StellarisMods/More Starbase Slots/common/ship_sizes/mss_starbases.txt

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Text

################
# STARBASES #
################
@build_block_radius_starbase = 20
@starbase_formation_priority = 1
starbase_outpost = {
max_speed = 0.0
acceleration = 0.0
rotation_speed = 0.0
modifier = {
ship_evasion_mult = -1
ship_armor_add = @outpost_armor
starbase_defense_platform_capacity_add = 3
ship_sensor_range_add = 1
}
ship_modifier = {
ship_fire_rate_mult = 0.50
ship_weapon_range_mult = 0.20
}
max_hitpoints = 5000
base_buildtime = 360
resources = {
category = starbase_stations
cost = {
trigger = {
from = {
is_machine_empire = no
}
}
alloys = 100
}
cost = {
trigger = {
from = {
is_machine_empire = yes
}
}
alloys = 150
}
upkeep = {
energy = 1
}
}
potential_construction = {
is_scope_type = planet
is_primary_star = yes
NOT = {
exists = orbital_defence
}
}
possible_construction = {
always = yes
}
combat_size_multiplier = 5
size_multiplier = 4
fleet_slot_size = 2
section_slots = {
"core" = { locator = "part1" }
}
is_designable = no
num_target_locators = 0
is_space_station = no
can_have_federation_design = no
is_civilian = no
components_add_to_cost = no
can_disable = yes
flip_control_on_disable = yes
enable_default_design = yes #if yes, countries will have an auto-generated design at start
prerequisites = { "tech_starbase_1" }
class = shipclass_starbase
required_component_set = "power_core"
required_component_set = "sensor_components"
required_component_set = "combat_computers"
build_block_radius = @build_block_radius_starbase
formation_priority = @starbase_formation_priority
icon_frame = 1
icon = ship_size_military_station
}
starbase_starport = {
max_speed = 0.0
acceleration = 0.0
rotation_speed = 0.0
modifier = {
ship_evasion_mult = -1
ship_armor_add = @starport_armor
starbase_module_capacity_add = 5
starbase_building_capacity_add = 2
starbase_defense_platform_capacity_add = 6
#trade system
starbase_trade_collection_range_add = 1
starbase_trade_protection_range_add = 1
starbase_trade_protection_add = 8
ship_sensor_range_add = 1
}
ship_modifier = {
ship_fire_rate_mult = 0.50
ship_weapon_range_mult = 0.20
}
max_hitpoints = 10000
base_buildtime = 360
resources = {
category = starbase_stations
cost = {
alloys = 200
}
upkeep = {
energy = 2
}
}
combat_size_multiplier = 20
size_multiplier = 6
fleet_slot_size = 2
section_slots = {
"core" = { locator = "part1" }
"1" = { locator = "part2" }
"2" = { locator = "part3" }
}
is_designable = no
num_target_locators = 0
is_space_station = no
can_have_federation_design = no
is_civilian = no
components_add_to_cost = no
can_disable = yes
flip_control_on_disable = yes
enable_default_design = yes #if yes, countries will have an auto-generated design at start
prerequisites = { "tech_starbase_2" }
class = shipclass_starbase
required_component_set = "power_core"
required_component_set = "sensor_components"
required_component_set = "combat_computers"
required_component_set = "ftl_inhibitor"
build_block_radius = @build_block_radius_starbase
formation_priority = @starbase_formation_priority
icon_frame = 2
icon = ship_size_military_station
potential_construction = {
always = no
}
possible_construction = {
always = no
}
}
starbase_starhold = {
max_speed = 0.0
acceleration = 0.0
rotation_speed = 0.0
modifier = {
ship_evasion_mult = -1
ship_armor_add = @starhold_armor
starbase_module_capacity_add = 10
starbase_building_capacity_add = 4
starbase_defense_platform_capacity_add = 9
#trade system
starbase_trade_collection_range_add = 1
starbase_trade_protection_range_add = 1
starbase_trade_protection_add = 16
ship_sensor_range_add = 1
}
ship_modifier = {
ship_fire_rate_mult = 0.50
ship_weapon_range_mult = 0.20
}
max_hitpoints = 20000
base_buildtime = 720
resources = {
category = starbase_stations
cost = {
alloys = 500
}
upkeep = {
energy = 3
}
}
combat_size_multiplier = 30
size_multiplier = 8
fleet_slot_size = 2
section_slots = {
"core" = { locator = "part1" }
"1" = { locator = "part2" }
"2" = { locator = "part3" }
"3" = { locator = "part4" }
"4" = { locator = "part5" }
}
is_designable = no
num_target_locators = 0
is_space_station = no
can_have_federation_design = no
is_civilian = no
components_add_to_cost = no
can_disable = yes
flip_control_on_disable = yes
enable_default_design = yes #if yes, countries will have an auto-generated design at start
prerequisites = { "tech_starbase_3" }
class = shipclass_starbase
required_component_set = "power_core"
required_component_set = "sensor_components"
required_component_set = "combat_computers"
required_component_set = "ftl_inhibitor"
build_block_radius = @build_block_radius_starbase
formation_priority = @starbase_formation_priority
icon_frame = 3
icon = ship_size_military_station
potential_construction = {
always = no
}
possible_construction = {
always = no
}
}
starbase_starfortress = {
max_speed = 0.0
acceleration = 0.0
rotation_speed = 0.0
modifier = {
ship_evasion_mult = -1
ship_armor_add = @starfort_armor
starbase_module_capacity_add = 15
starbase_building_capacity_add = 6
starbase_defense_platform_capacity_add = 12
#trade system
starbase_trade_collection_range_add = 1
starbase_trade_protection_range_add = 1
starbase_trade_protection_add = 24
ship_sensor_range_add = 1
}
ship_modifier = {
ship_fire_rate_mult = 0.50
ship_weapon_range_mult = 0.20
}
max_hitpoints = 40000
base_buildtime = 1080
resources = {
category = starbase_stations
cost = {
alloys = 1250
}
upkeep = {
energy = 4
}
}
combat_size_multiplier = 40
size_multiplier = 12
fleet_slot_size = 2
section_slots = {
"core" = { locator = "part1" }
"1" = { locator = "part2" }
"2" = { locator = "part3" }
"3" = { locator = "part4" }
"4" = { locator = "part5" }
"5" = { locator = "part6" }
"6" = { locator = "part7" }
}
is_designable = no
num_target_locators = 0
is_space_station = no
can_have_federation_design = no
is_civilian = no
components_add_to_cost = no
can_disable = yes
flip_control_on_disable = yes
enable_default_design = yes #if yes, countries will have an auto-generated design at start
prerequisites = { "tech_starbase_4" }
class = shipclass_starbase
required_component_set = "power_core"
required_component_set = "sensor_components"
required_component_set = "combat_computers"
required_component_set = "ftl_inhibitor"
build_block_radius = @build_block_radius_starbase
formation_priority = @starbase_formation_priority
icon_frame = 4
icon = ship_size_military_station
potential_construction = {
always = no
}
possible_construction = {
always = no
}
}
starbase_citadel = {
max_speed = 0.0
acceleration = 0.0
rotation_speed = 0.0
modifier = {
ship_evasion_mult = -1
ship_armor_add = @citadel_armor
starbase_module_capacity_add = 25
starbase_building_capacity_add = 10
starbase_defense_platform_capacity_add = 15
#trade system
starbase_trade_collection_range_add = 1
starbase_trade_protection_range_add = 1
starbase_trade_protection_add = 32
ship_sensor_range_add = 1
}
ship_modifier = {
ship_fire_rate_mult = 0.50
ship_weapon_range_mult = 0.20
}
max_hitpoints = 80000
base_buildtime = 1440
resources = {
category = starbase_stations
cost = {
alloys = 3500
}
upkeep = {
energy = 5
}
}
combat_size_multiplier = 50
size_multiplier = 16
fleet_slot_size = 2
section_slots = {
"core" = { locator = "part1" }
"1" = { locator = "part2" }
"2" = { locator = "part3" }
"3" = { locator = "part4" }
"4" = { locator = "part5" }
"5" = { locator = "part6" }
"6" = { locator = "part7" }
}
is_designable = no
num_target_locators = 0
is_space_station = no
can_have_federation_design = no
is_civilian = no
components_add_to_cost = no
can_disable = yes
flip_control_on_disable = yes
enable_default_design = yes #if yes, countries will have an auto-generated design at start
enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser
prerequisites = { "tech_starbase_5" }
class = shipclass_starbase
required_component_set = "power_core"
required_component_set = "sensor_components"
required_component_set = "combat_computers"
required_component_set = "ftl_inhibitor"
build_block_radius = @build_block_radius_starbase
formation_priority = @starbase_formation_priority
icon_frame = 5
icon = ship_size_military_station
potential_construction = {
always = no
}
possible_construction = {
always = no
}
}