#ship-------------------------------------------------------------------------------------------ships
SMNLY:
	Inherits@selection: ^SelectableSupportUnit
	Inherits: ^Ship
	Buildable:
		Queue: Ship
		BuildPaletteOrder: 20
		Prerequisites: ~dome, ~techlevel.naval
		IconPalette: cnc
		Description: Minelaying support ship.\nCan detect submarines, mines.\n  Strong vs Naval units\n  Lays seamines \n Mines reload over time.
	Valued:
		Cost: 900
	Tooltip:
		Name: Naval Minelayer
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 20000
	Armor:
		Type: Heavy
	Mobile:
		TurnSpeed: 8
		Speed: 128
	RevealsShroud:
		MinRange: 5c0
		Range: 7c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 5c0
	Minelayer:
		Mine: MINS
		TileUnknownName: build-valid
		TerrainTypes: Water
	MineImmune:
	AmmoPool:
		Ammo: 5
	Rearmable:
		RearmActors: syrdcharger
	DetectCloaked:
		DetectionTypes: Underwater, Mine
		Range: 4c0
	RenderDetectionCircle:
	Selectable:
		DecorationBounds: 1536, 1536
	Targetable:
		TargetTypes: WaterActor, Ship, Mine
	WithAmmoPipsDecoration:
		Position: TopLeft
		Margin: 4, 3
		RequiresSelection: true
#alliedships-----------------------------------------------------------------------------------alliedships
PT:
	Buildable:
		Prerequisites: ~syrd, ~techlevel.naval, ~techlevel.low
NGG:
	Inherits: ^Ship
	Buildable:
		Queue: Ship
		BuildAtProductionType: Boat
		BuildPaletteOrder: 20
		IconPalette: cnc
		Prerequisites: ~syrd, ~ships.england, ~techlevel.naval, ~techlevel.low
		Description: Naval Gap Generator.\nGenerates shroud cover at sea.
	Valued:
		Cost: 1000
	Tooltip:
		Name: Gap Ship
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 20000
	Armor:
		Type: Heavy
	Mobile:
		TurnSpeed: 28
		Speed: 82
	RevealsShroud:
		MinRange: 5c0
		Range: 7c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 5c0
	WithIdleOverlay@SPINNER:
		Offset: 512,0,0
		Sequence: spinner
	CreatesShroud:
		Range: 7c0
	RenderShroudCircle:
	Selectable:
		DecorationBounds: 1536, 1536
DD:
	Buildable:
		Prerequisites: ~syrd, dome, ~ships.allies, ~techlevel.naval, ~techlevel.medium
	ProducibleWithLevel:
		Prerequisites: ships.england
		InitialLevels: 1
CA:
	TooltipDescription:
		Description: Elite Rank bonus: Improved Accuracy
	Buildable:
		Prerequisites: ~syrd, techcenter, ~techlevel.naval, ~techlevel.high
	ProducibleWithLevel:
		Prerequisites: ships.england
		InitialLevels: 1
	InaccuracyMultiplier@sarg:
		Modifier: -10
		RequiresCondition: rank-veteran == 3
	InaccuracyMultiplier@general:
		Modifier: -20
		RequiresCondition: rank-elite
DD2:
	Inherits: ^Ship
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Ship
		BuildAtProductionType: Boat
		BuildPaletteOrder: 40
		Prerequisites: ~syrd, ~etek, ~techlevel.naval
		IconPalette: chrometd
		Description: Advanced warship\n armed with an array\n of weaponry.\n  Strong vs Naval, Ground, Aircraft
	Valued:
		Cost: 1900
	Tooltip:
		Name: Frigate
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 60000
	Armor:
		Type: Heavy
	Mobile:
		TurnSpeed: 20
		Speed: 70
	RevealsShroud:
		Range: 6c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 5c0
	WithIdleOverlay@SPINNER:
		Sequence: spinner
		Offset: -90,0,406
	Turreted@PRIMARY:
		Turret: primary
		TurnSpeed: 6
		Offset: 700,0,58
	Turreted@AA:
		Turret: secondary
		InitialFacing: 512
		TurnSpeed: 40
		Offset: -700,0,158
	Armament@AA:
		Turret: secondary
		Weapon: FLAK-23-AA
		Recoil: 85
		LocalOffset: -758,0,158
		MuzzleSequence: muzzle
	Armament@PRIMARY:
		Turret: primary
		Weapon: 130mm
		LocalOffset: 800,20,30, 800,-20,30
		Recoil: 40
		RecoilRecovery: 0
		MuzzleSequence: muzzle
	Armament@SUB:
		Weapon: DepthCharge
		LocalOffset: 500,250,60, -500,-250,60
		LocalYaw: 80, -80
	AttackTurreted:
		Turrets: primary, secondary
	SelectionDecorations:
	AutoTarget:
	WithSpriteTurret@PRIMARY:
		Turret: primary
	WithSpriteTurret@AA:
		Turret: secondary
		Sequence: turret2
	WithMuzzleOverlay:
	DetectCloaked:
		DetectionTypes: Cloak, Underwater
		Range: 5c0
	RenderDetectionCircle:
	Selectable:
		DecorationBounds: 1621, 1621

#sovietships------------------------------------------------------------------------------------sovietships
SS:
	Buildable:
		Prerequisites: ~spen, ~techlevel.naval, ~techlevel.low
MSUB:
	Buildable:
		Prerequisites: ~spen, ~techcenter, ~ships.soviet, ~techlevel.naval, ~techlevel.high
ICBMSUB:
	Inherits: ^Ship
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Ship
		BuildAtProductionType: Submarine
		BuildPaletteOrder: 61
		Prerequisites: ~spen, ~ctek, ~techlevel.naval, ~techlevel.high
		Description: Submerged anti-ground siege unit\narmed with long range missiles.\n  Strong vs Infantry, Buildings\n  Weak vs Naval units, Aircraft\n  Special Ability: Submerge
	Valued:
		Cost: 2000
	Tooltip:
		Name: ICBM Submarine
	TooltipDescription:
		Description: V3 launching submarine. Elite Rank bonus: Fires 2 missiles
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 45000
	Armor:
		Type: Light
	Mobile:
		TurnSpeed: 10
		Speed: 42
	RevealsShroud:
		Range: 8c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 5c0
	Targetable:
		TargetTypes: WaterActor, Ship, Submarine, Repair
		RequiresCondition: !underwater
	Targetable@UNDERWATER:
		TargetTypes: Underwater, Submarine
		RequiresCondition: underwater
	Cloak:
		DetectionTypes: Underwater
		InitialDelay: 0
		CloakDelay: 120
		CloakSound: subshow1.aud
		UncloakSound: subshow1.aud
		CloakedCondition: underwater
		Palette: submerged
		PauseOnCondition: cloak-force-disabled
	GrantConditionOnDamageState@UNCLOAK:
		Condition: cloak-force-disabled
		ValidDamageStates: Critical
	Armament@primary:
		Weapon: SubV3
		LocalOffset: 450,151,0
		FireDelay: 5
	Armament@secondary:
		Weapon: SubV3
		LocalOffset: -150,151,0
		FireDelay: 30
		RequiresCondition: rank-elite
	AttackFrontal:
		TargetFrozenActors: True
		ForceFireIgnoresActors: True
		FacingTolerance: 0
	SelectionDecorations:
	AutoTarget:
		InitialStance: HoldFire
		InitialStanceAI: ReturnFire
	DetectCloaked:
		DetectionTypes: Underwater
		Range: 4c0
	RenderDetectionCircle:
	Explodes:
		Weapon: UnitExplodeSubmarine
		EmptyWeapon: UnitExplodeSubmarine
	Selectable:
		DecorationBounds: 1877, 1877
ICBMSUB.Nuclear:
	Inherits: ^Ship
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Buildable:
		Queue: Ship
		BuildAtProductionType: Submarine
		BuildPaletteOrder: 65
		BuildLimit: 1
		Prerequisites: ~spen, ~utek, ~techlevel.naval, ~techlevel.high
		Description: Submerged anti-ground siege unit\narmed with long range missiles.\n  Strong vs Infantry, Buildings\n  Weak vs Naval units, Aircraft\n  Special Ability: Submerge
	Valued:
		Cost: 3000
	Tooltip:
		Name: Nuclear ICBM Submarine
	TooltipDescription:
		Description: Slow moving long-range Submarine with a single Nuclear warhead, long reload time.
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 35000
	Armor:
		Type: Light
	Mobile:
		TurnSpeed: 10
		Speed: 42
	RevealsShroud:
		Range: 8c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 5c0
	Targetable:
		TargetTypes: WaterActor, Ship, Submarine, Repair
		RequiresCondition: !underwater
	Targetable@UNDERWATER:
		TargetTypes: Underwater, Submarine
		RequiresCondition: underwater
	Cloak:
		DetectionTypes: Underwater
		InitialDelay: 125
		CloakDelay: 200
		CloakSound: subshow1.aud
		UncloakSound: subshow1.aud
		CloakedCondition: underwater
		Palette: submerged
		PauseOnCondition: cloak-force-disabled
	GrantConditionOnDamageState@UNCLOAK:
		Condition: cloak-force-disabled
		ValidDamageStates: Critical
	Armament:
		Weapon: SubV3.Nuclear
		LocalOffset: 450,151,0
		PauseOnCondition: !ammo
	AmmoPool:
		Name: nuke
		Armaments: primary
		Ammo: 1
		AmmoCondition: ammo
	ReloadAmmoPool:
		AmmoPool: nuke
		Delay: 5000
		Sound: AbombReady
		PauseOnCondition: cloak-force-disabled
	WithAmmoPipsDecoration:
		Position: BottomLeft
		Margin: 4, 3
		FullSequence: pip-red
		RequiresSelection: false
		PipCount: 1
	WithDecoration@Nuclear:
		Image: pips
		Sequence: pip-nuke
		Palette: effect
		Position: TopRight
		Margin: -1, -1
		ValidRelationships: Ally
	AttackFrontal:
		TargetFrozenActors: False
		ForceFireIgnoresActors: True
		FacingTolerance: 0
	SelectionDecorations:
	AutoTarget:
		InitialStance: HoldFire
		InitialStanceAI: ReturnFire
	DetectCloaked:
		DetectionTypes: Underwater
		Range: 4c0
	RenderDetectionCircle:
	Explodes:
		Weapon: CrateNuke
		EmptyWeapon: UnitExplodeSubmarine
		LoadedChance: 50
		DamageSource: Killer
	Selectable:
		DecorationBounds: 1877, 1877
	RenderSprites:
		Image: icbmsub
SEAM:
	Inherits: SS
	Inherits@Ground: ^AutoTargetGround
	Inherits@AUTOTARGET: ^AutoTargetAir
	Tooltip:
		Name: Sea Mammoth
	Buildable:
		Queue: Ship
		BuildAtProductionType: Submarine
		BuildPaletteOrder: 62
		Prerequisites: ~spen, ~rtek, ~techlevel.naval
		Description: Larger Slower Submarine/n with double torpedoes and /n mammoth tusk missiles.
	Health:
		HP: 95000
	Valued:
		Cost: 2200
	Armor:
		Type: Heavy
	Mobile:
		TurnSpeed: 10
		Speed: 40
	Cloak:
		CloakDelay: 80
	ChangesHealth:
		Step: 100
		Delay: 3
		StartIfBelow: 50
		DamageCooldown: 150
	Armament@PRIMARY:
		Weapon: TorpTube
		LocalOffset: 200,300,60
		FireDelay: 2
	Armament@SECONDARY:
		Name: secondary
		Weapon: TorpTube
		LocalOffset: 200,-300,60
		FireDelay: 10
	Armament@TERTIARY:
		Weapon: MammothTusk
		LocalOffset: 85,284,340, 85,-284,340
		LocalYaw: -100,100
		MuzzleSequence: muzzle
	RenderSprites:
		Image: seam