SS: Inherits: ^Ship Buildable: Queue: Ship BuildAtProductionType: Submarine BuildPaletteOrder: 30 Prerequisites: ~spen, ~techlevel.medium Description: Submerged anti-ship unit\narmed with torpedoes.\nCan detect other submarines.\n Strong vs Naval units\n Weak vs Ground units, Aircraft\n Special Ability: Submerge Valued: Cost: 950 Tooltip: Name: Submarine Health: HP: 250 Armor: Type: Light Mobile: TurnSpeed: 4 Speed: 71 RevealsShroud: Range: 6c0 RevealGeneratedShroud: False RevealsShroud@GAPGEN: Range: 5c0 Targetable: TargetTypes: Ground, Water, Repair RequiresCondition: !underwater Targetable@UNDERWATER: TargetTypes: Underwater, Repair RequiresCondition: underwater Cloak: CloakTypes: Underwater InitialDelay: 0 CloakDelay: 50 CloakSound: subshow1.aud UncloakSound: subshow1.aud CloakedCondition: underwater Palette: submerged RequiresCondition: !cloak-force-disabled GrantConditionOnDamageState@UNCLOAK: Condition: cloak-force-disabled ValidDamageStates: Critical Armament: Weapon: TorpTube LocalOffset: 0,-171,0, 0,171,0 FireDelay: 2 AttackFrontal: SelectionDecorations: VisualBounds: 38,38 AutoTarget: InitialStance: HoldFire InitialStanceAI: ReturnFire AutoTargetPriority@DEFAULT: Types: Water DetectCloaked: CloakTypes: Underwater Range: 4c0 RenderDetectionCircle: Explodes: Weapon: UnitExplodeSubmarine EmptyWeapon: UnitExplodeSubmarine -MustBeDestroyed: MSUB: Inherits: ^Ship Inherits@AUTOTARGET: ^AutoTargetAll Buildable: Queue: Ship BuildAtProductionType: Submarine BuildPaletteOrder: 60 Prerequisites: ~spen, stek, ~techlevel.high Description: Submerged anti-ground siege unit\nwith anti-air capabilities.\nCan detect other submarines.\n Strong vs Buildings, Ground units, Aircraft\n Weak vs Naval units\n Special Ability: Submerge Valued: Cost: 2000 Tooltip: Name: Missile Submarine Health: HP: 400 Armor: Type: Light Mobile: TurnSpeed: 3 Speed: 42 RevealsShroud: Range: 6c0 RevealGeneratedShroud: False RevealsShroud@GAPGEN: Range: 5c0 Targetable: TargetTypes: Ground, Water, Repair RequiresCondition: !underwater Targetable@UNDERWATER: TargetTypes: Underwater, Repair RequiresCondition: underwater Cloak: CloakTypes: Underwater InitialDelay: 0 CloakDelay: 100 CloakSound: subshow1.aud UncloakSound: subshow1.aud CloakedCondition: underwater Palette: submerged RequiresCondition: !cloak-force-disabled GrantConditionOnDamageState@UNCLOAK: Condition: cloak-force-disabled ValidDamageStates: Critical Armament@PRIMARY: Weapon: SubMissile LocalOffset: 0,-171,0, 0,171,0 FireDelay: 2 Armament@SECONDARY: Weapon: SubMissileAA LocalOffset: 0,-171,0, 0,171,0 FireDelay: 2 AttackFrontal: AttackTargetCenter: true SelectionDecorations: VisualBounds: 44,44 AutoTarget: InitialStance: HoldFire InitialStanceAI: ReturnFire DetectCloaked: CloakTypes: Underwater Range: 4c0 RenderDetectionCircle: Explodes: Weapon: UnitExplodeSubmarine EmptyWeapon: UnitExplodeSubmarine -MustBeDestroyed: DD: Inherits: ^Ship Inherits@AUTOTARGET: ^AutoTargetAll Buildable: Queue: Ship BuildAtProductionType: Boat BuildPaletteOrder: 40 Prerequisites: ~syrd, dome, ~techlevel.medium Description: Fast multi-role ship.\nCan detect submarines.\n Strong vs Naval units, Light armor, Aircraft\n Weak vs Infantry, Tanks Valued: Cost: 1000 Tooltip: Name: Destroyer Health: HP: 400 Armor: Type: Heavy Mobile: TurnSpeed: 7 Speed: 85 RevealsShroud: Range: 6c0 RevealGeneratedShroud: False RevealsShroud@GAPGEN: Range: 5c0 Turreted: TurnSpeed: 7 Offset: 341,0,128 Armament@PRIMARY: Weapon: Stinger LocalOffset: 0,-100,0, 0,100,0 LocalYaw: 64, -64 Armament@SECONDARY: Weapon: DepthCharge LocalOffset: 0,-100,0, 0,100,0 LocalYaw: 80, -80 Armament@TERTIARY: Weapon: StingerAA LocalOffset: 0,-100,0, 0,100,0 LocalYaw: 64, -64 AttackTurreted: SelectionDecorations: VisualBounds: 38,38 WithSpriteTurret: DetectCloaked: CloakTypes: Underwater Range: 4c0 RenderDetectionCircle: CA: Inherits: ^Ship Inherits@AUTOTARGET: ^AutoTargetGround Buildable: Queue: Ship BuildAtProductionType: Boat BuildPaletteOrder: 50 Prerequisites: ~syrd, atek, ~techlevel.high Description: Very slow long-range ship.\n Strong vs Buildings, Ground units\n Weak vs Naval units, Aircraft Valued: Cost: 2400 Tooltip: Name: Cruiser Health: HP: 800 Armor: Type: Heavy Mobile: TurnSpeed: 3 Speed: 42 RevealsShroud: Range: 7c0 RevealGeneratedShroud: False RevealsShroud@GAPGEN: Range: 5c0 Turreted@PRIMARY: Turret: primary Offset: -864,0,128 TurnSpeed: 3 Turreted@SECONDARY: Turret: secondary Offset: 768,0,128 TurnSpeed: 3 Armament@PRIMARY: Turret: primary Weapon: 8Inch LocalOffset: 480,-100,40, 480,100,40 Recoil: 171 RecoilRecovery: 34 MuzzleSequence: muzzle Armament@SECONDARY: Name: secondary Turret: secondary Weapon: 8Inch LocalOffset: 480,-100,40, 480,100,40 Recoil: 171 RecoilRecovery: 34 MuzzleSequence: muzzle AttackTurreted: AttackTargetCenter: true WithMuzzleOverlay: SelectionDecorations: VisualBounds: 44,44 WithSpriteTurret@PRIMARY: Turret: primary WithSpriteTurret@SECONDARY: Turret: secondary LST: Inherits: ^Ship Buildable: Queue: Ship BuildPaletteOrder: 10 Prerequisites: ~techlevel.low Description: General-purpose naval transport.\nCan carry infantry and tanks.\n Unarmed Valued: Cost: 700 Tooltip: Name: Transport Health: HP: 350 Armor: Type: Heavy Mobile: TurnSpeed: 10 Speed: 113 TerrainSpeeds: Beach: 70 RequiresCondition: !notmobile RevealsShroud: Range: 6c0 RevealGeneratedShroud: False RevealsShroud@GAPGEN: Range: 5c0 SelectionDecorations: VisualBounds: 36,36 WithLandingCraftAnimation: OpenTerrainTypes: Clear, Rough, Road, Ore, Gems, Beach Cargo: Types: Infantry, Vehicle MaxWeight: 5 PipCount: 5 PassengerFacing: 0 LoadingCondition: notmobile -Chronoshiftable: PT: Inherits: ^Ship Inherits@AUTOTARGET: ^AutoTargetGround Buildable: Queue: Ship BuildAtProductionType: Boat BuildPaletteOrder: 20 Prerequisites: ~syrd, ~techlevel.medium Description: Light scout & support ship.\nCan detect submarines.\n Strong vs Naval units\n Weak vs Ground units, Aircraft Valued: Cost: 500 Tooltip: Name: Gunboat Health: HP: 200 Armor: Type: Heavy Mobile: TurnSpeed: 7 Speed: 128 RevealsShroud: Range: 7c0 RevealGeneratedShroud: False RevealsShroud@GAPGEN: Range: 5c0 Turreted: TurnSpeed: 7 Offset: 512,0,0 Armament@PRIMARY: Weapon: 2Inch LocalOffset: 208,0,48 MuzzleSequence: muzzle Armament@SECONDARY: Name: secondary Weapon: DepthCharge MuzzleSequence: muzzle AttackTurreted: WithMuzzleOverlay: SelectionDecorations: VisualBounds: 36,36 WithSpriteTurret: DetectCloaked: CloakTypes: Underwater Range: 4c0 RenderDetectionCircle: