } fixed_ship_auxillary_slot_3 = { required = no allowed_module_categories = { module_point_defense_system_category module_turret_missile_category module_light_guns_category module_torpedoes_category module_anti_ship_torpedoes_category module_mineclearing_category module_minelaying_category module_anti_submarine_mortar_category module_fuel_tanks_category module_vls_category } } fixed_ship_radar_slot = { required = yes allowed_module_categories = { module_radar_category module_sonar_category } } fixed_ship_fire_control_system_slot = { required = no allowed_module_categories = { module_fire_control_system_category } } fixed_ship_engine_slot = { required = yes allowed_module_categories = { module_surface_power_source_category } } } module_count_limit = { category = module_radar_category count < 2 } module_count_limit = { category = module_sonar_category count < 2 } module_count_limit = { category = module_mineclearing_category count < 2 } module_count_limit = { category = module_minelaying_category count < 2 } module_count_limit = { category = module_railguns_category count < 3 } module_count_limit = { category = module_point_defense_system_category count < 4 } module_count_limit = { category = module_light_guns_category count < 4 } default_modules = { fixed_ship_engine_slot = module_surface_diesel_power fixed_ship_fire_control_system_slot = module_analog_fire_control fixed_ship_radar_slot = module_radar_1 fixed_ship_auxillary_slot_3 = module_chain_gun fixed_ship_auxillary_slot_2 = module_asm_1 fixed_ship_auxillary_slot = module_anti_submarine_mortar fixed_ship_battery_slot = module_76mm_gun_1 front_1_custom_slot = module_torpedoes_1 mid_1_custom_slot = module_chain_gun mid_2_custom_slot = module_fuel_tank rear_1_custom_slot = module_light_helipad_1 } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 #Misc Stats armor_value = @destroyer_armor surface_detection = 10 sub_detection = 0 surface_visibility = 22.5 naval_speed = @destroyer_speed reliability = 0.80 naval_range = @destroyer_range max_strength = @destroyer_hp max_organisation = @destroyer_org fuel_consumption = @destroyer_fuel_consumption build_cost_ic = @destroyer_build_cost manpower = @destroyer_hp resources = { steel = 5 } } destroyer_hull_1 = { year = 1965 archetype = destroyer priority = 5 module_slots = inherit visual_level = 1 can_convert_from = { destroyer_hull_1 } } destroyer_hull_2 = { year = 1990 archetype = destroyer parent = destroyer_hull_1 priority = 6 visual_level = 2 module_slots = inherit can_convert_from = { destroyer_hull_1, destroyer_hull_2 } default_modules = { fixed_ship_engine_slot = module_surface_diesel_power fixed_ship_fire_control_system_slot = module_digital_integrated_fire_control fixed_ship_radar_slot = module_radar_2 fixed_ship_auxillary_slot_3 = module_vls_sam_1 fixed_ship_auxillary_slot_2 = module_asm_2 fixed_ship_auxillary_slot = module_torpedoes_2 fixed_ship_battery_slot = module_76mm_gun_1 front_1_custom_slot = module_76mm_gun_1 mid_1_custom_slot = module_ciws_2 mid_2_custom_slot = module_anti_submarine_missile_2 rear_1_custom_slot = module_light_helipad_1 } module_count_limit = { category = module_radar_category count < 2 } module_count_limit = { category = module_sonar_category count < 2 } module_count_limit = { category = module_mineclearing_category count < 2 } module_count_limit = { category = module_minelaying_category count < 2 } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 ##Misc Stats armor_value = @destroyer_armor surface_detection = 10 sub_detection = 0 surface_visibility = 19.688 naval_speed = @destroyer_speed reliability = 0.8 naval_range = @destroyer_range max_strength = @destroyer_hp max_organisation = @destroyer_org fuel_consumption = @destroyer_fuel_consumption build_cost_ic = @destroyer_build_cost manpower = @destroyer_hp resources = { steel = 5 aluminium = 2 } } destroyer_hull_3 = { year = 2005 archetype = destroyer parent = destroyer_hull_2 priority = 8 visual_level = 3 module_slots = inherit can_convert_from = { destroyer_hull_1, destroyer_hull_2, destroyer_hull_3 } default_modules = { fixed_ship_engine_slot = module_surface_jet_turbine_power fixed_ship_fire_control_system_slot = module_digital_integrated_fire_control fixed_ship_radar_slot = module_radar_3 fixed_ship_auxillary_slot_3 = module_vls_sam_2 fixed_ship_auxillary_slot_2 = module_asm_3 fixed_ship_auxillary_slot = module_ciws_3 fixed_ship_battery_slot = module_76mm_gun_2 front_1_custom_slot = module_torpedoes_2 mid_1_custom_slot = module_vls_asm_2 mid_2_custom_slot = module_ram_3 rear_1_custom_slot = module_light_helipad_1 } module_count_limit = { category = module_radar_category count < 2 } module_count_limit = { category = module_sonar_category count < 2 } module_count_limit = { category = module_mineclearing_category count < 2 } module_count_limit = { category = module_minelaying_category count < 2 } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 ##Misc Stats armor_value = @destroyer_armor surface_detection = 10 sub_detection = 0 surface_visibility = 18 naval_speed = @destroyer_speed reliability = 0.84 naval_range = @destroyer_range max_strength = @destroyer_hp max_organisation = @destroyer_org fuel_consumption = @destroyer_fuel_consumption build_cost_ic = @destroyer_build_cost manpower = @destroyer_hp resources = { steel = 5 aluminium = 2 chromium = 1 } } destroyer_hull_4 = { year = 2025 archetype = destroyer parent = destroyer_hull_3 priority = 10 visual_level = 4 module_slots = inherit can_convert_from = { destroyer_hull_1, destroyer_hull_2, destroyer_hull_3, destroyer_hull_4, stealth_destroyer_hull_1 } default_modules = { fixed_ship_engine_slot = module_surface_jet_turbine_power2 fixed_ship_fire_control_system_slot = module_advanced_integrated_missile_radar_control fixed_ship_radar_slot = module_radar_4 fixed_ship_auxillary_slot_3 = module_vls_sam_3 fixed_ship_auxillary_slot_2 = module_vls_asm_3 fixed_ship_auxillary_slot = module_asm_3 fixed_ship_battery_slot = module_127mm_guns_3 front_1_custom_slot = module_torpedoes_3 mid_1_custom_slot = module_ciws_3 mid_2_custom_slot = module_ram_3 rear_1_custom_slot = module_light_helipad_2 } module_count_limit = { category = module_radar_category count < 2 } module_count_limit = { category = module_sonar_category count < 2 } module_count_limit = { category = module_mineclearing_category count < 2 } module_count_limit = { category = module_minelaying_category count < 2 } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 ##Misc Stats armor_value = @destroyer_armor surface_detection = 10 sub_detection = 0 surface_visibility = 15.75 naval_speed = @destroyer_speed reliability = 0.88 naval_range = @destroyer_range max_strength = @destroyer_hp max_organisation = @destroyer_org fuel_consumption = @destroyer_fuel_consumption build_cost_ic = @destroyer_build_cost manpower = @destroyer_hp resources = { steel = 5 aluminium = 3 chromium = 1 } } destroyer_hull_5 = { year = 2045 archetype = destroyer parent = destroyer_hull_4 priority = 12 visual_level = 5 module_slots = inherit can_convert_from = { destroyer_hull_1, destroyer_hull_2, destroyer_hull_3, destroyer_hull_4, destroyer_hull_5, stealth_destroyer_hull_1, stealth_destroyer_hull_2, stealth_destroyer_hull_3 } default_modules = { fixed_ship_engine_slot = module_surface_jet_turbine_power3 fixed_ship_fire_control_system_slot = module_futuristic_integrated_missile_radar_control fixed_ship_radar_slot = module_radar_5 fixed_ship_auxillary_slot_3 = module_vls_sam_4 fixed_ship_auxillary_slot_2 = module_vls_asm_4 fixed_ship_auxillary_slot = module_vls_lam_3 fixed_ship_battery_slot = module_127mm_guns_4 front_1_custom_slot = module_torpedoes_4 mid_1_custom_slot = module_ciws_4 mid_2_custom_slot = module_ram_4 rear_1_custom_slot = module_light_helipad_2 } module_count_limit = { category = module_radar_category count < 2 } module_count_limit = { category = module_sonar_category count < 2 } module_count_limit = { category = module_mineclearing_category count < 2 } module_count_limit = { category = module_minelaying_category count < 2 } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 #misc stats armor_value = @destroyer_armor surface_detection = 10 sub_detection = 0 surface_visibility = 13.5 naval_speed = @destroyer_speed reliability = 0.92 naval_range = @destroyer_range max_strength = @destroyer_hp max_organisation = @destroyer_org fuel_consumption = @destroyer_fuel_consumption build_cost_ic = @destroyer_build_cost manpower = @destroyer_hp resources = { steel = 5 aluminium = 3 chromium = 2 } } stealth_destroyer = { year = 2015 is_archetype = yes is_buildable = no type = capital_ship interface_category = interface_category_capital_ships # (Describes combat behaviour - hidden stat) offensive_weapons = yes module_slots = { front_1_custom_slot = { required = no allowed_module_categories = { module_turret_missile_category module_vls_category module_light_guns_category module_railguns_category module_point_defense_system_category module_torpedoes_category module_anti_ship_torpedoes_category } } mid_1_custom_slot = { required = no allowed_module_categories = { module_turret_missile_category module_vls_category module_light_guns_category module_point_defense_system_category module_torpedoes_category module_anti_ship_torpedoes_category } } mid_2_custom_slot = { required = no allowed_module_categories = { module_turret_missile_category module_vls_category module_light_guns_category module_point_defense_system_category module_torpedoes_category module_anti_ship_torpedoes_category } } rear_1_custom_slot = { required = no allowed_module_categories = { module_light_helipad_category module_point_defense_system_category module_vls_category module_turret_missile_category } } fixed_ship_battery_slot = { required = no allowed_module_categories = { module_railguns_category module_light_guns_category } } fixed_ship_auxillary_slot = { required = no allowed_module_categories = { module_point_defense_system_category module_turret_missile_category module_light_guns_category module_torpedoes_category module_anti_ship_torpedoes_category module_mineclearing_category module_minelaying_category module_anti_submarine_mortar_category module_fuel_tanks_category module_esm_category module_vls_category } } fixed_ship_auxillary_slot_2 = { required = no allowed_module_categories = { module_point_defense_system_category module_turret_missile_category module_light_guns_category module_torpedoes_category module_anti_ship_torpedoes_category module_mineclearing_category module_minelaying_category module_anti_submarine_mortar_category module_fuel_tanks_category module_vls_category } } fixed_ship_auxillary_slot_3 = { required = no allowed_module_categories = { module_point_defense_system_category module_turret_missile_category module_light_guns_category module_torpedoes_category module_anti_ship_torpedoes_category module_mineclearing_category module_minelaying_category module_anti_submarine_mortar_category module_fuel_tanks_category module_vls_category } } fixed_ship_radar_slot = { required = yes allowed_module_categories = { module_radar_category module_sonar_category } } fixed_ship_fire_control_system_slot = { required = no allowed_module_categories = { module_fire_control_system_category } } fixed_ship_engine_slot = { required = yes allowed_module_categories = { module_surface_power_source_category } } } default_modules = { fixed_ship_engine_slot = module_surface_jet_turbine_power fixed_ship_fire_control_system_slot = module_digital_integrated_fire_control fixed_ship_radar_slot = module_radar_4 fixed_ship_auxillary_slot_3 = module_vls_asm_3 fixed_ship_auxillary_slot_2 = module_anti_submarine_missile_3 fixed_ship_auxillary_slot = module_ciws_4 fixed_ship_battery_slot = module_127mm_guns_2 front_1_custom_slot = module_vls_lam_3 mid_1_custom_slot = module_vls_sam_3 mid_2_custom_slot = module_ciws_4 rear_1_custom_slot = module_light_helipad_2 } module_count_limit = { category = module_radar_category count < 2 } module_count_limit = { category = module_sonar_category count < 2 } module_count_limit = { category = module_mineclearing_category count < 2 } module_count_limit = { category = module_minelaying_category count < 2 } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 #misc stats armor_value = @destroyer_armor surface_detection = 10 sub_detection = 0 surface_visibility = 11.813 #not directly related to size because of special case (70% of expected visibility) naval_speed = @destroyer_speed reliability = 0.80 naval_range = @destroyer_range max_strength = @destroyer_hp max_organisation = @destroyer_org fuel_consumption = @destroyer_fuel_consumption build_cost_ic = 10560 #not directly related to size because of special case (160% of base cost) manpower = @destroyer_hp resources = { steel = 5 chromium = 2 aluminium = 2 } } stealth_destroyer_hull_1 = { year = 2015 archetype = stealth_destroyer priority = 5 module_slots = inherit can_convert_from = { destroyer_hull_1, destroyer_hull_2, destroyer_hull_3, stealth_destroyer_hull_1 } } stealth_destroyer_hull_2 = { year = 2030 archetype = stealth_destroyer parent = stealth_destroyer_hull_1 priority = 6 module_slots = inherit can_convert_from = { destroyer_hull_1, destroyer_hull_2, destroyer_hull_3, destroyer_hull_4, stealth_destroyer_hull_1, stealth_destroyer_hull_2 } default_modules = { fixed_ship_engine_slot = module_surface_jet_turbine_power3 fixed_ship_fire_control_system_slot = module_futuristic_integrated_missile_radar_control fixed_ship_radar_slot = module_radar_5 fixed_ship_auxillary_slot_3 = module_vls_asm_4 fixed_ship_auxillary_slot_2 = module_anti_submarine_missile_4 fixed_ship_auxillary_slot = module_ciws_4 fixed_ship_battery_slot = module_railgun_2 front_1_custom_slot = module_vls_lam_4 mid_1_custom_slot = module_vls_sam_4 mid_2_custom_slot = module_ciws_4 rear_1_custom_slot = module_light_helipad_2 } module_count_limit = { category = module_radar_category count < 2 } module_count_limit = { category = module_sonar_category count < 2 } module_count_limit = { category = module_mineclearing_category count < 2 } module_count_limit = { category = module_minelaying_category count < 2 } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 #Miocs sats armor_value = @destroyer_armor surface_detection = 10 sub_detection = 0 surface_visibility = 9.113 #not directly related to size because of special case (60% of expected visibility) naval_speed = @destroyer_speed reliability = 0.82 naval_range = @destroyer_range max_strength = @destroyer_hp max_organisation = @destroyer_org fuel_consumption = @destroyer_fuel_consumption build_cost_ic = 11880 #not directly related to size because of special case (180% of base cost) manpower = @destroyer_hp resources = { steel = 5 chromium = 3 aluminium = 3 } } stealth_destroyer_hull_3 = { year = 2045 archetype = stealth_destroyer parent = stealth_destroyer_hull_2 priority = 8 module_slots = inherit can_convert_from = { destroyer_hull_1, destroyer_hull_2, destroyer_hull_3, destroyer_hull_4, destroyer_hull_5, stealth_destroyer_hull_1, stealth_destroyer_hull_2, stealth_destroyer_hull_3 } default_modules = { fixed_ship_engine_slot = module_surface_fut_reactor_power fixed_ship_fire_control_system_slot = module_futuristic_integrated_missile_radar_control fixed_ship_radar_slot = module_radar_6 fixed_ship_auxillary_slot_3 = module_vls_asm_5 fixed_ship_auxillary_slot_2 = module_anti_submarine_missile_5 fixed_ship_auxillary_slot = module_ciws_5 fixed_ship_battery_slot = module_railgun_3 front_1_custom_slot = module_vls_lam_4 mid_1_custom_slot = module_vls_sam_5 mid_2_custom_slot = module_ciws_5 rear_1_custom_slot = module_light_helipad_2 } module_count_limit = { category = module_radar_category count < 2 } module_count_limit = { category = module_sonar_category count < 2 } module_count_limit = { category = module_mineclearing_category count < 2 } module_count_limit = { category = module_minelaying_category count < 2 } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 #Misc stats armor_value = @destroyer_armor surface_detection = 10 sub_detection = 0 surface_visibility = 6.75 #not directly related to size because of special case (50% of expected visibility) naval_speed = @destroyer_speed reliability = 0.86 naval_range = @destroyer_range max_strength = @destroyer_hp max_organisation = @destroyer_org fuel_consumption = @destroyer_fuel_consumption build_cost_ic = 13200 #not directly related to size because of special case (200% of base cost) manpower = @destroyer_hp resources = { steel = 5 chromium = 4 aluminium = 4 } } #NON-MTG Destroyers destroyer_1 = { can_convert_from = { destroyer_1 } year = 1965 archetype = destroyer priority = 5 module_slots = inherit visual_level = 1 #VLS lg_armor_piercing = 15 lg_attack = 10 anti_air_attack = 10 #ASW sub_attack = -10 sub_detection = 1 #countermeasures/ECM armor_value = 6 #radar #fire_range = 5.73 surface_detection = 12 #stealth/size surface_visibility = 18 #engine naval_speed = 34 naval_range = -1000 max_strength = 300 #port_capacity_usage = 1.5 fuel_consumption = 30 build_cost_ic = 2500 resources = { steel = 3 } manpower = 500 } #1975 destroyer_2 = { can_convert_from = { destroyer_1, destroyer_2 } year = 1975 archetype = destroyer parent = destroyer_1 priority = 5 visual_level = 1 module_slots = inherit #VLS lg_armor_piercing = 18 lg_attack = 12 torpedo_attack = 12 anti_air_attack = 13 #torpedo_attack = 0.00 #ASW sub_attack = -7 sub_detection = 4 #countermeasures/ECM #evasion = 14.73 armor_value = 7 naval_torpedo_damage_reduction_factor = 0.1 #radar #fire_range = 6.42 surface_detection = 14 #stealth/size surface_visibility = 17 #engine naval_speed = 34 naval_range = -800 max_strength = 325 #port_capacity_usage = 1.5 fuel_consumption = 32 build_cost_ic = 2800 resources = { steel = 4 } manpower = 500 } #1985 missile_destroyer_1 = { can_convert_from = { destroyer_1, destroyer_2, missile_destroyer_1 } year = 1985 archetype = destroyer parent = destroyer_2 priority = 5 visual_level = 2 module_slots = inherit #VLS lg_armor_piercing = 21 lg_attack = 14 torpedo_attack = 14 anti_air_attack = 16 #torpedo_attack = 0.00 #ASW sub_attack = -4 sub_detection = 7 #countermeasures/ECM armor_value = 8 naval_torpedo_damage_reduction_factor = 0.2 #radar #fire_range = 7.19 surface_detection = 20 #stealth/size surface_visibility = 16 #engine naval_speed = 34 naval_range = -600 max_strength = 350 #port_capacity_usage = 1.5 fuel_consumption = 34 build_cost_ic = 3100 resources = { steel = 4 chromium = 1 } manpower = 500 } #1995 missile_destroyer_2 = { can_convert_from = { destroyer_1, destroyer_2, missile_destroyer_1, missile_destroyer_2 } year = 1995 archetype = destroyer parent = missile_destroyer_1 priority = 5 visual_level = 3 module_slots = inherit #VLS lg_armor_piercing = 24 lg_attack = 16 torpedo_attack = 16 anti_air_attack = 19 #ASW sub_attack = -1 sub_detection = 10 #ground support #countermeasures/ECM #evasion = 18.47 armor_value = 9 naval_torpedo_damage_reduction_factor = 0.2 #radar #fire_range = 8.05 surface_detection = 22 #stealth/size surface_visibility = 15 #engine naval_speed = 34 naval_range = -400 max_strength = 375 #port_capacity_usage = 1.5 fuel_consumption = 34 build_cost_ic = 3400 resources = { chromium = 2 steel = 4 } manpower = 500 } #2005 missile_destroyer_3 = { can_convert_from = { destroyer_1, destroyer_2, missile_destroyer_1, missile_destroyer_2, missile_destroyer_3 } year = 2005 archetype = destroyer parent = missile_destroyer_2 priority = 5 visual_level = 3 module_slots = inherit #VLS lg_armor_piercing = 27 lg_attack = 18 torpedo_attack = 18 anti_air_attack = 22 #ASW sub_attack = 2 sub_detection = 13 #countermeasures/ECM armor_value = 10 naval_torpedo_damage_reduction_factor = 0.3 #radar surface_detection = 24 #stealth/size surface_visibility = 15 #engine naval_speed = 38 naval_range = -400 max_strength = 400 fuel_consumption = 34 build_cost_ic = 3700 resources = { chromium = 2 aluminium = 1 steel = 4 } manpower = 500 } #2015 missile_destroyer_4 = { can_convert_from = { destroyer_1, destroyer_2, missile_destroyer_1, missile_destroyer_2, missile_destroyer_3, missile_destroyer_4 } year = 2015 visual_level = 4 archetype = destroyer parent = missile_destroyer_3 priority = 5 module_slots = inherit #VLS lg_armor_piercing = 30 lg_attack = 20 torpedo_attack = 20 anti_air_attack = 25 #torpedo_attack = 0.00 #ASW sub_attack = 5 sub_detection = 16 #countermeasures/ECM armor_value = 11 naval_torpedo_damage_reduction_factor = 0.3 #radar #fire_range = 10.10 surface_detection = 26 #stealth/size surface_visibility = 15 #engine naval_speed = 38 naval_range = -400 max_strength = 425 fuel_consumption = 34 build_cost_ic = 4000 resources = { aluminium = 1 chromium = 2 steel = 5 } manpower = 500 } #2025 missile_destroyer_5 = { can_convert_from = { destroyer_1, destroyer_2, missile_destroyer_1, missile_destroyer_2, missile_destroyer_3, missile_destroyer_4, missile_destroyer_5 } year = 2025 archetype = destroyer parent = missile_destroyer_4 priority = 5 visual_level = 5 module_slots = inherit #VLS lg_armor_piercing = 33 lg_attack = 22 torpedo_attack = 22 anti_air_attack = 28 #ASW sub_attack = 8 sub_detection = 19 #countermeasures/ECM armor_value = 12 naval_torpedo_damage_reduction_factor = 0.4 #radar #fire_range = 11.31 surface_detection = 28 #stealth/size surface_visibility = 13 #engine naval_speed = 38 naval_range = -200 max_strength = 450 #port_capacity_usage = 1.5 fuel_consumption = 36 build_cost_ic = 4300 resources = { aluminium = 1 steel = 6 chromium = 2 } manpower = 500 } #2035 missile_destroyer_6 = { can_convert_from = { destroyer_1, destroyer_2, missile_destroyer_1, missile_destroyer_2, missile_destroyer_3, missile_destroyer_4, missile_destroyer_5, missile_destroyer_6 } year = 2035 archetype = destroyer parent = missile_destroyer_5 priority = 5 visual_level = 5 module_slots = inherit #VLS lg_armor_piercing = 36 lg_attack = 24 torpedo_attack = 24 anti_air_attack = 31 #torpedo_attack = 0.00 #ASW sub_attack = 11 sub_detection = 22 #countermeasures/ECM armor_value = 13 naval_torpedo_damage_reduction_factor = 0.4 #radar surface_detection = 30 #stealth/size surface_visibility = 10 #engine naval_speed = 38 naval_range = 0 max_strength = 475 #port_capacity_usage = 1.5 fuel_consumption = 36 build_cost_ic = 4600 resources = { aluminium = 2 steel = 6 chromium = 2 } manpower = 500 } #MTG CRUISERS cruiser = { year = 1965 is_archetype = yes is_buildable = no type = capital_ship interface_category = interface_category_capital_ships # (Describes combat behaviour - hidden stat) offensive_weapons = yes upgrades = { ship_CM_upgrade ship_ground_support ship_VLS_upgrade ship_gun_upgrade ship_armor_upgrade ship_engine_upgrade } module_slots = { front_1_custom_slot = { required = no allowed_module_categories = { module_point_defense_system_category module_turret_missile_category module_light_guns_category module_gun_battery_category module_torpedoes_category module_anti_ship_torpedoes_category module_anti_submarine_mortar_category module_railguns_category module_vls_category } } front_2_custom_slot = { required = no allowed_module_categories = { module_point_defense_system_category module_turret_missile_category module_light_guns_category module_gun_battery_category module_torpedoes_category module_anti_ship_torpedoes_category module_anti_submarine_mortar_category module_vls_category } } mid_1_custom_slot = { required = no allowed_module_categories = { module_point_defense_system_category module_turret_missile_category module_light_guns_category module_gun_battery_category module_torpedoes_category module_anti_ship_torpedoes_category module_anti_submarine_mortar_category module_fuel_tanks_category module_vls_category } } mid_2_custom_slot = { required = no allowed_module_categories = { module_point_defense_system_category module_turret_missile_category module_light_guns_category module_gun_battery_category module_torpedoes_category module_anti_ship_torpedoes_category module_anti_submarine_mortar_category module_fuel_tanks_category module_vls_category } } rear_1_custom_slot = { required = no allowed_module_categories = { module_point_defense_system_category module_turret_missile_category module_light_guns_category module_gun_battery_category module_torpedoes_category module_anti_ship_torpedoes_category module_anti_submarine_mortar_category module_vls_category module_light_helipad_category } } rear_2_custom_slot = { required = no allowed_module_categories = { module_point_defense_system_category module_turret_missile_category module_light_guns_category module_gun_battery_category module_torpedoes_category module_anti_ship_torpedoes_category module_anti_submarine_mortar_category module_vls_category module_light_helipad_category } } fixed_ship_battery_slot = { required = no allowed_module_categories = { module_light_guns_category module_railguns_category module_gun_battery_category } } fixed_ship_battery_slot_2 = { required = no allowed_module_categories = { module_point_defense_system_category module_turret_missile_category module_light_guns_category module_gun_battery_category module_torpedoes_category module_anti_ship_torpedoes_category module_anti_submarine_mortar_category module_vls_category module_esm_category module_fuel_tanks_category } } fixed_ship_battery_slot_3 = { required = no allowed_module_categories = { module_point_defense_system_category module_turret_missile_category module_light_guns_category module_gun_battery_category module_torpedoes_category module_anti_ship_torpedoes_category module_anti_submarine_mortar_category module_vls_category module_fuel_tanks_category } } fixed_ship_battery_slot_4 = { required = no allowed_module_categories = { module_point_defense_system_category module_turret_missile_category module_light_guns_category module_gun_battery_category module_torpedoes_category module_anti_ship_torpedoes_category module_anti_submarine_mortar_category module_vls_category module_fuel_tanks_category } } fixed_ship_radar_slot = { required = no allowed_module_categories = { module_radar_category module_sonar_category } } fixed_ship_fire_control_system_slot = { required = no allowed_module_categories = { module_fire_control_system_category } } fixed_ship_engine_slot = { required = yes allowed_module_categories = { module_surface_power_source_category } } } default_modules = { fixed_ship_engine_slot = module_surface_oil_power fixed_ship_fire_control_system_slot = module_analog_fire_control fixed_ship_radar_slot = module_radar_1 fixed_ship_battery_slot_4 = module_vls_sam_1 fixed_ship_battery_slot_3 = module_ciws_1 fixed_ship_battery_slot_2 = module_torpedoes_1 fixed_ship_battery_slot = module_127mm_guns_1 front_1_custom_slot = module_vls_asm_1 front_2_custom_slot = module_vls_sam_1 mid_1_custom_slot = module_ciws_1 mid_2_custom_slot = module_anti_submarine_missile_1 rear_1_custom_slot = module_vls_lam_1 rear_2_custom_slot = module_light_helipad_1 } module_count_limit = { category = module_radar_category count < 2 } module_count_limit = { category = module_sonar_category count < 2 } module_count_limit = { category = module_mineclearing_category count < 2 } module_count_limit = { category = module_minelaying_category count < 2 } module_count_limit = { category = module_gun_battery_category count < 3 } module_count_limit = { category = module_point_defense_system_category count < 4 } module_count_limit = { category = module_light_guns_category count < 5 } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 #misc stats armor_value = @cruiser_armor surface_detection = 10 sub_detection = 0 surface_visibility = 33.5 naval_speed = @cruiser_speed reliability = 0.80 naval_range = @cruiser_range max_strength = @cruiser_hp max_organisation = @cruiser_org fuel_consumption = @cruiser_fuel_consumption build_cost_ic = @cruiser_build_cost resources = { steel = 5 } manpower = @cruiser_hp } cruiser_hull_1 = { year = 1965 is_archetype = no is_buildable = yes archetype = cruiser priority = 5 visual_level = 1 module_slots = inherit can_convert_from = { cruiser_hull_1 } default_modules = { fixed_ship_engine_slot = module_surface_oil_power fixed_ship_fire_control_system_slot = module_analog_fire_control fixed_ship_radar_slot = module_radar_1 fixed_ship_battery_slot_4 = module_vls_sam_1 fixed_ship_battery_slot_3 = module_ciws_1 fixed_ship_battery_slot_2 = module_torpedoes_1 fixed_ship_battery_slot = module_127mm_guns_1 front_1_custom_slot = module_vls_asm_1 front_2_custom_slot = module_vls_sam_1 mid_1_custom_slot = module_ciws_1 mid_2_custom_slot = module_anti_submarine_missile_1 rear_1_custom_slot = module_vls_lam_1 rear_2_custom_slot = module_light_helipad_1 } module_count_limit = { category = module_radar_category count < 2 } module_count_limit = { category = module_sonar_category count < 2 } module_count_limit = { category = module_mineclearing_category count < 2 } module_count_limit = { category = module_minelaying_category count < 2 } } cruiser_hull_2 = { year = 1985 is_archetype = no is_buildable = yes archetype = cruiser parent = cruiser_hull_1 priority = 7 visual_level = 2 module_slots = inherit can_convert_from = { cruiser_hull_1, cruiser_hull_2 } default_modules = { fixed_ship_engine_slot = module_surface_jet_turbine_power fixed_ship_fire_control_system_slot = module_analog_fire_control fixed_ship_radar_slot = module_radar_1 fixed_ship_battery_slot_4 = module_vls_sam_1 fixed_ship_battery_slot_3 = module_ciws_1 fixed_ship_battery_slot_2 = module_torpedoes_1 fixed_ship_battery_slot = module_127mm_guns_1 front_1_custom_slot = module_vls_asm_1 front_2_custom_slot = module_vls_sam_1 mid_1_custom_slot = module_ciws_1 mid_2_custom_slot = module_anti_submarine_missile_1 rear_1_custom_slot = module_vls_lam_1 rear_2_custom_slot = module_light_helipad_1 } module_count_limit = { category = module_radar_category count < 2 } module_count_limit = { category = module_sonar_category count < 2 } module_count_limit = { category = module_mineclearing_category count < 2 } module_count_limit = { category = module_minelaying_category count < 2 } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 #misc stats armor_value = @cruiser_armor surface_detection = 10 sub_detection = 0 surface_visibility = 30.15 naval_speed = @cruiser_speed reliability = 0.84 naval_range = @cruiser_range max_strength = @cruiser_hp max_organisation = @cruiser_org fuel_consumption = @cruiser_fuel_consumption build_cost_ic = @cruiser_build_cost manpower = @cruiser_hp resources = { steel = 5 aluminium = 1 } } cruiser_hull_3 = { year = 2005 is_archetype = no is_buildable = yes archetype = cruiser parent = cruiser_hull_2 priority = 8 visual_level = 3 module_slots = inherit can_convert_from = { cruiser_hull_1, cruiser_hull_2, cruiser_hull_3 } default_modules = { fixed_ship_engine_slot = module_surface_jet_turbine_power fixed_ship_fire_control_system_slot = module_digital_integrated_fire_control fixed_ship_radar_slot = module_radar_3 fixed_ship_battery_slot_4 = module_vls_sam_2 fixed_ship_battery_slot_3 = module_ciws_2 fixed_ship_battery_slot_2 = module_torpedoes_2 fixed_ship_battery_slot = module_127mm_guns_2 front_1_custom_slot = module_vls_asm_2 front_2_custom_slot = module_vls_sam_2 mid_1_custom_slot = module_ciws_2 mid_2_custom_slot = module_anti_submarine_missile_2 rear_1_custom_slot = module_vls_lam_2 rear_2_custom_slot = module_light_helipad_1 } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 #misc Stats armor_value = @cruiser_armor surface_detection = 10 sub_detection = 0 surface_visibility = 26.8 naval_speed = @cruiser_speed reliability = 0.86 naval_range = @cruiser_range max_strength = @cruiser_hp max_organisation = @cruiser_org fuel_consumption = @cruiser_fuel_consumption build_cost_ic = @cruiser_build_cost manpower = @cruiser_hp resources = { steel = 5 aluminium = 2 } } cruiser_hull_4 = { year = 2025 is_archetype = no is_buildable = yes archetype = cruiser parent = cruiser_hull_3 visual_level = 4 priority = 9 can_convert_from = { cruiser_hull_1, cruiser_hull_2, cruiser_hull_3, cruiser_hull_4 } module_slots = inherit default_modules = { fixed_ship_engine_slot = module_surface_jet_turbine_power2 fixed_ship_fire_control_system_slot = module_advanced_integrated_missile_radar_control fixed_ship_radar_slot = module_radar_5 fixed_ship_battery_slot_4 = module_vls_sam_4 fixed_ship_battery_slot_3 = module_ciws_4 fixed_ship_battery_slot_2 = module_torpedoes_4 fixed_ship_battery_slot = module_127mm_guns_3 front_1_custom_slot = module_vls_asm_4 front_2_custom_slot = module_vls_sam_4 mid_1_custom_slot = module_ciws_4 mid_2_custom_slot = module_anti_submarine_missile_4 rear_1_custom_slot = module_vls_lam_4 rear_2_custom_slot = module_light_helipad_2 } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 #Misc Stats armor_value = @cruiser_armor surface_detection = 10 sub_detection = 0 surface_visibility = 23.45 naval_speed = @cruiser_speed reliability = 0.88 naval_range = @cruiser_range max_strength = @cruiser_hp max_organisation = @cruiser_org fuel_consumption = @cruiser_fuel_consumption build_cost_ic = @cruiser_build_cost manpower = @cruiser_hp resources = { steel = 5 aluminium = 2 chromium = 2 } } cruiser_hull_5 = { year = 2045 is_archetype = no is_buildable = yes archetype = cruiser parent = cruiser_hull_4 visual_level = 5 priority = 11 can_convert_from = { cruiser_hull_1, cruiser_hull_2, cruiser_hull_3, cruiser_hull_4, cruiser_hull_5 } module_slots = inherit default_modules = { fixed_ship_engine_slot = module_surface_jet_turbine_power3 fixed_ship_fire_control_system_slot = module_futuristic_integrated_missile_radar_control fixed_ship_radar_slot = module_radar_6 fixed_ship_battery_slot_4 = module_vls_sam_5 fixed_ship_battery_slot_3 = module_ciws_5 fixed_ship_battery_slot_2 = module_torpedoes_4 fixed_ship_battery_slot = module_railgun_2 front_1_custom_slot = module_vls_asm_5 front_2_custom_slot = module_vls_sam_5 mid_1_custom_slot = module_ciws_5 mid_2_custom_slot = module_anti_submarine_missile_5 rear_1_custom_slot = module_vls_lam_5 rear_2_custom_slot = module_light_helipad_2 } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 #Misc Stats armor_value = @cruiser_armor surface_detection = 10 sub_detection = 0 surface_visibility = 20.1 naval_speed = @cruiser_speed reliability = 0.92 naval_range = @cruiser_range max_strength = @cruiser_hp max_organisation = @cruiser_org fuel_consumption = @cruiser_fuel_consumption build_cost_ic = @cruiser_build_cost manpower = @cruiser_hp resources = { steel = 5 aluminium = 3 chromium = 2 } } #NON-MTG CRUISERS #1965 cruiser_1 = { can_convert_from = { cruiser_1 } year = 1965 archetype = cruiser priority = 5 module_slots = inherit ##Stats #VLS hg_armor_piercing = 8 hg_attack = 3 lg_armor_piercing = 6 lg_attack = 4 #ASW sub_attack = 6 sub_detection = 14 #countermeasures/ECM armor_value = 8 naval_torpedo_damage_reduction_factor = 0.2 anti_air_attack = 5 #radar surface_detection = 15 #stealth/size surface_visibility = 40 #engine naval_speed = 20 naval_range = 1500 reliability = 0.90 max_strength = 450 fuel_consumption = 60 build_cost_ic = 2000 resources = { aluminium = 1 steel = 4 } manpower = 1000 } #1975 cruiser_2 = { can_convert_from = { cruiser_1, cruiser_2 } year = 1975 archetype = cruiser parent = cruiser_1 priority = 5 module_slots = inherit ##Stats #VLS hg_armor_piercing = 10 hg_attack = 6 lg_armor_piercing = 8 lg_attack = 6 torpedo_attack = 19 #ASW sub_attack = 7 sub_detection = 16 #countermeasures/ECM armor_value = 10 naval_torpedo_damage_reduction_factor = 0.2 anti_air_attack = 8 #radar surface_detection = 18 #stealth/size surface_visibility = 37 #engine naval_speed = 20 naval_range = 2000 reliability = 0.90 max_strength = 475 fuel_consumption = 62 build_cost_ic = 2300 resources = { aluminium = 1 steel = 4 chromium = 1 } manpower = 1000 } #1985 missile_cruiser_1 = { can_convert_from = { cruiser_1, cruiser_2, missile_cruiser_1 } year = 1985 archetype = cruiser parent = cruiser_2 priority = 5 module_slots = inherit ##Stats #VLS hg_armor_piercing = 12 hg_attack = 9 lg_armor_piercing = 10 lg_attack = 8 torpedo_attack = 22 #ASW sub_attack = 8 sub_detection = 18 #countermeasures/ECM armor_value = 12 naval_torpedo_damage_reduction_factor = 0.3 anti_air_attack = 11 #radar surface_detection = 21 #stealth/size surface_visibility = 34 #engine naval_speed = 20 naval_range = 2000 reliability = 0.90 max_strength = 500 fuel_consumption = 64 build_cost_ic = 2600 resources = { aluminium = 1 steel = 5 chromium = 1 } manpower = 1000 } #1995 missile_cruiser_2 = { can_convert_from = { cruiser_1, cruiser_2, missile_cruiser_1, missile_cruiser_2 } year = 1995 archetype = cruiser parent = missile_cruiser_1 priority = 5 module_slots = inherit ##Stats #VLS hg_armor_piercing = 14 hg_attack = 12 lg_armor_piercing = 12 lg_attack = 10 torpedo_attack = 25 #ASW sub_attack = 9 sub_detection = 20 #countermeasures/ECM armor_value = 14 naval_torpedo_damage_reduction_factor = 0.3 anti_air_attack = 14 #radar surface_detection = 24 #stealth/size surface_visibility = 31 #engine naval_speed = 20 naval_range = 2000 reliability = 0.90 max_strength = 525 fuel_consumption = 66 build_cost_ic = 2900 resources = { aluminium = 2 steel = 5 chromium = 2 } manpower = 1000 } #2005 missile_cruiser_3 = { can_convert_from = { cruiser_1, cruiser_2, missile_cruiser_1, missile_cruiser_2, missile_cruiser_3 } year = 2005 archetype = cruiser parent = missile_cruiser_2 priority = 5 module_slots = inherit ##Stats #VLS hg_armor_piercing = 16 hg_attack = 15 lg_armor_piercing = 14 lg_attack = 12 torpedo_attack = 28 #ASW sub_attack = 10 sub_detection = 22 #countermeasures/ECM armor_value = 16 naval_torpedo_damage_reduction_factor = 0.4 anti_air_attack = 17 #radar surface_detection = 27 #stealth/size surface_visibility = 28 #engine naval_speed = 24 naval_range = 2500 reliability = 0.90 max_strength = 550 fuel_consumption = 68 build_cost_ic = 3200 resources = { aluminium = 2 chromium = 2 steel = 6 } manpower = 1000 } #2015 my eyes hurt its been 3 hours missile_cruiser_4 = { can_convert_from = { cruiser_1, cruiser_2, missile_cruiser_1, missile_cruiser_2, missile_cruiser_3, missile_cruiser_4 } year = 2015 archetype = cruiser parent = missile_cruiser_3 priority = 5 module_slots = inherit ##Stats #VLS hg_armor_piercing = 18 hg_attack = 18 lg_armor_piercing = 16 lg_attack = 14 torpedo_attack = 31 #ASW sub_attack = 11 sub_detection = 24 #countermeasures/ECM armor_value = 18 naval_torpedo_damage_reduction_factor = 0.4 anti_air_attack = 20 #radar surface_detection = 30 #stealth/size surface_visibility = 25 #engine naval_speed = 24 naval_range = 3000 reliability = 0.90 max_strength = 575 fuel_consumption = 70 build_cost_ic = 3500 resources = { aluminium = 2 chromium = 2 steel = 7 } manpower = 1000 } #2025 missile_cruiser_5 = { can_convert_from = { cruiser_1, cruiser_2, missile_cruiser_1, missile_cruiser_2, missile_cruiser_3, missile_cruiser_4, missile_cruiser_5 } year = 2025 archetype = cruiser parent = missile_cruiser_4 priority = 5 module_slots = inherit ##Stats #VLS hg_armor_piercing = 20 hg_attack = 21 lg_armor_piercing = 18 lg_attack = 16 torpedo_attack = 34 #ASW sub_attack = 12 sub_detection = 26 #countermeasures/ECM armor_value = 20 naval_torpedo_damage_reduction_factor = 0.5 anti_air_attack = 23 #radar surface_detection = 33 #stealth/size surface_visibility = 22 #engine naval_speed = 24 naval_range = 3000 reliability = 0.90 max_strength = 600 fuel_consumption = 64 build_cost_ic = 3800 resources = { aluminium = 2 steel = 7 chromium = 3 } manpower = 1000 } #2035 missile_cruiser_6 = { can_convert_from = { cruiser_1, cruiser_2, missile_cruiser_1, missile_cruiser_2, missile_cruiser_3, missile_cruiser_4, missile_cruiser_5, missile_cruiser_6 } year = 2035 archetype = cruiser parent = missile_cruiser_5 priority = 5 module_slots = inherit ##Stats #VLS hg_armor_piercing = 22 hg_attack = 24 lg_armor_piercing = 20 lg_attack = 18 torpedo_attack = 37 #ASW sub_attack = 13 sub_detection = 28 #countermeasures/ECM armor_value = 22 naval_torpedo_damage_reduction_factor = 0.6 anti_air_attack = 26 #radar surface_detection = 36 #stealth/size surface_visibility = 19 #engine naval_speed = 24 naval_range = 4000 reliability = 0.90 max_strength = 625 fuel_consumption = 60 build_cost_ic = 4100 resources = { aluminium = 3 steel = 7 chromium = 3 } manpower = 1000 } #MTG BATTLECRUISERS battle_cruiser = { year = 1965 is_archetype = yes is_buildable = no type = capital_ship interface_category = interface_category_capital_ships #(Describes Combat Behaviours - Hidden stat - Just means it won't be in row 3 with carriers) offensive_weapons = yes module_slots = { front_1_custom_slot = { required = no allowed_module_categories = { module_light_guns_category module_heavy_guns_category module_railguns_category module_gun_battery_category module_turret_missile_category module_vls_category } } front_2_custom_slot = { required = no allowed_module_categories = { module_light_guns_category module_heavy_guns_category module_railguns_category module_gun_battery_category module_turret_missile_category module_vls_category } } mid_1_custom_slot = { required = no allowed_module_categories = { module_fuel_tanks_category module_point_defense_system_category module_light_guns_category module_gun_battery_category module_vls_category module_turret_missile_category module_torpedoes_category } } mid_2_custom_slot = { required = no allowed_module_categories = { module_fuel_tanks_category module_point_defense_system_category module_light_guns_category module_gun_battery_category module_vls_category module_turret_missile_category module_torpedoes_category } } rear_1_custom_slot = { required = no allowed_module_categories = { module_fuel_tanks_category module_point_defense_system_category module_light_guns_category module_gun_battery_category module_railguns_category module_light_helipad_category module_heavy_guns_category module_vls_category module_turret_missile_category } } rear_2_custom_slot = { required = no allowed_module_categories = { module_fuel_tanks_category module_point_defense_system_category module_light_guns_category module_gun_battery_category module_railguns_category module_light_helipad_category module_heavy_guns_category module_vls_category module_turret_missile_category } } fixed_ship_battery_slot = { required = no allowed_module_categories = { module_light_guns_category module_heavy_guns_category module_railguns_category module_gun_battery_category } } fixed_ship_battery_slot_2 = { required = no allowed_module_categories = { module_esm_category module_light_guns_category module_gun_battery_category module_torpedoes_category module_anti_ship_torpedoes_category module_turret_missile_category module_point_defense_system_category } } fixed_ship_battery_slot_3 = { required = no allowed_module_categories = { module_esm_category module_light_guns_category module_gun_battery_category module_torpedoes_category module_anti_ship_torpedoes_category module_turret_missile_category module_anti_submarine_mortar_category module_point_defense_system_category } } fixed_ship_battery_slot_4 = { required = no allowed_module_categories = { module_esm_category module_light_guns_category module_gun_battery_category module_torpedoes_category module_anti_ship_torpedoes_category module_turret_missile_category module_anti_submarine_mortar_category } } fixed_ship_radar_slot = { required = no allowed_module_categories = { module_radar_category module_sonar_category } } fixed_ship_fire_control_system_slot = { required = no allowed_module_categories = { module_fire_control_system_category } } fixed_ship_engine_slot = { required = yes allowed_module_categories = { module_surface_power_source_category } } } module_count_limit = { category = module_railguns_category count < 4 } module_count_limit = { category = module_radar_category count < 2 } module_count_limit = { category = module_sonar_category count < 2 } module_count_limit = { category = module_gun_battery_category count < 4 } module_count_limit = { category = module_esm_category count < 2 } module_count_limit = { category = module_point_defense_system_category count < 5 } module_count_limit = { category = module_light_guns_category count < 5 } default_modules = { front_1_custom_slot = empty front_2_custom_slot = empty mid_1_custom_slot = empty fixed_ship_battery_slot = empty fixed_ship_battery_slot_2 = empty fixed_ship_battery_slot_3 = empty fixed_ship_battery_slot_4 = empty fixed_ship_radar_slot = empty fixed_ship_engine_slot = module_surface_diesel_power } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 ##Misc Stats armor_value = @battlecruiser_armor surface_detection = 10 sub_detection = 0 surface_visibility = 51.5 naval_speed = @battlecruiser_speed reliability = 0.80 naval_range = @battlecruiser_range max_strength = @battlecruiser_hp max_organisation = @battlecruiser_org fuel_consumption = @battlecruiser_fuel_consumption build_cost_ic = @battlecruiser_build_cost manpower = @battlecruiser_hp resources = { steel = 5 } } battle_cruiser_hull_1 = { year = 1965 is_archetype = no is_buildable = yes archetype = battle_cruiser priority = 100 module_slots = inherit visual_level = 1 can_convert_from = { battle_cruiser_hull_1 } } battle_cruiser_hull_2 = { year = 1985 is_archetype = no is_buildable = yes archetype = battle_cruiser parent = battle_cruiser_hull_1 priority = 100 module_slots = inherit visual_level = 2 can_convert_from = { battle_cruiser_hull_1, battle_cruiser_hull_2 } armor_value = @battlecruiser_armor surface_visibility = 46.35 naval_speed = @battlecruiser_speed max_strength = @battlecruiser_hp max_organisation = @battlecruiser_org fuel_consumption = @battlecruiser_fuel_consumption build_cost_ic = @battlecruiser_build_cost manpower = @battlecruiser_hp resources = { steel = 5 aluminium = 1 } } battle_cruiser_hull_3 = { year = 2015 is_archetype = no is_buildable = yes archetype = battle_cruiser parent = battle_cruiser_hull_2 priority = 100 module_slots = inherit visual_level = 3 can_convert_from = { battle_cruiser_hull_1, battle_cruiser_hull_2, battle_cruiser_hull_3 } armor_value = @battlecruiser_armor surface_visibility = 38.625 naval_speed = @battlecruiser_speed max_strength = @battlecruiser_hp max_organisation = @battlecruiser_org fuel_consumption = @battlecruiser_fuel_consumption build_cost_ic = @battlecruiser_build_cost manpower = @battlecruiser_hp resources = { steel = 5 aluminium = 2 chromium = 1 } } #NON-MTG BATTLECRUISERS #1985 N_B_Cruiser_2 = { can_convert_from = { N_B_Cruiser_2 } year = 1985 archetype = battle_cruiser priority = 5 ##Stat #VLS hg_armor_piercing = 16 hg_attack = 24 lg_armor_piercing = 14 lg_attack = 12 #ASW sub_attack = 4 sub_detection = 20 #countermeasures/ECM anti_air_attack = 20 armor_value = 16 naval_torpedo_damage_reduction_factor = 0.4 #radar surface_detection = 24 #stealth/size surface_visibility = 34 #engine naval_speed = 32 naval_range = 8000 reliability = 0.90 max_strength = 750 fuel_consumption = 2 build_cost_ic = 16000 resources = { aluminium = 2 steel = 5 tungsten = 2 } manpower = 1000 } #2015 N_B_Cruiser_5 = { can_convert_from = { N_B_Cruiser_2, N_B_Cruiser_5 } year = 2015 archetype = battle_cruiser parent = N_B_Cruiser_2 priority = 5 ##Stat #VLS hg_armor_piercing = 20 hg_attack = 30 lg_armor_piercing = 18 lg_attack = 16 #ASW sub_attack = 6 sub_detection = 22 #countermeasures/ECM anti_air_attack = 28 armor_value = 18 naval_torpedo_damage_reduction_factor = 0.6 #radar surface_detection = 28 #stealth/size surface_visibility = 34 #engine naval_speed = 32 naval_range = 9000 reliability = 0.90 max_strength = 800 fuel_consumption = 2 build_cost_ic = 17500 resources = { aluminium = 2 steel = 6 chromium = 3 } manpower = 1000 } #2025 N_B_Cruiser_6 = { can_convert_from = { N_B_Cruiser_2, N_B_Cruiser_5, N_B_Cruiser_6 } year = 2025 archetype = battle_cruiser parent = N_B_Cruiser_5 priority = 5 ##Stat #VLS hg_armor_piercing = 24 hg_attack = 34 lg_armor_piercing = 22 lg_attack = 20 #ASW sub_attack = 8 sub_detection = 24 #countermeasures/ECM anti_air_attack = 30 armor_value = 20 naval_torpedo_damage_reduction_factor = 0.7 #radar surface_detection = 32 #stealth/size surface_visibility = 30 #engine naval_speed = 32 naval_range = 10000 reliability = 0.90 max_strength = 850 fuel_consumption = 2 build_cost_ic = 19000 resources = { aluminium = 3 steel = 7 chromium = 3 } manpower = 1000 } #2035 N_B_Cruiser_7 = { can_convert_from = { N_B_Cruiser_2, N_B_Cruiser_5, N_B_Cruiser_6, N_B_Cruiser_7 } year = 2035 archetype = battle_cruiser parent = N_B_Cruiser_6 priority = 5 ##Stat #VLS hg_armor_piercing = 28 hg_attack = 38 lg_armor_piercing = 26 lg_attack = 24 #ASW sub_attack = 10 sub_detection = 26 #countermeasures/ECM anti_air_attack = 36 armor_value = 22 naval_torpedo_damage_reduction_factor = 0.8 #radar surface_detection = 36 #stealth/size surface_visibility = 26 #engine naval_speed = 32 naval_range = 11000 reliability = 0.90 max_strength = 900 fuel_consumption = 2 build_cost_ic = 20500 resources = { aluminium = 4 steel = 8 chromium = 4 } manpower = 1000 } #MTG BATTLESHIPS battleship_hull_0 = { year = 1965 is_archetype = yes is_buildable = no type = capital_ship interface_category = interface_category_capital_ships #(Describes Combat Behaviours - Hidden stat - Just means it won't be in row 3 with carriers) offensive_weapons = yes module_slots = { front_1_custom_slot = { required = no allowed_module_categories = { module_heavy_guns_category module_railguns_category module_light_guns_category module_gun_battery_category module_vls_category module_torpedoes_category module_point_defense_system_category module_turret_missile_category module_fuel_tanks_category module_anti_submarine_mortar_category } } front_2_custom_slot = { required = no allowed_module_categories = { module_heavy_guns_category module_railguns_category module_light_guns_category module_gun_battery_category module_vls_category module_torpedoes_category module_point_defense_system_category module_turret_missile_category module_fuel_tanks_category module_anti_submarine_mortar_category } } mid_1_custom_slot = { required = no allowed_module_categories = { module_light_guns_category module_gun_battery_category module_vls_category module_torpedoes_category module_point_defense_system_category module_turret_missile_category module_fuel_tanks_category module_anti_submarine_mortar_category } } mid_2_custom_slot = { required = no allowed_module_categories = { module_light_guns_category module_gun_battery_category module_vls_category module_torpedoes_category module_point_defense_system_category module_turret_missile_category module_fuel_tanks_category module_anti_submarine_mortar_category } } mid_3_custom_slot = { required = no allowed_module_categories = { module_light_guns_category module_gun_battery_category module_vls_category module_torpedoes_category module_point_defense_system_category module_turret_missile_category module_fuel_tanks_category module_anti_submarine_mortar_category } } rear_1_custom_slot = { required = no allowed_module_categories = { module_light_guns_category module_heavy_guns_category module_gun_battery_category module_railguns_category module_turret_missile_category module_vls_category module_light_helipad_category } } rear_2_custom_slot = { required = no allowed_module_categories = { module_light_guns_category module_heavy_guns_category module_gun_battery_category module_railguns_category module_turret_missile_category module_vls_category module_light_helipad_category } } fixed_ship_battery_slot = { required = no allowed_module_categories = { module_light_guns_category module_gun_battery_category module_heavy_guns_category module_railguns_category module_vls_category module_torpedoes_category module_anti_ship_torpedoes_category module_point_defense_system_category module_turret_missile_category module_fuel_tanks_category module_anti_submarine_mortar_category } } fixed_ship_auxillary_slot_1 = { required = no allowed_module_categories = { module_light_guns_category module_gun_battery_category module_vls_category module_torpedoes_category module_point_defense_system_category module_turret_missile_category module_fuel_tanks_category module_anti_submarine_mortar_category module_esm_category } } fixed_ship_auxillary_slot_2 = { required = no allowed_module_categories = { module_light_guns_category module_gun_battery_category module_vls_category module_torpedoes_category module_anti_ship_torpedoes_category module_anti_ship_torpedoes_category module_point_defense_system_category module_turret_missile_category module_fuel_tanks_category module_anti_submarine_mortar_category module_esm_category } } fixed_ship_auxillary_slot_3 = { required = no allowed_module_categories = { module_light_guns_category module_gun_battery_category module_vls_category module_torpedoes_category module_anti_ship_torpedoes_category module_point_defense_system_category module_turret_missile_category module_fuel_tanks_category module_anti_submarine_mortar_category module_esm_category } } fixed_ship_radar_slot = { required = no allowed_module_categories = { module_radar_category module_sonar_category } } fixed_ship_fire_control_system_slot = { required = no allowed_module_categories = { module_fire_control_system_category } } fixed_ship_engine_slot = { required = yes allowed_module_categories = { module_surface_power_source_category } } } module_count_limit = { category = module_railguns_category count < 6 } module_count_limit = { category = module_radar_category count < 2 } module_count_limit = { category = module_sonar_category count < 2 } module_count_limit = { category = module_gun_battery_category count < 6 } module_count_limit = { category = module_heavy_guns_category count < 6 } module_count_limit = { category = module_esm_category count < 2 } module_count_limit = { category = module_point_defense_system_category count < 5 } module_count_limit = { category = module_light_guns_category count < 5 } default_modules = { front_1_custom_slot = empty front_2_custom_slot = empty mid_1_custom_slot = empty fixed_ship_battery_slot = empty fixed_ship_battery_slot_2 = empty fixed_ship_battery_slot_3 = empty fixed_ship_battery_slot_4 = empty fixed_ship_radar_slot = empty fixed_ship_engine_slot = module_surface_oil_power } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 ##Misc Stats armor_value = 45 ##No armor module so ships have their own surface_detection = 10 sub_detection = 0 surface_visibility = 74.5 naval_speed = @battleship_speed reliability = 0.80 naval_range = @battleship_range max_strength = @battleship_hp max_organisation = @battleship_org fuel_consumption = @battleship_fuel_consumption build_cost_ic = @battleship_build_cost manpower = @battleship_hp resources = { steel = 5 } } battleship_hull_1 = { year = 1965 is_buildable = yes visual_level = 1 archetype = battleship_hull_0 priority = 100 module_slots = inherit can_convert_from = { battleship_hull_1 } } battleship_hull_2 = { year = 1985 is_archetype = no is_buildable = yes visual_level = 2 archetype = battleship_hull_0 parent = battleship_hull_1 priority = 100 module_slots = inherit can_convert_from = { battleship_hull_1, battleship_hull_2 } armor_value = 60 surface_visibility = 67.05 naval_speed = @battleship_speed max_strength = @battleship_hp max_organisation = @battleship_org fuel_consumption = @battleship_fuel_consumption build_cost_ic = @battleship_build_cost manpower = @battleship_hp resources = { steel = 5 aluminium = 1 } } battleship_hull_3 = { year = 2015 is_archetype = no is_buildable = yes visual_level = 3 archetype = battleship_hull_0 parent = battleship_hull_2 priority = 100 module_slots = inherit can_convert_from = { battleship_hull_1, battleship_hull_2, battleship_hull_3 } armor_value = 75 surface_visibility = 55.875 naval_speed = @battleship_speed max_strength = @battleship_hp max_organisation = @battleship_org fuel_consumption = @battleship_fuel_consumption build_cost_ic = @battleship_build_cost manpower = @battleship_hp resources = { steel = 5 aluminium = 2 chromium = 1 } } #MTG HELICOPTER OPERATORS helicopter_operator = { year = 1970 is_archetype = yes is_buildable = no type = carrier sprite = helicopter_operator interface_category = interface_category_capital_ships # (Describes combat behaviour - hidden stat) offensive_weapons = no upgrades = { carrier_armor_upgrade carrier_engine_upgrade carrier_displacement_upgrade ship_ASW_upgrade ship_anti_air_upgrade } module_slots = { front_1_custom_slot = { required = no allowed_module_categories = { module_helipads_category module_fuel_tanks_category module_point_defense_system_category module_turret_missile_category module_vls_category module_light_guns_category } } mid_1_custom_slot = { required = no allowed_module_categories = { module_helipads_category module_fuel_tanks_category module_point_defense_system_category module_turret_missile_category module_vls_category module_light_guns_category } } rear_1_custom_slot = { required = no allowed_module_categories = { module_helipads_category module_fuel_tanks_category module_point_defense_system_category module_turret_missile_category module_vls_category module_light_guns_category } } fixed_ship_battery_slot = { required = yes allowed_module_categories = { module_light_flight_decks_category } } fixed_ship_auxillary_slot = { required = no allowed_module_categories = { module_light_guns_category module_turret_missile_category module_vls_category module_anti_submarine_mortar_category module_fuel_tanks_category module_point_defense_system_category module_torpedoes_category module_anti_ship_torpedoes_category module_esm_category } } fixed_ship_auxillary_slot_2 = { required = no allowed_module_categories = { module_light_guns_category module_turret_missile_category module_vls_category module_anti_submarine_mortar_category module_fuel_tanks_category module_point_defense_system_category module_torpedoes_category module_anti_ship_torpedoes_category module_esm_category } } fixed_ship_auxillary_slot_3 = { required = no allowed_module_categories = { module_light_guns_category module_turret_missile_category module_vls_category module_anti_submarine_mortar_category module_fuel_tanks_category module_point_defense_system_category module_torpedoes_category module_anti_ship_torpedoes_category module_esm_category } } fixed_ship_radar_slot = { required = no allowed_module_categories = { module_radar_category module_sonar_category } } fixed_ship_fire_control_system_slot = { required = no allowed_module_categories = { module_fire_control_system_category } } fixed_ship_engine_slot = { required = yes allowed_module_categories = { module_surface_power_source_category } } } module_count_limit = { category = module_radar_category count < 2 } module_count_limit = { category = module_sonar_category count < 2 } module_count_limit = { category = module_esm_category count < 2 } module_count_limit = { category = module_point_defense_system_category count < 4 } module_count_limit = { category = module_light_guns_category count < 3 } default_modules = { fixed_ship_engine_slot = module_surface_diesel_power fixed_ship_fire_control_system_slot = module_analog_fire_control fixed_ship_radar_slot = module_radar_2 fixed_ship_auxillary_slot_3 = module_ciws_1 fixed_ship_auxillary_slot_2 = module_fuel_tank fixed_ship_auxillary_slot = module_esm_1 fixed_ship_battery_slot = module_light_flight_deck_1 front_1_custom_slot = module_helipads_1 mid_1_custom_slot = module_aa_missiles_1 rear_1_custom_slot = module_helipads_1 } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 armor_value = @helicopter_operator_armor surface_detection = 22 sub_detection = 4 surface_visibility = 48.75 naval_speed = @helicopter_operator_speed reliability = 0.775 naval_range = @helicopter_operator_range max_strength = @helicopter_operator_hp max_organisation = @helicopter_operator_org fuel_consumption = @helicopter_operator_fuel_consumption build_cost_ic = @helicopter_operator_build_cost manpower = @helicopter_operator_hp resources = { steel = 5 } } helicopter_operator_hull_1 = { year = 1970 archetype = helicopter_operator visual_level = 1 priority = 5 module_slots = inherit resources = { steel = 5 } can_convert_from = { helicopter_operator_hull_1 } } helicopter_operator_hull_2 = { year = 1995 archetype = helicopter_operator parent = helicopter_operator_hull_1 visual_level = 2 priority = 6 module_slots = inherit can_convert_from = { helicopter_operator_hull_1, helicopter_operator_hull_2 } default_modules = { fixed_ship_engine_slot = module_surface_jet_turbine_power fixed_ship_fire_control_system_slot = module_digital_integrated_fire_control fixed_ship_radar_slot = module_radar_3 fixed_ship_auxillary_slot_3 = module_ciws_2 fixed_ship_auxillary_slot_2 = module_fuel_tank fixed_ship_auxillary_slot = module_esm_1 fixed_ship_battery_slot = module_light_flight_deck_2 front_1_custom_slot = module_helipads_1 mid_1_custom_slot = module_aa_missiles_2 rear_1_custom_slot = module_helipads_1 } lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 armor_value = @helicopter_operator_armor surface_detection = 22.5 sub_detection = 5 surface_visibility = 42.5 naval_speed = @helicopter_operator_speed reliability = 0.825 naval_range = @helicopter_operator_range max_strength = @helicopter_operator_hp max_organisation = @helicopter_operator_org fuel_consumption = @helicopter_operator_fuel_consumption build_cost_ic = @helicopter_operator_build_cost manpower = @helicopter_operator_hp resources = { steel = 5 aluminium = 2 } } helicopter_operator_hull_3 = { year = 2020 archetype = helicopter_operator parent = helicopter_operator_hull_2 visual_level = 3 priority = 7 module_slots = inherit can_convert_from = { helicopter_operator_hull_1, helicopter_operator_hull_2, helicopter_operator_hull_3 } default_modules = { fixed_ship_engine_slot = module_surface_jet_turbine_power3 fixed_ship_fire_control_system_slot = module_advanced_integrated_missile_radar_control fixed_ship_radar_slot = module_radar_4 fixed_ship_auxillary_slot_3 = module_ciws_4 fixed_ship_auxillary_slot_2 = module_fuel_tank fixed_ship_auxillary_slot = module_esm_2 fixed_ship_battery_slot = module_light_flight_deck_3 front_1_custom_slot = module_helipads_2 mid_1_custom_slot = module_vls_sam_3 rear_1_custom_slot = module_helipads_2 } lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 armor_value = @helicopter_operator_armor surface_detection = 23 sub_detection = 6 surface_visibility = 36.25 naval_speed = @helicopter_operator_speed reliability = 0.85 naval_range = @helicopter_operator_range max_strength = @helicopter_operator_hp max_organisation = @helicopter_operator_org fuel_consumption = @helicopter_operator_fuel_consumption build_cost_ic = @helicopter_operator_build_cost manpower = @helicopter_operator_hp resources = { steel = 5 tungsten = 2 chromium = 2 } } helicopter_operator_hull_4 = { year = 2045 archetype = helicopter_operator parent = helicopter_operator_hull_3 visual_level = 4 priority = 10 module_slots = inherit can_convert_from = { helicopter_operator_hull_1, helicopter_operator_hull_2, helicopter_operator_hull_3, helicopter_operator_hull_4 } default_modules = { fixed_ship_engine_slot = module_surface_fut_reactor_power fixed_ship_fire_control_system_slot = module_futuristic_integrated_missile_radar_control fixed_ship_radar_slot = module_radar_6 fixed_ship_auxillary_slot_3 = module_ciws_5 fixed_ship_auxillary_slot_2 = module_fuel_tank fixed_ship_auxillary_slot = module_esm_3 fixed_ship_battery_slot = module_light_flight_deck_3 front_1_custom_slot = module_helipads_3 mid_1_custom_slot = module_vls_sam_4 rear_1_custom_slot = module_helipads_3 } lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 armor_value = @helicopter_operator_armor surface_detection = 24 sub_detection = 7 surface_visibility = 30 naval_speed = @helicopter_operator_speed reliability = 0.925 naval_range = @helicopter_operator_range max_strength = @helicopter_operator_hp max_organisation = @helicopter_operator_org fuel_consumption = @helicopter_operator_fuel_consumption build_cost_ic = @helicopter_operator_build_cost manpower = @helicopter_operator_hp resources = { steel = 5 aluminium = 3 chromium = 2 } } #MTG CARRIERS carrier = { year = 1965 is_archetype = yes is_buildable = no type = carrier sprite = carrier interface_category = interface_category_capital_ships priority = 1000 # (Describes combat behaviour - hidden stat) offensive_weapons = no upgrades = { carrier_armor_upgrade carrier_engine_upgrade ship_ASW_upgrade carrier_displacement_upgrade ship_anti_air_upgrade } module_slots = { front_1_custom_slot = { required = no allowed_module_categories = { module_helipads_category module_fuel_tanks_category module_point_defense_system_category module_turret_missile_category module_vls_category module_light_guns_category } } front_2_custom_slot = { required = no allowed_module_categories = { module_helipads_category module_fuel_tanks_category module_point_defense_system_category module_turret_missile_category module_vls_category module_light_guns_category } } mid_1_custom_slot = { required = no allowed_module_categories = { module_helipads_category module_fuel_tanks_category module_point_defense_system_category module_turret_missile_category module_vls_category module_light_guns_category } } mid_2_custom_slot = { required = no allowed_module_categories = { module_helipads_category module_fuel_tanks_category module_point_defense_system_category module_turret_missile_category module_vls_category module_light_guns_category } } mid_3_custom_slot = { required = no allowed_module_categories = { module_helipads_category module_fuel_tanks_category module_point_defense_system_category module_turret_missile_category module_vls_category module_light_guns_category } } rear_1_custom_slot = { required = no allowed_module_categories = { module_helipads_category module_fuel_tanks_category module_point_defense_system_category module_turret_missile_category module_vls_category module_light_guns_category } } rear_2_custom_slot = { required = no allowed_module_categories = { module_helipads_category module_fuel_tanks_category module_point_defense_system_category module_turret_missile_category module_vls_category module_light_guns_category } } fixed_ship_flight_deck = { required = yes allowed_module_categories = { module_flight_decks_category } } fixed_ship_auxillary_slot = { required = no allowed_module_categories = { module_point_defense_system_category module_turret_missile_category module_vls_category module_light_guns_category module_torpedoes_category module_anti_ship_torpedoes_category module_esm_category } } fixed_ship_auxillary_slot_1 = { required = no allowed_module_categories = { module_point_defense_system_category module_turret_missile_category module_vls_category module_light_guns_category module_torpedoes_category module_anti_ship_torpedoes_category module_esm_category } } fixed_ship_auxillary_slot_2 = { required = no allowed_module_categories = { module_point_defense_system_category module_turret_missile_category module_vls_category module_light_guns_category module_torpedoes_category module_anti_ship_torpedoes_category module_esm_category } } fixed_ship_radar_slot = { required = no allowed_module_categories = { module_radar_category module_sonar_category } } fixed_ship_fire_control_system_slot = { required = no allowed_module_categories = { module_fire_control_system_category } } fixed_ship_engine_slot = { required = yes allowed_module_categories = { module_surface_power_source_category } } } module_count_limit = { category = module_radar_category count < 2 } module_count_limit = { category = module_sonar_category count < 2 } module_count_limit = { category = module_flight_decks_category count < 2 } module_count_limit = { category = module_esm_category count < 2 } module_count_limit = { category = module_point_defense_system_category count < 6 } module_count_limit = { category = module_light_guns_category count < 5 } default_modules = { fixed_ship_engine_slot = module_surface_oil_power fixed_ship_fire_control_system_slot = module_analog_fire_control fixed_ship_radar_slot = module_radar_2 fixed_ship_auxillary_slot_2 = module_ciws_1 fixed_ship_auxillary_slot_1 = module_ram_1 fixed_ship_auxillary_slot = module_esm_1 fixed_ship_flight_deck = module_flight_deck_3 front_1_custom_slot = module_helipads_1 front_2_custom_slot = module_ciws_1 mid_1_custom_slot = module_ciws_1 mid_2_custom_slot = module_fuel_tank mid_3_custom_slot = module_helipads_1 rear_1_custom_slot = module_ram_1 rear_2_custom_slot = module_helipads_1 } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 #Misc Stats armor_value = 40 surface_detection = 10 sub_detection = 0 surface_visibility = 52 naval_speed = @carrier_speed reliability = 0.70 naval_range = @carrier_range max_strength = @carrier_hp max_organisation = @carrier_org fuel_consumption = @carrier_fuel_consumption build_cost_ic = @carrier_build_cost manpower = @carrier_hp resources = { steel = 5 } } carrier_hull_1 = { year = 1965 archetype = carrier priority = 5 visual_level = 1 module_slots = inherit can_convert_from = { carrier_hull_1 } default_modules = { fixed_ship_engine_slot = module_surface_oil_power fixed_ship_fire_control_system_slot = module_analog_fire_control fixed_ship_radar_slot = module_radar_1 fixed_ship_auxillary_slot_2 = module_ciws_1 fixed_ship_auxillary_slot_1 = module_ram_1 fixed_ship_auxillary_slot = module_fuel_tank fixed_ship_flight_deck = module_flight_deck_3 front_1_custom_slot = module_helipads_1 front_2_custom_slot = module_ciws_1 mid_1_custom_slot = module_ciws_1 mid_2_custom_slot = module_fuel_tank mid_3_custom_slot = module_helipads_1 rear_1_custom_slot = module_ram_1 rear_2_custom_slot = module_helipads_1 } resources = { steel = 5 } } carrier_hull_2 = { year = 1985 archetype = carrier parent = carrier_hull_1 priority = 6 visual_level = 2 module_slots = inherit can_convert_from = { carrier_hull_1, carrier_hull_2 } default_modules = { fixed_ship_engine_slot = module_surface_diesel_power fixed_ship_fire_control_system_slot = module_analog_fire_control fixed_ship_radar_slot = module_radar_2 fixed_ship_auxillary_slot_2 = module_ciws_2 fixed_ship_auxillary_slot_1 = module_ram_2 fixed_ship_auxillary_slot = module_fuel_tank fixed_ship_flight_deck = module_flight_deck_4 front_1_custom_slot = module_helipads_1 front_2_custom_slot = module_ciws_2 mid_1_custom_slot = module_ciws_2 mid_2_custom_slot = module_fuel_tank mid_3_custom_slot = module_helipads_1 rear_1_custom_slot = module_ram_2 rear_2_custom_slot = module_helipads_1 } lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 armor_value = 45 surface_detection = 10 sub_detection = 0 surface_visibility = 46.8 naval_speed = @carrier_speed reliability = 0.725 naval_range = @carrier_range max_strength = @carrier_hp max_organisation = @carrier_org fuel_consumption = @carrier_fuel_consumption build_cost_ic = @carrier_build_cost manpower = @carrier_hp resources = { steel = 5 aluminium = 1 } } carrier_hull_3 = { year = 2005 archetype = carrier parent = carrier_hull_2 priority = 8 visual_level = 3 module_slots = inherit can_convert_from = { carrier_hull_1, carrier_hull_2, carrier_hull_3 } default_modules = { fixed_ship_engine_slot = module_surface_jet_turbine_power fixed_ship_fire_control_system_slot = module_digital_integrated_fire_control fixed_ship_radar_slot = module_radar_4 fixed_ship_auxillary_slot_2 = module_ciws_2 fixed_ship_auxillary_slot_1 = module_ram_2 fixed_ship_auxillary_slot = module_esm_1 fixed_ship_flight_deck = module_flight_deck_6 front_1_custom_slot = module_helipads_1 front_2_custom_slot = module_ciws_2 mid_1_custom_slot = module_ciws_2 mid_2_custom_slot = module_helipads_1 mid_3_custom_slot = module_helipads_1 rear_1_custom_slot = module_ram_2 rear_2_custom_slot = module_helipads_1 } lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 armor_value = 55 surface_detection = 10 sub_detection = 0 surface_visibility = 41.6 naval_speed = @carrier_speed reliability = 0.775 naval_range = @carrier_range max_strength = @carrier_hp max_organisation = @carrier_org fuel_consumption = @carrier_fuel_consumption build_cost_ic = @carrier_build_cost manpower = @carrier_hp resources = { steel = 5 aluminium = 2 chromium = 1 } } carrier_hull_4 = { year = 2025 archetype = carrier parent = carrier_hull_3 priority = 10 visual_level = 4 module_slots = inherit can_convert_from = { carrier_hull_1, carrier_hull_2, carrier_hull_3, carrier_hull_4 } default_modules = { fixed_ship_engine_slot = module_surface_jet_turbine_power2 fixed_ship_fire_control_system_slot = module_advanced_integrated_missile_radar_control fixed_ship_radar_slot = module_radar_5 fixed_ship_auxillary_slot_2 = module_ciws_3 fixed_ship_auxillary_slot_1 = module_ram_3 fixed_ship_auxillary_slot = module_esm_2 fixed_ship_flight_deck = module_flight_deck_8 front_1_custom_slot = module_helipads_2 front_2_custom_slot = module_ciws_3 mid_1_custom_slot = module_ciws_3 mid_2_custom_slot = module_helipads_2 mid_3_custom_slot = module_helipads_2 rear_1_custom_slot = module_ram_3 rear_2_custom_slot = module_helipads_2 } lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 armor_value = 65 surface_detection = 10 sub_detection = 0 surface_visibility = 36.4 naval_speed = @carrier_speed reliability = 0.825 naval_range = @carrier_range max_strength = @carrier_hp max_organisation = @carrier_org fuel_consumption = @carrier_fuel_consumption build_cost_ic = @carrier_build_cost manpower = @carrier_hp resources = { steel = 5 aluminium = 2 chromium = 2 } } carrier_hull_5 = { year = 2045 archetype = carrier parent = carrier_hull_4 priority = 12 visual_level = 5 module_slots = inherit can_convert_from = { carrier_hull_1, carrier_hull_2, carrier_hull_3, carrier_hull_4, carrier_hull_5 } default_modules = { fixed_ship_engine_slot = module_surface_jet_turbine_power3 fixed_ship_fire_control_system_slot = module_futuristic_integrated_missile_radar_control fixed_ship_radar_slot = module_radar_6 fixed_ship_auxillary_slot_2 = module_ciws_5 fixed_ship_auxillary_slot_1 = module_ram_5 fixed_ship_auxillary_slot = module_esm_3 fixed_ship_flight_deck = module_flight_deck_10 front_1_custom_slot = module_helipads_3 front_2_custom_slot = module_ciws_5 mid_1_custom_slot = module_ciws_5 mid_2_custom_slot = module_helipads_3 mid_3_custom_slot = module_helipads_3 rear_1_custom_slot = module_ram_5 rear_2_custom_slot = module_helipads_3 } lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 armor_value = 75 surface_detection = 10 sub_detection = 0 surface_visibility = 31.2 naval_speed = @carrier_speed reliability = 0.875 naval_range = @carrier_range max_strength = @carrier_hp max_organisation = @carrier_org fuel_consumption = @carrier_fuel_consumption build_cost_ic = @carrier_build_cost manpower = @carrier_hp resources = { steel = 5 aluminium = 3 chromium = 2 } } #NON-MTG Carriers #1965 Nuclear_carrier_0 = { can_convert_from = { Nuclear_carrier_0 } year = 1965 module_slots = inherit archetype = carrier priority = 5 #Displacement lg_armor_piercing = 20 lg_attack = 25 anti_air_attack = 138 carrier_size = 60.00 #ASW sub_attack = 20 sub_detection = 60 armor_value = 30 #radar surface_detection = 57 #stealth/size surface_visibility = 23.9 #engine naval_speed = 30.00 naval_range = 14800 max_strength = 2240 #port_capacity_usage = 2 fuel_consumption = 0 build_cost_ic = 80936 resources = { aluminium = 2 tungsten = 3 steel = 14 } manpower = 4120 } #1975 Nuclear_carrier_1 = { can_convert_from = { Nuclear_carrier_0, Nuclear_carrier_1 } year = 1975 archetype = carrier parent = Nuclear_carrier_0 priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 20 lg_attack = 26 anti_air_attack = 321.3 carrier_size = 60 #ASW sub_attack = 20 sub_detection = 63 armor_value = 40 surface_detection = 62 #stealth/size surface_visibility = 23.2 #engine naval_speed = 31.00 naval_range = 14925 max_strength = 2618 fuel_consumption = 0 build_cost_ic = 91777 resources = { aluminium = 3 tungsten = 4 steel = 15 } manpower = 4320 } #1985 Nuclear_carrier_2 = { can_convert_from = { Nuclear_carrier_0, Nuclear_carrier_1, Nuclear_carrier_2 } year = 1985 archetype = carrier parent = Nuclear_carrier_1 priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 22 lg_attack = 29.7 anti_air_attack = 403.2 carrier_size = 60 #ASW sub_attack = 24 sub_detection = 75 armor_value = 50 surface_detection = 77 #stealth/size surface_visibility = 22.6 #engine naval_speed = 32.5 naval_range = 15050 max_strength = 2976 fuel_consumption = 0 build_cost_ic = 101551 resources = { aluminium = 3 tungsten = 4 steel = 16 } manpower = 4310 } #2005 Nuclear_carrier_3 = { can_convert_from = { Nuclear_carrier_0, Nuclear_carrier_1, Nuclear_carrier_2, Nuclear_carrier_3 } year = 2005 archetype = carrier parent = Nuclear_carrier_2 priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 24 lg_attack = 37.2 anti_air_attack = 557.6 carrier_size = 60 #ASW sub_attack = 32 sub_detection = 90 armor_value = 60 surface_detection = 97.5 #stealth/size surface_visibility = 21.9 #engine naval_speed = 36 naval_range = 15150 max_strength = 3696 fuel_consumption = 0 build_cost_ic = 102635 resources = { aluminium = 3 chromium = 4 steel = 18 } manpower = 3900 } #2015 Nuclear_carrier_4 = { can_convert_from = { Nuclear_carrier_0, Nuclear_carrier_1, Nuclear_carrier_2, Nuclear_carrier_3, Nuclear_carrier_4 } year = 2015 archetype = carrier parent = Nuclear_carrier_3 priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 24 lg_attack = 40.8 anti_air_attack = 682.5 carrier_size = 60 #ASW sub_attack = 32 sub_detection = 92 armor_value = 70 surface_detection = 102.7 #stealth/size surface_visibility = 21.2 #engine naval_speed = 38 naval_range = 15300 max_strength = 4110 fuel_consumption = 0 build_cost_ic = 111141 resources = { aluminium = 3 chromium = 5 steel = 18 } manpower = 3400 } #2025 Nuclear_carrier_5 = { can_convert_from = { Nuclear_carrier_0, Nuclear_carrier_1, Nuclear_carrier_2, Nuclear_carrier_3, Nuclear_carrier_4, Nuclear_carrier_5 } year = 2025 archetype = carrier parent = Nuclear_carrier_4 priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 24 lg_attack = 42 anti_air_attack = 792 carrier_size = 60 #ASW sub_attack = 32 sub_detection = 95 armor_value = 80 surface_detection = 108 surface_visibility = 20.6 #engine naval_speed = 39.5 naval_range = 15500 max_strength = 4448 fuel_consumption = 0 build_cost_ic = 120320 resources = { aluminium = 4 chromium = 5 steel = 18 } manpower = 3250 } #2035 Nuclear_carrier_6 = { can_convert_from = { Nuclear_carrier_0, Nuclear_carrier_1, Nuclear_carrier_2, Nuclear_carrier_3, Nuclear_carrier_4, Nuclear_carrier_5, Nuclear_carrier_6 } year = 2035 archetype = carrier parent = Nuclear_carrier_5 priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 24 lg_attack = 42 anti_air_attack = 800 carrier_size = 60 #ASW sub_attack = 32 sub_detection = 96 armor_value = 90 surface_detection = 108.5 surface_visibility = 19.9 #engine naval_speed = 41 naval_range = 16000 max_strength = 4828 fuel_consumption = 0 build_cost_ic = 128400 resources = { aluminium = 4 chromium = 6 steel = 18 } manpower = 3100 } #1965 carrier_0 = { can_convert_from = { carrier_0 } year = 1965 module_slots = inherit archetype = carrier priority = 5 #Displacement lg_armor_piercing = 0.00 lg_attack = 1.00 anti_air_attack = 9.63 carrier_size = 10.00 #ASW sub_attack = 0.00 sub_detection = 25.40 #countermeasures/ECM armor_value = 5.00 #radar #fire_range = 14.00 surface_detection = 15.00 #stealth/size surface_visibility = 40.00 #engine naval_speed = 30.00 naval_range = 5000.00 max_strength = 500 fuel_consumption = 80.0 build_cost_ic = 25000.00 resources = { aluminium = 1 steel = 4 } manpower = 1000 } #1975 carrier_1 = { can_convert_from = { carrier_0, carrier_1 } year = 1975 archetype = carrier parent = carrier_0 priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 0.00 lg_attack = 1.12 anti_air_attack = 11.56 carrier_size = 20.00 #ASW sub_attack = 0.00 sub_detection = 28.45 #countermeasures/ECM armor_value = 5.60 #radar surface_detection = 16.80 #stealth/size surface_visibility = 34.00 #engine naval_speed = 30.00 naval_range = 5000.00 max_strength = 500 fuel_consumption = 90.0 build_cost_ic = 27350.35 resources = { aluminium = 1 steel = 5 } manpower = 1000 } #1985 carrier_2 = { can_convert_from = { carrier_0, carrier_1, carrier_2 } year = 1985 archetype = carrier parent = carrier_1 priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 0.00 lg_attack = 1.25 anti_air_attack = 13.87 carrier_size = 30.00 #ASW sub_attack = 0.00 sub_detection = 31.86 #countermeasures/ECM armor_value = 6.27 #radar #fire_range = 17.56 surface_detection = 18.82 #stealth/size surface_visibility = 28.90 #engine naval_speed = 30.00 naval_range = 5000.00 max_strength = 500 fuel_consumption = 100.0 build_cost_ic = 29450.45 resources = { aluminium = 1 steel = 7 } manpower = 1400 } #2005 carrier_3 = { can_convert_from = { carrier_0, carrier_1, carrier_2, carrier_3 } year = 2005 archetype = carrier parent = carrier_2 priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 0.00 lg_attack = 1.40 anti_air_attack = 16.64 carrier_size = 50.00 #ASW sub_attack = 0.00 sub_detection = 35.69 #countermeasures/ECM #evasion = 14.05 armor_value = 7.02 #radar #fire_range = 19.67 surface_detection = 21.07 #stealth/size surface_visibility = 24.57 #engine naval_speed = 30.00 naval_range = 5000.00 max_strength = 500 fuel_consumption = 110.0 build_cost_ic = 32000.45 resources = { aluminium = 1 steel = 8 chromium = 1 } manpower = 1600 } #2015 carrier_4 = { can_convert_from = { carrier_0, carrier_1, carrier_2, carrier_3, carrier_4 } year = 2015 archetype = carrier parent = carrier_3 priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 0.00 lg_attack = 1.57 anti_air_attack = 19.97 carrier_size = 60.00 #ASW sub_attack = 0.00 sub_detection = 39.97 #countermeasures/ECM #evasion = 15.74 armor_value = 7.87 #radar #fire_range = 22.03 surface_detection = 23.60 #stealth/size surface_visibility = 20.88 #engine naval_speed = 30.00 naval_range = 5000.00 max_strength = 500 fuel_consumption = 120.0 build_cost_ic = 32000.45 resources = { aluminium = 1 steel = 8 chromium = 2 } manpower = 1800 } #2025 carrier_5 = { can_convert_from = { carrier_0, carrier_1, carrier_2, carrier_3, carrier_4, carrier_5 } year = 2025 archetype = carrier parent = carrier_4 priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 0.00 lg_attack = 1.76 anti_air_attack = 23.96 carrier_size = 70.00 #ASW sub_attack = 0.00 sub_detection = 44.76 #countermeasures/ECM armor_value = 8.81 #radar #fire_range = 24.67 surface_detection = 26.44 #stealth/size surface_visibility = 17.75 #engine naval_speed = 30.00 naval_range = 5000.00 max_strength = 500 fuel_consumption = 130.0 build_cost_ic = 34350.25 resources = { aluminium = 2 steel = 9 chromium = 3 } manpower = 2000 } #2035 carrier_6 = { can_convert_from = { carrier_0, carrier_1, carrier_2, carrier_3, carrier_4, carrier_5, carrier_6 } year = 2035 archetype = carrier parent = carrier_5 priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 0.00 lg_attack = 1.97 anti_air_attack = 28.76 carrier_size = 70.00 #ASW sub_attack = 0.00 sub_detection = 50.14 #ground support #countermeasures/ECM armor_value = 9.87 #radar surface_detection = 29.61 #stealth/size surface_visibility = 15.09 #engine naval_speed = 30.00 naval_range = 5000.00 max_strength = 500 fuel_consumption = 150.0 build_cost_ic = 36250.25 resources = { aluminium = 2 steel = 11 chromium = 3 } manpower = 2000 } ##Landing Helicopter Assault Ship #1975 LHA_0 = { can_convert_from = { LHA_0 } year = 1975 archetype = helicopter_operator priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 0.00 lg_attack = 1.12 anti_air_attack = 11.56 carrier_size = 7.00 #ASW sub_attack = 0.00 sub_detection = 28.45 #ground support #countermeasures/ECM armor_value = 5.60 #radar surface_detection = 16.80 #stealth/size surface_visibility = 34.00 #engine naval_speed = 30.00 naval_range = 5000.00 max_strength = 500 #port_capacity_usage = 2 fuel_consumption = 65.0 build_cost_ic = 12575.65 resources = { tungsten = 1 steel = 4 } manpower = 800 } #1985 LHA_1 = { can_convert_from = { LHA_0, LHA_1 } year = 1985 archetype = helicopter_operator parent = LHA_0 priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 0.00 lg_attack = 1.25 anti_air_attack = 13.87 carrier_size = 10.00 #ASW sub_attack = 0.00 sub_detection = 31.86 #ground support #countermeasures/ECM armor_value = 6.27 #radar surface_detection = 18.82 #stealth/size surface_visibility = 28.90 #engine naval_speed = 30.00 naval_range = 5000.00 max_strength = 500 #port_capacity_usage = 2 fuel_consumption = 70.0 build_cost_ic = 16755.85 resources = { tungsten = 1 steel = 6 } manpower = 1000 } #2015 LHA_2 = { can_convert_from = { LHA_0, LHA_1, LHA_2 } year = 2015 archetype = helicopter_operator parent = LHA_1 priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 0.00 lg_attack = 1.57 anti_air_attack = 19.97 carrier_size = 17.00 #ASW sub_attack = 0.00 sub_detection = 39.97 #ground support #countermeasures/ECM armor_value = 7.87 #radar surface_detection = 23.60 #stealth/size surface_visibility = 20.88 #engine naval_speed = 30.00 naval_range = 5000.00 max_strength = 500 #port_capacity_usage = 2 fuel_consumption = 75.0 build_cost_ic = 19586.56 resources = { tungsten = 2 steel = 8 chromium = 2 } manpower = 1000 } #2025 LHA_3 = { can_convert_from = { LHA_0, LHA_1, LHA_2, LHA_3 } year = 2025 archetype = helicopter_operator parent = LHA_2 priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 0.00 lg_attack = 1.76 anti_air_attack = 23.96 carrier_size = 20.00 #ASW sub_attack = 0.00 sub_detection = 44.76 #ground support #countermeasures/ECM armor_value = 8.81 #radar surface_detection = 26.44 #stealth/size surface_visibility = 17.75 #engine naval_speed = 30.00 naval_range = 5000.00 max_strength = 500 #port_capacity_usage = 2 fuel_consumption = 80.0 build_cost_ic = 21245.52 resources = { tungsten = 2 steel = 10 chromium = 2 } manpower = 1000 } #2035 LHA_4 = { can_convert_from = { LHA_0, LHA_1, LHA_2, LHA_3, LHA_4 } year = 2035 archetype = helicopter_operator parent = LHA_3 priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 0.00 lg_attack = 1.97 anti_air_attack = 28.76 carrier_size = 37.00 #ASW sub_attack = 0.00 sub_detection = 50.14 #ground support #countermeasures/ECM armor_value = 19.74 #radar surface_detection = 29.61 #stealth/size surface_visibility = 22.63 #engine naval_speed = 30.00 naval_range = 5000.00 max_strength = 500 #port_capacity_usage = 2 fuel_consumption = 85.0 build_cost_ic = 23451.61 resources = { tungsten = 2 steel = 11 chromium = 3 } manpower = 1000 } #1975 LPD_0 = { can_convert_from = { LPD_0 } year = 1975 archetype = helicopter_operator priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 0.00 lg_attack = 1.12 anti_air_attack = 11.56 carrier_size = 0 #ASW sub_attack = 0.00 sub_detection = 10.50 #countermeasures/ECM armor_value = 5.60 #radar #fire_range = 15.68 surface_detection = 16.80 #stealth/size surface_visibility = 34.00 #engine naval_speed = 30.00 naval_range = 5000.00 max_strength = 300 #port_capacity_usage = 2 fuel_consumption = 45.0 build_cost_ic = 8500.00 resources = { steel = 4 } manpower = 750 } #1985 LPD_1 = { can_convert_from = { LPD_0, LPD_1 } year = 1985 archetype = helicopter_operator parent = LPD_0 priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 0.00 lg_attack = 1.25 anti_air_attack = 13.87 carrier_size = 0 #ASW sub_attack = 0.00 sub_detection = 11.93 #ground support #countermeasures/ECM armor_value = 6.27 #radar surface_detection = 18.82 #stealth/size surface_visibility = 28.90 #engine naval_speed = 30.00 naval_range = 5000.00 max_strength = 300 #port_capacity_usage = 2 fuel_consumption = 50.0 build_cost_ic = 10750.60 resources = { steel = 5 } manpower = 750 } #2015 LPD_2 = { can_convert_from = { LPD_0, LPD_1, LPD_2 } year = 2015 archetype = helicopter_operator parent = LPD_1 priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 0.00 lg_attack = 1.57 anti_air_attack = 19.97 carrier_size = 0 #ASW sub_attack = 0.00 sub_detection = 20.62 #ground support #countermeasures/ECM armor_value = 7.87 #radar surface_detection = 23.60 #stealth/size surface_visibility = 20.88 #engine naval_speed = 30.00 naval_range = 5000.00 max_strength = 300 #port_capacity_usage = 2 fuel_consumption = 55.0 build_cost_ic = 12715.98 resources = { tungsten = 1 steel = 6 chromium = 1 } manpower = 750 } #2025 LPD_3 = { can_convert_from = { LPD_0, LPD_1, LPD_2, LPD_3 } year = 2025 archetype = helicopter_operator parent = LPD_2 priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 0.00 lg_attack = 1.76 anti_air_attack = 23.96 carrier_size = 0 #ASW sub_attack = 0.00 sub_detection = 24.74 #ground support #shore_bombardment = 2 #countermeasures/ECM #evasion = 17.62 armor_value = 8.81 #radar #fire_range = 24.67 surface_detection = 26.44 #stealth/size surface_visibility = 17.75 #engine naval_speed = 30.00 naval_range = 5000.00 max_strength = 300 #port_capacity_usage = 2 fuel_consumption = 60.0 build_cost_ic = 13850.80 resources = { tungsten = 1 steel = 7 chromium = 1 } manpower = 750 } #2035 LPD_4 = { can_convert_from = { LPD_0, LPD_1, LPD_2, LPD_3, LPD_4 } year = 2035 archetype = helicopter_operator parent = LPD_3 priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 0.00 lg_attack = 1.97 anti_air_attack = 28.76 carrier_size = 0 #ASW sub_attack = 0.00 sub_detection = 29.69 #ground support #countermeasures/ECM armor_value = 19.74 #radar surface_detection = 29.61 #stealth/size surface_visibility = 22.63 #engine naval_speed = 30.00 naval_range = 5000.00 max_strength = 300 #port_capacity_usage = 2 fuel_consumption = 65.0 build_cost_ic = 15000.00 resources = { tungsten = 1 steel = 9 chromium = 2 } manpower = 750 } #MTG Attack Submarines attack_submarine = { year = 1965 is_archetype = yes is_buildable = no type = submarine interface_category = interface_category_other_ships upgrades = { ship_reliability_upgrade sub_displacement sub_sonar_upgrade sub_stealth_upgrade sub_engine_upgrade sub_torpedo_upgrade } module_slots = { fixed_ship_battery_slot = { required = yes allowed_module_categories = { module_anti_ship_torpedoes_category } } fixed_ship_auxillary_slot = { required = no allowed_module_categories = { module_vls_sub_category module_torpedoes_category module_anti_ship_torpedoes_category module_fuel_tanks_category module_sub_esm_category module_minelaying_category } } fixed_ship_auxillary_slot_1 = { required = no allowed_module_categories = { module_vls_sub_category module_torpedoes_category module_anti_ship_torpedoes_category module_fuel_tanks_category module_sub_esm_category module_minelaying_category } } fixed_ship_auxillary_slot_2 = { required = no allowed_module_categories = { module_vls_sub_category module_torpedoes_category module_anti_ship_torpedoes_category module_fuel_tanks_category module_sub_esm_category module_minelaying_category } } fixed_ship_auxillary_slot_3 = { required = no allowed_module_categories = { module_fuel_tanks_category module_torpedoes_category module_anti_ship_torpedoes_category module_sub_esm_category module_vls_sub_category module_minelaying_category } } fixed_ship_radar_slot = { required = no allowed_module_categories = { module_sonar_category } } fixed_ship_engine_slot = { required = yes allowed_module_categories = { module_sub_power_source_category } } } module_count_limit = { category = module_sonar_category count < 2 } module_count_limit = { category = module_sub_esm_category count < 2 } default_modules = { fixed_ship_engine_slot = module_sub_diesel_electric_power fixed_ship_radar_slot = module_sonar_2 fixed_ship_auxillary_slot_3 = empty fixed_ship_auxillary_slot_2 = module_torpedoes_1 fixed_ship_auxillary_slot_1 = module_anti_ship_torpedoes_1 fixed_ship_auxillary_slot = module_minelaying fixed_ship_battery_slot = module_anti_ship_torpedoes_1 } lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 armor_value = @attack_sub_armor sub_visibility = 8 surface_detection = 10 sub_detection = 0 surface_visibility = 8 naval_speed = @attack_sub_speed reliability = 0.72 naval_range = @attack_sub_range max_strength = @attack_sub_hp max_organisation = @attack_sub_org fuel_consumption = @attack_sub_fuel_consumption build_cost_ic = @attack_sub_build_cost manpower = @attack_sub_hp resources = { steel = 5 } } attack_submarine_hull_1 = { year = 1965 archetype = attack_submarine visual_level = 1 priority = 5 module_slots = inherit can_convert_from = { attack_submarine_hull_1 } default_modules = { fixed_ship_engine_slot = module_sub_diesel_electric_power fixed_ship_radar_slot = module_sonar_1 fixed_ship_auxillary_slot_3 = empty fixed_ship_auxillary_slot_2 = module_torpedoes_1 fixed_ship_auxillary_slot_1 = module_torpedoes_1 fixed_ship_auxillary_slot = module_minelaying fixed_ship_battery_slot = module_anti_ship_torpedoes_1 } resources = { steel = 5 } } attack_submarine_hull_2 = { year = 1980 archetype = attack_submarine parent = attack_submarine_hull_1 visual_level = 2 priority = 6 module_slots = inherit can_convert_from = { attack_submarine_hull_1, attack_submarine_hull_2 } default_modules = { fixed_ship_engine_slot = module_sub_diesel_electric_power2 fixed_ship_radar_slot = module_sonar_2 fixed_ship_auxillary_slot_3 = empty fixed_ship_auxillary_slot_2 = module_torpedoes_1 fixed_ship_auxillary_slot_1 = module_torpedoes_1 fixed_ship_auxillary_slot = module_minelaying fixed_ship_battery_slot = module_anti_ship_torpedoes_1 } lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 armor_value = @attack_sub_armor sub_visibility = 7.5 surface_detection = 10 sub_detection = 0 surface_visibility = 7.4 naval_speed = @attack_sub_speed reliability = 0.74 naval_range = @attack_sub_range max_strength = @attack_sub_hp max_organisation = @attack_sub_org fuel_consumption = @attack_sub_fuel_consumption build_cost_ic = @attack_sub_build_cost manpower = @attack_sub_hp resources = { steel = 5 aluminium = 1 } } attack_submarine_hull_3 = { year = 1995 archetype = attack_submarine parent = attack_submarine_hull_2 visual_level = 3 priority = 7 module_slots = inherit can_convert_from = { attack_submarine_hull_1, attack_submarine_hull_2, attack_submarine_hull_3 } default_modules = { fixed_ship_engine_slot = module_sub_diesel_electric_power2 fixed_ship_radar_slot = module_sonar_3 fixed_ship_auxillary_slot_3 = empty fixed_ship_auxillary_slot_2 = module_sub_esm_1 fixed_ship_auxillary_slot_1 = module_torpedoes_2 fixed_ship_auxillary_slot = module_torpedoes_2 fixed_ship_battery_slot = module_anti_ship_torpedoes_2 } lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 armor_value = @attack_sub_armor sub_visibility = 6.8 surface_detection = 10 sub_detection = 0 surface_visibility = 6.8 naval_speed = @attack_sub_speed reliability = 0.76 naval_range = @attack_sub_range max_strength = @attack_sub_hp max_organisation = @attack_sub_org fuel_consumption = @attack_sub_fuel_consumption build_cost_ic = @attack_sub_build_cost manpower = @attack_sub_hp resources = { steel = 5 aluminium = 2 } } attack_submarine_hull_4 = { year = 2010 archetype = attack_submarine parent = attack_submarine_hull_3 visual_level = 4 priority = 8 can_convert_from = { attack_submarine_hull_1, attack_submarine_hull_2, attack_submarine_hull_3, attack_submarine_hull_4 } module_slots = inherit default_modules = { fixed_ship_engine_slot = module_sub_diesel_electric_power3 fixed_ship_radar_slot = module_sonar_4 fixed_ship_auxillary_slot_3 = module_torpedoes_1 fixed_ship_auxillary_slot_2 = module_sub_esm_1 fixed_ship_auxillary_slot_1 = module_vls_sub_asm_3 fixed_ship_auxillary_slot = module_torpedoes_1 fixed_ship_battery_slot = module_anti_ship_torpedoes_1 } lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 armor_value = @attack_sub_armor sub_visibility = 6.2 surface_detection = 10 sub_detection = 0 surface_visibility = 6.2 naval_speed = @attack_sub_speed reliability = 0.78 naval_range = @attack_sub_range max_strength = @attack_sub_hp max_organisation = @attack_sub_org fuel_consumption = @attack_sub_fuel_consumption build_cost_ic = @attack_sub_build_cost manpower = @attack_sub_hp resources = { steel = 5 aluminium = 2 chromium = 1 } } attack_submarine_hull_5 = { year = 2025 archetype = attack_submarine parent = attack_submarine_hull_4 visual_level = 5 priority = 10 module_slots = inherit can_convert_from = { attack_submarine_hull_1, attack_submarine_hull_2, attack_submarine_hull_3, attack_submarine_hull_4, attack_submarine_hull_5 } default_modules = { fixed_ship_engine_slot = module_sub_mod_reactor_power fixed_ship_radar_slot = module_sonar_5 fixed_ship_auxillary_slot_3 = module_torpedoes_2 fixed_ship_auxillary_slot_2 = module_sub_esm_2 fixed_ship_auxillary_slot_1 = module_vls_sub_asm_4 fixed_ship_auxillary_slot = module_torpedoes_2 fixed_ship_battery_slot = module_anti_ship_torpedoes_2 } lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 armor_value = @attack_sub_armor sub_visibility = 5.6 surface_detection = 10 sub_detection = 0 surface_visibility = 5.6 naval_speed = @attack_sub_speed reliability = 0.82 naval_range = @attack_sub_range max_strength = @attack_sub_hp max_organisation = @attack_sub_org fuel_consumption = @attack_sub_fuel_consumption build_cost_ic = @attack_sub_build_cost manpower = @attack_sub_hp resources = { steel = 5 aluminium = 2 chromium = 2 } } attack_submarine_hull_6 = { year = 2040 archetype = attack_submarine parent = attack_submarine_hull_5 visual_level = 6 priority = 12 module_slots = inherit can_convert_from = { attack_submarine_hull_1, attack_submarine_hull_2, attack_submarine_hull_3, attack_submarine_hull_4, attack_submarine_hull_5, attack_submarine_hull_6 } default_modules = { fixed_ship_engine_slot = module_sub_fut_reactor_power fixed_ship_radar_slot = module_sonar_6 fixed_ship_auxillary_slot_3 = module_torpedoes_4 fixed_ship_auxillary_slot_2 = module_sub_esm_3 fixed_ship_auxillary_slot_1 = module_vls_sub_asm_5 fixed_ship_auxillary_slot = module_torpedoes_4 fixed_ship_battery_slot = module_anti_ship_torpedoes_4 } lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 armor_value = @attack_sub_armor sub_visibility = 5 surface_detection = 10 sub_detection = 0 surface_visibility = 5 naval_speed = @attack_sub_speed reliability = 0.86 naval_range = @attack_sub_range max_strength = @attack_sub_hp max_organisation = @attack_sub_org fuel_consumption = @attack_sub_fuel_consumption build_cost_ic = @attack_sub_build_cost manpower = @attack_sub_hp resources = { steel = 5 aluminium = 3 chromium = 2 } } #NON-MTG ATTACK SUBMARINES #1965 SSN attack_submarine_1 = { can_convert_from = { attack_submarine_1 } year = 1965 archetype = attack_submarine priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 0.00 lg_attack = 0.00 anti_air_attack = 3.00 torpedo_attack = 25.33 #ASW sub_detection = 7.59 #ground support #shore_bombardment = 0.00 #countermeasures/ECM #evasion = 11.14 armor_value = 0.00 #radar #fire_range = 5.06 surface_detection = 20.26 #stealth/size surface_visibility = 20.00 sub_visibility = 20 naval_speed = 30.00 naval_range = 5000.00 reliability = 0.9 max_strength = 100 #port_capacity_usage = 1 fuel_consumption = 3.0 manpower = 200 build_cost_ic = 10166.58 resources = { steel = 2 tungsten = 1 aluminium = 3 } } #1975 SSN attack_submarine_2 = { can_convert_from = { attack_submarine_1, attack_submarine_2 } year = 1975 archetype = attack_submarine parent = attack_submarine_1 priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 0.00 lg_attack = 0.00 anti_air_attack = 3.60 torpedo_attack = 28.37 #ASW sub_detection = 8.50 #ground support #shore_bombardment = 0.00 #countermeasures/ECM #evasion = 12.48 armor_value = 0.00 #radar #fire_range = 5.67 surface_detection = 22.69 #stealth/size surface_visibility = 12.20 sub_visibility = 12.20 naval_speed = 30.00 naval_range = 5000.00 reliability = 0.9 max_strength = 100 #port_capacity_usage = 1 fuel_consumption = 4.50 manpower = 200 build_cost_ic = 13150.58 resources = { steel = 2 tungsten = 1 aluminium = 4 } } #1985 SSN attack_submarine_3 = { can_convert_from = { attack_submarine_1, attack_submarine_2, attack_submarine_3 } year = 1985 archetype = attack_submarine parent = attack_submarine_2 priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 0.00 lg_attack = 0.00 anti_air_attack = 5.90 torpedo_attack = 31.77 #ASW sub_detection = 9.52 #countermeasures/ECM #evasion = 13.97 armor_value = 0.00 #radar #fire_range = 6.35 surface_detection = 25.41 #stealth/size surface_visibility = 7.44 sub_visibility = 7.44 naval_speed = 30.00 naval_range = 5000.00 reliability = 0.9 max_strength = 100 #port_capacity_usage = 1 fuel_consumption = 6.0 manpower = 200 build_cost_ic = 15780.45 resources = { steel = 5 tungsten = 1 aluminium = 5 } } #2005 SSN attack_submarine_4 = { can_convert_from = { attack_submarine_1, attack_submarine_2, attack_submarine_3, attack_submarine_4 } year = 2005 archetype = attack_submarine parent = attack_submarine_3 priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 0.00 lg_attack = 0.00 anti_air_attack = 7.08 torpedo_attack = 35.59 #ASW sub_detection = 10.66 #countermeasures/ECM #evasion = 15.65 armor_value = 0.00 #radar #fire_range = 7.11 surface_detection = 28.46 #stealth/size surface_visibility = 4.53 sub_visibility = 4.53 naval_speed = 30.00 naval_range = 5000.00 reliability = 0.9 max_strength = 100 #port_capacity_usage = 1 fuel_consumption = 7.50 manpower = 200 build_cost_ic = 17806.45 resources = { steel = 4 tungsten = 1 aluminium = 6 } } #2015 SSN attack_submarine_5 = { can_convert_from = { attack_submarine_1, attack_submarine_2, attack_submarine_3, attack_submarine_4, attack_submarine_5 } year = 2015 archetype = attack_submarine parent = attack_submarine_4 priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 0.00 lg_attack = 0.00 anti_air_attack = 8.50 torpedo_attack = 39.86 #ASW sub_detection = 11.94 #ground support #shore_bombardment = 0.00 #countermeasures/ECM #evasion = 17.53 armor_value = 0.00 #radar #fire_range = 7.96 surface_detection = 31.88 #stealth/size surface_visibility = 2.76 sub_visibility = 2.76 naval_speed = 30.00 naval_range = 5000.00 reliability = 0.9 max_strength = 100 #port_capacity_usage = 1 fuel_consumption = 9.0 manpower = 200 build_cost_ic = 19205.45 resources = { steel = 5 chromium = 2 aluminium = 7 } } #2025 SSN attack_submarine_6 = { can_convert_from = { attack_submarine_1, attack_submarine_2, attack_submarine_3, attack_submarine_4, attack_submarine_5, attack_submarine_6 } year = 2025 archetype = attack_submarine parent = attack_submarine_5 priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 0.00 lg_attack = 0.00 anti_air_attack = 10.20 torpedo_attack = 44.64 #ASW sub_detection = 13.38 #countermeasures/ECM #evasion = 19.63 armor_value = 0.00 #radar #fire_range = 8.92 surface_detection = 35.71 #stealth/size surface_visibility = 1.69 sub_visibility = 1.69 naval_speed = 30.00 naval_range = 5000.00 reliability = 0.9 max_strength = 100 #port_capacity_usage = 1 fuel_consumption = 10.50 manpower = 200 build_cost_ic = 20105.45 resources = { steel = 5 chromium = 3 aluminium = 7 } } #2035 SSN attack_submarine_7 = { can_convert_from = { attack_submarine_1, attack_submarine_2, attack_submarine_3, attack_submarine_4, attack_submarine_5, attack_submarine_6, attack_submarine_7 } year = 2035 archetype = attack_submarine parent = attack_submarine_6 priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 0.00 lg_attack = 0.00 anti_air_attack = 12.24 torpedo_attack = 50.00 #ASW sub_detection = 14.98 #countermeasures/ECM #evasion = 21.99 armor_value = 0.00 #radar #fire_range = 9.99 surface_detection = 39.99 #stealth/size surface_visibility = 1.03 sub_visibility = 1.03 naval_speed = 30.00 naval_range = 5000.00 reliability = 0.9 max_strength = 100 #port_capacity_usage = 1 fuel_consumption = 12.0 manpower = 200 build_cost_ic = 22150.45 resources = { steel = 6 chromium = 3 aluminium = 8 } } #1965 diesel_attack_submarine_1 = { can_convert_from = { diesel_attack_submarine_1 } year = 1965 archetype = attack_submarine priority = 5 module_slots = inherit anti_air_attack = 3.00 torpedo_attack = 21.00 #ASW sub_detection = 7.59 armor_value = 0.00 #radar #fire_range = 5.06 surface_detection = 16.00 #stealth/size surface_visibility = 15.00 sub_visibility = 15 naval_speed = 20.00 naval_range = 3000.00 reliability = 0.9 max_strength = 100 #port_capacity_usage = 1 fuel_consumption = 22.5 manpower = 200 build_cost_ic = 3728.96 resources = { steel = 2 aluminium = 1 } } #1975 diesel_attack_submarine_2 = { can_convert_from = { diesel_attack_submarine_1, diesel_attack_submarine_2 } year = 1975 archetype = attack_submarine parent = diesel_attack_submarine_1 priority = 5 module_slots = inherit #Displacement anti_air_attack = 3.60 torpedo_attack = 23.52 #ASW sub_detection = 8.50 #countermeasures/ECM #evasion = 12.48 armor_value = 0.00 #radar #fire_range = 5.67 surface_detection = 17.92 #stealth/size surface_visibility = 8.52 sub_visibility = 8.52 naval_speed = 20.00 naval_range = 3000.00 reliability = 0.9 max_strength = 100 #port_capacity_usage = 1 fuel_consumption = 25 manpower = 200 build_cost_ic = 4020.60 resources = { steel = 4 aluminium = 1 } } #1985 diesel_attack_submarine_3 = { can_convert_from = { diesel_attack_submarine_1, diesel_attack_submarine_2, diesel_attack_submarine_3 } year = 1985 archetype = attack_submarine parent = diesel_attack_submarine_2 priority = 5 module_slots = inherit #Displacement anti_air_attack = 6.34 torpedo_attack = 26.34 #ASW sub_detection = 9.52 #radar #fire_range = 6.35 surface_detection = 20.07 #stealth/size surface_visibility = 4.84 sub_visibility = 4.84 naval_speed = 20.00 naval_range = 3000.00 reliability = 0.9 max_strength = 100 #port_capacity_usage = 1 fuel_consumption = 27.5 manpower = 200 build_cost_ic = 4250.40 resources = { steel = 5 aluminium = 2 } } #2005 diesel_attack_submarine_4 = { can_convert_from = { diesel_attack_submarine_1, diesel_attack_submarine_2, diesel_attack_submarine_3, diesel_attack_submarine_4 } year = 2005 archetype = attack_submarine parent = diesel_attack_submarine_3 priority = 5 module_slots = inherit #Displacement #ap_attack = 0.00 ##attack = 0.00 anti_air_attack = 7.60 torpedo_attack = 29.50 #ASW sub_detection = 10.66 #countermeasures/ECM #evasion = 15.65 armor_value = 0.00 #radar #fire_range = 7.11 surface_detection = 22.48 #stealth/size surface_visibility = 2.75 sub_visibility = 2.75 naval_speed = 20.00 naval_range = 3000.00 reliability = 0.9 max_strength = 100 #port_capacity_usage = 1 fuel_consumption = 36 manpower = 200 build_cost_ic = 4650.00 resources = { steel = 7 aluminium = 2 } } #2015 diesel_attack_submarine_5 = { can_convert_from = { diesel_attack_submarine_1, diesel_attack_submarine_2, diesel_attack_submarine_3, diesel_attack_submarine_4, diesel_attack_submarine_5 } year = 2015 archetype = attack_submarine parent = diesel_attack_submarine_4 priority = 5 module_slots = inherit anti_air_attack = 9.12 torpedo_attack = 33.04 #ASW sub_detection = 11.94 #ground support #shore_bombardment = 0.00 #countermeasures/ECM #evasion = 17.53 armor_value = 0.00 #radar #fire_range = 7.96 surface_detection = 25.18 #stealth/size surface_visibility = 1.56 sub_visibility = 1.56 naval_speed = 20.00 naval_range = 3000.00 reliability = 0.9 max_strength = 100 #port_capacity_usage = 1 fuel_consumption = 48 manpower = 200 build_cost_ic = 4925.00 resources = { steel = 7 aluminium = 3 tungsten = 1 } } #2025 diesel_attack_submarine_6 = { can_convert_from = { diesel_attack_submarine_1, diesel_attack_submarine_2, diesel_attack_submarine_3, diesel_attack_submarine_4, diesel_attack_submarine_5, diesel_attack_submarine_6 } year = 2025 archetype = attack_submarine parent = diesel_attack_submarine_5 priority = 5 module_slots = inherit #Displacement anti_air_attack = 10.95 torpedo_attack = 37.01 #ASW sub_detection = 13.38 #countermeasures/ECM #evasion = 19.63 armor_value = 0.00 #radar #fire_range = 8.92 surface_detection = 28.20 #stealth/size surface_visibility = 0.89 sub_visibility = 0.89 naval_speed = 20.00 naval_range = 3000.00 reliability = 0.9 max_strength = 100 #port_capacity_usage = 1 fuel_consumption = 57.55 manpower = 200 build_cost_ic = 5325.00 resources = { steel = 8 aluminium = 3 chromium = 1 } } #2035 diesel_attack_submarine_7 = { can_convert_from = { diesel_attack_submarine_1, diesel_attack_submarine_2, diesel_attack_submarine_3, diesel_attack_submarine_4, diesel_attack_submarine_5, diesel_attack_submarine_6, diesel_attack_submarine_7 } year = 2035 archetype = attack_submarine parent = diesel_attack_submarine_6 priority = 5 module_slots = inherit #Displacement anti_air_attack = 13.14 torpedo_attack = 41.45 #ASW sub_detection = 14.98 #ground support #shore_bombardment = 0.00 #countermeasures/ECM #evasion = 21.99 armor_value = 0.00 #radar #fire_range = 9.99 surface_detection = 31.58 #stealth/size surface_visibility = 0.50 sub_visibility = 0.50 naval_speed = 20.00 naval_range = 3000.00 reliability = 0.9 max_strength = 100 #port_capacity_usage = 1 fuel_consumption = 65.0 manpower = 200 build_cost_ic = 6000.00 resources = { steel = 8 aluminium = 4 chromium = 1 } } #MTG Missile Submarines missile_submarine = { year = 1965 is_archetype = yes is_buildable = no type = submarine interface_category = interface_category_other_ships upgrades = { ship_reliability_upgrade sub_displacement sub_sonar_upgrade sub_stealth_upgrade sub_engine_upgrade sub_torpedo_upgrade } module_slots = { fixed_ship_battery_slot = { required = yes allowed_module_categories = { module_anti_ship_torpedoes_category } } front_1_custom_slot = { required = no allowed_module_categories = { module_fuel_tanks_category module_torpedoes_category module_anti_ship_torpedoes_category module_sub_esm_category module_vls_sub_category } } fixed_ship_auxillary_slot = { required = no allowed_module_categories = { module_fuel_tanks_category module_torpedoes_category module_anti_ship_torpedoes_category module_sub_esm_category module_vls_sub_category } } fixed_ship_auxillary_slot_1 = { required = no allowed_module_categories = { module_fuel_tanks_category module_torpedoes_category module_anti_ship_torpedoes_category module_sub_esm_category module_vls_sub_category } } fixed_ship_auxillary_slot_2 = { required = no allowed_module_categories = { module_fuel_tanks_category module_anti_ship_torpedoes_category module_torpedoes_category module_sub_esm_category module_vls_sub_category } } fixed_ship_auxillary_slot_3 = { required = no allowed_module_categories = { module_fuel_tanks_category module_torpedoes_category module_anti_ship_torpedoes_category module_sub_esm_category module_vls_sub_category } } fixed_ship_radar_slot = { required = no allowed_module_categories = { module_sonar_category } } fixed_ship_engine_slot = { required = yes allowed_module_categories = { module_sub_power_source_category } } } default_modules = { fixed_ship_engine_slot = module_sub_diesel_electric_power2 fixed_ship_radar_slot = module_sonar_1 fixed_ship_auxillary_slot_3 = module_anti_ship_torpedoes_1 fixed_ship_auxillary_slot_2 = module_fuel_tank fixed_ship_auxillary_slot_1 = module_vls_sub_lam_1 fixed_ship_auxillary_slot = module_vls_sub_asm_1 front_1_custom_slot = module_vls_sub_lam_1 fixed_ship_battery_slot = module_anti_ship_torpedoes_1 } module_count_limit = { category = module_radar_category count < 2 } module_count_limit = { category = module_sonar_category count < 2 } module_count_limit = { category = module_sub_esm_category count < 2 } module_count_limit = { category = module_torpedoes_category count < 3 } module_count_limit = { category = module_anti_ship_torpedoes_category count < 3 } lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 armor_value = @missile_sub_armor sub_visibility = 11.5 surface_detection = 10 sub_detection = 0 surface_visibility = 11.5 naval_speed = @missile_sub_speed reliability = 0.72 naval_range = @missile_sub_range max_strength = @missile_sub_hp max_organisation = @missile_sub_org fuel_consumption = @missile_sub_fuel_consumption build_cost_ic = @missile_sub_build_cost manpower = @missile_sub_hp resources = { steel = 5 } } missile_submarine_hull_1 = { year = 1965 archetype = missile_submarine visual_level = 1 priority = 5 module_slots = inherit can_convert_from = { missile_submarine_hull_1 } default_modules = { fixed_ship_engine_slot = module_sub_diesel_electric_power2 fixed_ship_radar_slot = module_sonar_1 fixed_ship_auxillary_slot_2 = module_fuel_tank fixed_ship_auxillary_slot_1 = module_vls_sub_lam_1 fixed_ship_auxillary_slot = module_vls_sub_asm_1 front_1_custom_slot = module_vls_sub_lam_1 fixed_ship_battery_slot = module_anti_ship_torpedoes_1 } resources = { steel = 5 } } missile_submarine_hull_2 = { year = 1980 archetype = missile_submarine parent = missile_submarine_hull_1 visual_level = 2 priority = 6 can_convert_from = { missile_submarine_hull_1, missile_submarine_hull_2 } module_slots = inherit default_modules = { fixed_ship_engine_slot = module_sub_diesel_electric_power2 fixed_ship_radar_slot = module_sonar_2 fixed_ship_auxillary_slot_2 = module_fuel_tank fixed_ship_auxillary_slot_1 = module_vls_sub_lam_2 fixed_ship_auxillary_slot = module_vls_sub_asm_2 front_1_custom_slot = module_vls_sub_lam_2 fixed_ship_battery_slot = module_anti_ship_torpedoes_1 } lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 armor_value = @missile_sub_armor sub_visibility = 10.638 surface_detection = 10 sub_detection = 0 surface_visibility = 10.638 naval_speed = @missile_sub_speed reliability = 0.74 naval_range = @missile_sub_range max_strength = @missile_sub_hp max_organisation = @missile_sub_org fuel_consumption = @missile_sub_fuel_consumption build_cost_ic = @missile_sub_build_cost manpower = @missile_sub_hp resources = { steel = 5 aluminium = 1 } } missile_submarine_hull_3 = { year = 1995 archetype = missile_submarine parent = missile_submarine_hull_2 visual_level = 3 priority = 7 module_slots = inherit can_convert_from = { missile_submarine_hull_1, missile_submarine_hull_2, missile_submarine_hull_3 } default_modules = { fixed_ship_engine_slot = module_sub_diesel_electric_power3 fixed_ship_radar_slot = module_sonar_3 fixed_ship_auxillary_slot_2 = module_sub_esm_1 fixed_ship_auxillary_slot_1 = module_vls_sub_lam_2 fixed_ship_auxillary_slot = module_vls_sub_asm_2 front_1_custom_slot = module_vls_sub_lam_2 fixed_ship_battery_slot = module_anti_ship_torpedoes_2 } lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 armor_value = @missile_sub_armor sub_visibility = 9.775 surface_detection = 10 sub_detection = 0 surface_visibility = 9.775 naval_speed = @missile_sub_speed reliability = 0.76 naval_range = @missile_sub_range max_strength = @missile_sub_hp max_organisation = @missile_sub_org fuel_consumption = @missile_sub_fuel_consumption build_cost_ic = @missile_sub_build_cost manpower = @missile_sub_hp resources = { steel = 5 aluminium = 2 } } missile_submarine_hull_4 = { year = 2010 archetype = missile_submarine parent = missile_submarine_hull_3 visual_level = 4 priority = 8 module_slots = inherit can_convert_from = { missile_submarine_hull_1, missile_submarine_hull_2, missile_submarine_hull_3, missile_submarine_hull_4 } default_modules = { fixed_ship_engine_slot = module_sub_adv_reactor_power fixed_ship_radar_slot = module_sonar_4 fixed_ship_auxillary_slot_2 = module_sub_esm_1 fixed_ship_auxillary_slot_1 = module_vls_sub_lam_3 fixed_ship_auxillary_slot = module_vls_sub_asm_3 front_1_custom_slot = module_vls_sub_lam_3 fixed_ship_battery_slot = module_anti_ship_torpedoes_2 } lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 armor_value = @missile_sub_armor sub_visibility = 8.913 surface_detection = 10 sub_detection = 0 surface_visibility = 8.913 naval_speed = @missile_sub_speed reliability = 0.78 naval_range = @missile_sub_range max_strength = @missile_sub_hp max_organisation = @missile_sub_org fuel_consumption = @missile_sub_fuel_consumption build_cost_ic = @missile_sub_build_cost manpower = @missile_sub_hp resources = { steel = 5 aluminium = 2 chromium = 1 } } missile_submarine_hull_5 = { year = 2025 archetype = missile_submarine parent = missile_submarine_hull_4 visual_level = 5 priority = 10 module_slots = inherit can_convert_from = { missile_submarine_hull_1, missile_submarine_hull_2, missile_submarine_hull_3, missile_submarine_hull_4, missile_submarine_hull_5 } default_modules = { fixed_ship_engine_slot = module_sub_mod_reactor_power fixed_ship_radar_slot = module_sonar_5 fixed_ship_auxillary_slot_2 = module_sub_esm_3 fixed_ship_auxillary_slot_1 = module_vls_sub_lam_4 fixed_ship_auxillary_slot = module_vls_sub_asm_4 front_1_custom_slot = module_vls_sub_lam_4 fixed_ship_battery_slot = module_anti_ship_torpedoes_3 } lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 armor_value = @missile_sub_armor sub_visibility = 8.05 surface_detection = 10 sub_detection = 0 surface_visibility = 8.05 naval_speed = @missile_sub_speed reliability = 0.82 naval_range = @missile_sub_range max_strength = @missile_sub_hp max_organisation = @missile_sub_org fuel_consumption = @missile_sub_fuel_consumption build_cost_ic = @missile_sub_build_cost manpower = @missile_sub_hp resources = { steel = 5 aluminium = 3 chromium = 1 } } missile_submarine_hull_6 = { year = 2040 archetype = missile_submarine parent = missile_submarine_hull_5 visual_level = 6 priority = 12 can_convert_from = { missile_submarine_hull_1, missile_submarine_hull_2, missile_submarine_hull_3, missile_submarine_hull_4, missile_submarine_hull_5, missile_submarine_hull_6 } module_slots = inherit default_modules = { fixed_ship_engine_slot = module_sub_fut_reactor_power fixed_ship_radar_slot = module_sonar_6 fixed_ship_auxillary_slot_2 = module_sub_esm_3 fixed_ship_auxillary_slot_1 = module_vls_sub_lam_5 fixed_ship_auxillary_slot = module_vls_sub_asm_5 front_1_custom_slot = module_vls_sub_lam_5 fixed_ship_battery_slot = module_anti_ship_torpedoes_4 } lg_armor_piercing = 0 lg_attack = 0 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 0 anti_air_attack = 0 armor_value = @missile_sub_armor sub_visibility = 7.188 surface_detection = 10 sub_detection = 0 surface_visibility = 7.188 naval_speed = @missile_sub_speed reliability = 0.86 naval_range = @missile_sub_range max_strength = @missile_sub_hp max_organisation = @missile_sub_org fuel_consumption = @missile_sub_fuel_consumption build_cost_ic = @missile_sub_build_cost manpower = @missile_sub_hp resources = { steel = 5 aluminium = 3 chromium = 2 } } #NON-MTG MISSILE SUBMARINES #1965 SSGN missile_submarine_1 = { can_convert_from = { missile_submarine_1 } year = 1965 archetype = missile_submarine priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 22.18 lg_attack = 7.59 anti_air_attack = 1.50 #torpedo_attack = 21.00 #ASW sub_detection = 7.59 #ground support #shore_bombardment = 0.00 #countermeasures/ECM #evasion = 11.14 armor_value = 0.00 #radar #fire_range = 8.61 surface_detection = 16.00 #stealth/size surface_visibility = 15.00 sub_visibility = 15 naval_speed = 20.00 naval_range = 3000.00 reliability = 0.9 max_strength = 100 #port_capacity_usage = 1 fuel_consumption = 1.75 manpower = 250 build_cost_ic = 15000 resources = { steel = 6 aluminium = 1 } } #1975 SSGN missile_submarine_2 = { can_convert_from = { missile_submarine_1, missile_submarine_2 } year = 1975 archetype = missile_submarine parent = missile_submarine_1 priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 24.84 lg_attack = 8.50 anti_air_attack = 1.80 #torpedo_attack = 23.52 #ASW sub_detection = 8.50 #countermeasures/ECM armor_value = 0.00 #radar #fire_range = 9.64 surface_detection = 17.92 #stealth/size surface_visibility = 12.50 sub_visibility = 12.50 naval_speed = 20.00 naval_range = 3000.00 reliability = 0.9 max_strength = 100 #port_capacity_usage = 1 manpower = 250 fuel_consumption = 2.75 build_cost_ic = 17850 resources = { steel = 6 aluminium = 2 tungsten = 1 } } #1985 SSGN missile_submarine_3 = { can_convert_from = { missile_submarine_1, missile_submarine_2, missile_submarine_3 } year = 1985 archetype = missile_submarine parent = missile_submarine_2 priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 27.82 lg_attack = 9.52 anti_air_attack = 2.16 #torpedo_attack = 26.34 #ASW sub_detection = 9.52 #countermeasures/ECM #evasion = 13.97 armor_value = 0.00 #radar #fire_range = 10.80 surface_detection = 20.07 #stealth/size surface_visibility = 10.42 sub_visibility = 10.42 naval_speed = 20.00 naval_range = 3000.00 reliability = 0.9 max_strength = 100 #port_capacity_usage = 1 fuel_consumption = 3.75 manpower = 250 build_cost_ic = 19200.0 resources = { steel = 9 aluminium = 2 tungsten = 1 } } #2005 SSGN missile_submarine_4 = { can_convert_from = { missile_submarine_1, missile_submarine_2, missile_submarine_3, missile_submarine_4 } year = 2005 archetype = missile_submarine parent = missile_submarine_3 priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 31.16 lg_attack = 10.66 anti_air_attack = 2.59 #torpedo_attack = 29.50 #ASW sub_detection = 10.66 #countermeasures/ECM #evasion = 15.65 armor_value = 0.00 #radar #fire_range = 12.10 surface_detection = 22.48 #stealth/size surface_visibility = 8.68 sub_visibility = 8.68 naval_speed = 20.00 naval_range = 3000.00 fuel_consumption = 4.75 reliability = 0.9 max_strength = 100 #port_capacity_usage = 1 manpower = 250 build_cost_ic = 21000.0 resources = { steel = 10 aluminium = 3 tungsten = 2 } } #2015 SSGN missile_submarine_5 = { can_convert_from = { missile_submarine_1, missile_submarine_2, missile_submarine_3, missile_submarine_4, missile_submarine_5 } year = 2015 archetype = missile_submarine parent = missile_submarine_4 priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 34.90 lg_attack = 11.94 anti_air_attack = 3.11 #torpedo_attack = 33.04 #ASW sub_detection = 11.94 #countermeasures/ECM #evasion = 17.53 armor_value = 0.00 #radar #fire_range = 13.55 surface_detection = 25.18 #stealth/size surface_visibility = 7.23 sub_visibility = 7.23 naval_speed = 20.00 naval_range = 3000.00 reliability = 0.9 max_strength = 100 #port_capacity_usage = 1 fuel_consumption = 5.75 manpower = 250 build_cost_ic = 22680.0 resources = { steel = 12 aluminium = 3 chromium = 2 } } #2025 SSGN missile_submarine_6 = { can_convert_from = { missile_submarine_1, missile_submarine_2, missile_submarine_3, missile_submarine_4, missile_submarine_5, missile_submarine_6 } year = 2025 archetype = missile_submarine parent = missile_submarine_5 priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 39.09 lg_attack = 13.38 anti_air_attack = 3.73 #torpedo_attack = 37.01 #ASW sub_detection = 13.38 #countermeasures/ECM armor_value = 0.00 #radar #fire_range = 15.17 surface_detection = 28.20 #stealth/size surface_visibility = 6.03 sub_visibility = 6.03 naval_speed = 20.00 naval_range = 3000.00 reliability = 0.9 max_strength = 100 #port_capacity_usage = 1 fuel_consumption = 6.75 manpower = 250 build_cost_ic = 24680.0 resources = { steel = 11 aluminium = 4 chromium = 3 } } #2035 SSGN missile_submarine_7 = { can_convert_from = { missile_submarine_1, missile_submarine_2, missile_submarine_3, missile_submarine_4, missile_submarine_5, missile_submarine_6, missile_submarine_7 } year = 2035 archetype = missile_submarine parent = missile_submarine_6 priority = 5 module_slots = inherit #Displacement lg_armor_piercing = 43.78 lg_attack = 14.98 anti_air_attack = 4.48 #torpedo_attack = 41.45 #ASW sub_detection = 14.98 #countermeasures/ECM armor_value = 0.00 #radar #fire_range = 16.99 surface_detection = 31.58 #stealth/size surface_visibility = 5.02 sub_visibility = 5.02 naval_speed = 20.00 naval_range = 3000.00 reliability = 0.9 max_strength = 100 #port_capacity_usage = 1 fuel_consumption = 8.0 manpower = 250 build_cost_ic = 26980.75 resources = { steel = 12 aluminium = 4 chromium = 3 } } #PATROL BOATS patrol_boat = { year = 1965 is_archetype = yes is_buildable = no type = screen_ship interface_category = interface_category_screen_ships priority = 100 # (Describes combat behaviour - hidden stat) offensive_weapons = yes upgrades = { ship_gun_upgrade ship_armor_upgrade ship_engine_upgrade } module_slots = { fixed_ship_battery_slot = { required = yes allowed_module_categories = { module_light_guns_category module_point_defense_system_category module_torpedoes_category module_anti_ship_torpedoes_category module_anti_submarine_mortar_category } } fixed_ship_radar_slot = { required = yes allowed_module_categories = { module_radar_category module_sonar_category } } fixed_ship_fire_control_system_slot = { required = no allowed_module_categories = { module_fire_control_system_category } } fixed_ship_engine_slot = { required = yes allowed_module_categories = { module_light_surface_power_source_category } } } default_modules = { fixed_ship_engine_slot = module_light_surface_diesel_power fixed_ship_fire_control_system_slot = module_analog_fire_control fixed_ship_radar_slot = module_radar_1 fixed_ship_battery_slot = module_chain_gun } module_count_limit = { category = module_radar_category count < 2 } module_count_limit = { category = module_sonar_category count < 2 } module_count_limit = { category = module_vls_category count < 2 } #Combat Stats --Hulls have no intrinsic combat stats. I don't see ship hulls firing cannons lg_armor_piercing = 10 lg_attack = 7 hg_armor_piercing = 0 hg_attack = 0 torpedo_attack = 0 sub_attack = 2 anti_air_attack = 3 ##Misc Stats armor_value = 0 ##No armor module so ships have their own surface_detection = 10 sub_detection = 0 surface_visibility = 12 naval_speed = 6 reliability = 0.5 naval_range = 0 max_organisation = 0.114 max_strength = 40 fuel_consumption = 20 build_cost_ic = 1750 manpower = 40 resources = { steel = 5 } } patrol_boat_1 = { year = 1965 archetype = patrol_boat priority = 100 module_slots = inherit can_convert_from = { patrol_boat_1 } } #NON-MTG Stealth Ships stealth_destroyer_1 = { can_convert_from = { stealth_destroyer_1 } year = 2015 archetype = stealth_destroyer priority = 5 module_slots = inherit #VLS lg_armor_piercing = 30 lg_attack = 20 torpedo_attack = 20 anti_air_attack = 25 #torpedo_attack = 0.00 #ASW sub_attack = 5 sub_detection = 16 #ground support #shore_bombardment = 0.5 #countermeasures/ECM #evasion = 23.17 armor_value = 11 naval_torpedo_damage_reduction_factor = 0.3 #radar #fire_range = 10.10 surface_detection = 26 #stealth/size surface_visibility = 13 #engine naval_speed = 38 naval_range = -400 max_strength = 425 fuel_consumption = 34 build_cost_ic = 4000 resources = { aluminium = 1 chromium = 2 steel = 5 } manpower = 500 } #2025 stealth_destroyer_2 = { can_convert_from = { stealth_destroyer_1, stealth_destroyer_2 } year = 2025 archetype = stealth_destroyer parent = stealth_destroyer_1 priority = 5 module_slots = inherit #VLS lg_armor_piercing = 33 lg_attack = 22 torpedo_attack = 22 anti_air_attack = 28 #torpedo_attack = 0.00 #ASW sub_attack = 8 sub_detection = 19 #countermeasures/ECM armor_value = 12 naval_torpedo_damage_reduction_factor = 0.4 #radar #fire_range = 11.31 surface_detection = 28 #stealth/size surface_visibility = 11 #engine naval_speed = 38 naval_range = -200 max_strength = 450 #port_capacity_usage = 1.5 fuel_consumption = 36 build_cost_ic = 4300 resources = { aluminium = 1 steel = 6 chromium = 2 } manpower = 500 } #2035 stealth_destroyer_3 = { can_convert_from = { stealth_destroyer_1, stealth_destroyer_2, stealth_destroyer_3 } year = 2035 archetype = stealth_destroyer parent = stealth_destroyer_2 priority = 5 module_slots = inherit #VLS lg_armor_piercing = 36 lg_attack = 24 torpedo_attack = 24 anti_air_attack = 31 #torpedo_attack = 0.00 #ASW sub_attack = 11 sub_detection = 22 #ground support #shore_bombardment = 0.10 #countermeasures/ECM #evasion = 29.07 armor_value = 13 naval_torpedo_damage_reduction_factor = 0.4 #radar #fire_range = 12.67 surface_detection = 30 #stealth/size surface_visibility = 8 #engine naval_speed = 38 naval_range = 0 max_strength = 475 #port_capacity_usage = 1.5 fuel_consumption = 36 build_cost_ic = 4600 resources = { aluminium = 2 steel = 6 chromium = 2 } manpower = 500 } stealth_frigate_1 = { can_convert_from = { stealth_frigate_1 } year = 2015 archetype = stealth_frigate priority = 5 module_slots = inherit ##Stats #VLS lg_armor_piercing = 11 lg_attack = 14 torpedo_attack = 14 anti_air_attack = 30 #ASW sub_attack = -4 sub_detection = 32 #countermeasures/ECM armor_value = 7 #radar surface_detection = 36 #stealth/size surface_visibility = 8 #engine naval_speed = 21 naval_range = 3750 max_strength = 325 fuel_consumption = 26 build_cost_ic = 4200 resources = { steel = 6 aluminium = 2 } manpower = 400 } #FFG 2025 stealth_frigate_2 = { can_convert_from = { stealth_frigate_1, stealth_frigate_2 } year = 2025 archetype = stealth_frigate parent = stealth_frigate_1 priority = 5 module_slots = inherit #Stats #VLS lg_armor_piercing = 13 lg_attack = 16 torpedo_attack = 16 anti_air_attack = 34 #ASW sub_attack = 0 sub_detection = 35 #countermeasures/ECM armor_value = 7 #radar surface_detection = 36 #stealth/size surface_visibility = 6 #engine naval_speed = 21 naval_range = 3750 max_strength = 350 fuel_consumption = 26 build_cost_ic = 4400 resources = { steel = 6 aluminium = 3 } manpower = 400 } #FFG 2035 stealth_frigate_3 = { can_convert_from = { stealth_frigate_1, stealth_frigate_2, stealth_frigate_3 } year = 2035 archetype = stealth_frigate parent = stealth_frigate_2 priority = 5 module_slots = inherit ##Stats #VLS lg_armor_piercing = 15 lg_attack = 18 torpedo_attack = 18 anti_air_attack = 38 #ASW sub_attack = 4 sub_detection = 38 #countermeasures/ECM armor_value = 9 #radar surface_detection = 40 #stealth/size surface_visibility = 4 #engine naval_speed = 23 naval_range = 4800 max_strength = 375 fuel_consumption = 20 build_cost_ic = 4600 resources = { steel = 7 aluminium = 3 } manpower = 375 } stealth_corvette_1 = { can_convert_from = { stealth_corvette_1 } year = 2015 archetype = stealth_corvette priority = 5 module_slots = inherit #VLS lg_armor_piercing = 18 lg_attack = 4 anti_air_attack = 16 #torpedo_attack = 0.00 #ASW sub_attack = 16 sub_detection = 31 #ground support #shore_bombardment = 0.5 #countermeasures/ECM #evasion = 20.78 armor_value = 2.75 #radar #fire_range = 7.72 surface_detection = 16 #stealth/size surface_visibility = 5 #engine naval_speed = 24 naval_range = 3400 #port_capacity_usage = 1 fuel_consumption = 6 build_cost_ic = 2700 resources = { steel = 6 aluminium = 2 } manpower = 525 max_strength = 150 } #2025 stealth_corvette_2 = { can_convert_from = { stealth_corvette_1, stealth_corvette_2 } year = 2025 archetype = stealth_corvette parent = stealth_corvette_1 priority = 5 module_slots = inherit #VLS lg_armor_piercing = 20 lg_attack = 4.5 anti_air_attack = 18 #torpedo_attack = 0.00 #ASW sub_attack = 18 sub_detection = 34 #ground support #shore_bombardment = 0.5 #countermeasures/ECM #evasion = 23.27 armor_value = 3 #radar #fire_range = 8.65 surface_detection = 18 #stealth/size surface_visibility = 3 #engine naval_speed = 24 naval_range = 3400 #port_capacity_usage = 1 fuel_consumption = 6 build_cost_ic = 3000 resources = { steel = 6 aluminium = 3 } manpower = 500 max_strength = 160 } #2035 stealth_corvette_3 = { can_convert_from = { stealth_corvette_1, stealth_corvette_2, stealth_corvette_3 } year = 2035 archetype = stealth_corvette parent = stealth_corvette_2 priority = 5 module_slots = inherit #VLS lg_armor_piercing = 22 lg_attack = 5 anti_air_attack = 20 #torpedo_attack = 0.00 #ASW sub_attack = 20 sub_detection = 20 #ground support #shore_bombardment = 0.5 #countermeasures/ECM #evasion = 26.06 armor_value = 3.25 #radar #fire_range = 9.68 surface_detection = 20 #stealth/size surface_visibility = 2 #engine naval_speed = 24 naval_range = 3750 #port_capacity_usage = 1 fuel_consumption = 4 build_cost_ic = 3300 resources = { steel = 7 aluminium = 3 } manpower = 400 max_strength = 170 } }