###############################################
# === xenomorph_armies.txt ===
###############################################
# Xenomorph Armies
# Updated army structure:
# - Paladins are the Queen Mother origin's strongest defensive force.
# - Praetorians are the normal royal guard for Queens/Empresses on non-Queen-Mother worlds.
# - Drones and Sentries are available from the start.
# - Runners, Warriors, and special breeds require both research and event unlock flags.
# - Subspecies/special breed armies require Offspring to recruit.

############################
# CORE STARTING ARMIES
############################

xeno_drone_army = {
	damage = 1.5
	morale_damage = 1.5
	collateral_damage = 4
	war_exhaustion = 0.03
	health = 1.6
	has_morale = no
	time = 60
	icon = GFX_army_type_xenomorph

	resources = {
		category = armies
		cost = {
			food = 250
		}
		upkeep = {
			food = 1
		}
	}

	potential = {
		exists = owner
		owner = {
			any_owned_species = { has_trait = trait_xenomorph }
		}
	}

	potential_country = {
		any_owned_species = { has_trait = trait_xenomorph }
	}
}

xeno_sentry_army = {
	damage = 2.8
	morale_damage = 2.5
	collateral_damage = 2
	war_exhaustion = 0.04
	health = 3.2
	has_morale = no
	time = 120
	icon = GFX_army_type_xenomorph

	resources = {
		category = armies
		cost = {
			food = 700
			xenomorph_eggs = 10
		}
		upkeep = {
			food = 4
		}
	}

	potential = {
		exists = owner
		owner = {
			any_owned_species = { has_trait = trait_xenomorph }
		}
	}

	potential_country = {
		any_owned_species = { has_trait = trait_xenomorph }
	}
}

############################
# ROYAL DEFENSIVE CASTES
# These cannot be transported off-planet.
############################

# Normal royal guard. Used on any non-Queen-Mother world with Queens/Empresses.
xeno_praetorian_guard = {
	damage = 5
	morale_damage = 4
	collateral_damage = 0
	health = 6
	has_morale = no
	defensive = yes
	is_pop_spawned = yes
	has_species = yes
	can_transport = no
	icon = GFX_army_type_xenomorph

	resources = {
		category = armies
		cost = {
			food = 0
		}
	}

	potential = {
		exists = owner
		owner = { NOT = { has_origin = origin_xenomorph_queen_mother } }
		OR = {
			has_building = building_xenomorph_queens_nest_1
			has_building = building_xenomorph_planetary_hive
			has_building = building_xenomorph_empress_hive
		}
	}

	show_tech_unlock_if = { always = no }
}

# Queen Mother origin guard. Strongest defensive force.
xeno_paladin_guard = {
	damage = 7.5
	morale_damage = 6.5
	collateral_damage = 0
	health = 9
	has_morale = no
	defensive = yes
	is_pop_spawned = yes
	has_species = yes
	can_transport = no
	icon = GFX_army_type_xenomorph

	resources = {
		category = armies
		cost = {
			food = 0
		}
	}

	potential = {
		exists = owner
		owner = { has_origin = origin_xenomorph_queen_mother }
		OR = {
			has_building = building_xenomorph_queen_mother_hive
		}
	}

	show_tech_unlock_if = { always = no }
}

############################
# RESEARCH / EVENT UNLOCKED CORE CASTES
############################

xeno_runner_pack = {
	damage = 2.8
	morale_damage = 3.5
	collateral_damage = 3
	war_exhaustion = 0.05
	health = 1.8
	has_morale = no
	time = 80
	icon = GFX_army_type_xenomorph
	resources = {
		category = armies
		cost = {
			food = 400
			xenomorph_offspring = 25
		}
		upkeep = {
			food = 2
		}
	}
	potential = {
		exists = owner
		owner = {
			has_technology = tech_xeno_runner_adaptation
			has_country_flag = xeno_runner_pack_unlocked
			any_owned_species = { has_trait = trait_xeno_mammalian_host }
		}
	}
	potential_country = {
		has_technology = tech_xeno_runner_adaptation
		has_country_flag = xeno_runner_pack_unlocked
		any_owned_species = { has_trait = trait_xeno_mammalian_host }
	}
}

xeno_warrior_brood = {
	damage = 3.6
	morale_damage = 3.2
	collateral_damage = 5
	war_exhaustion = 0.06
	health = 3.4
	has_morale = no
	time = 120
	icon = GFX_army_type_xenomorph
	resources = {
		category = armies
		cost = {
			food = 600
			xenomorph_offspring = 50
		}
		upkeep = {
			food = 3
		}
	}
	potential = {
		exists = owner
		owner = {
			has_technology = tech_xeno_warrior_caste
			has_country_flag = xeno_warrior_brood_unlocked
			any_owned_species = { has_trait = trait_xenomorph }
		}
	}
	potential_country = {
		has_technology = tech_xeno_warrior_caste
		has_country_flag = xeno_warrior_brood_unlocked
		any_owned_species = { has_trait = trait_xenomorph }
	}
}

############################
# SUBSPECIES / SPECIAL BREED ARMIES
# Each requires technology, event unlock flag, and appropriate subspecies trait.
############################

xeno_lurker_brood = {
	damage = 2.5
	morale_damage = 4.0
	collateral_damage = 1
	war_exhaustion = 0.08
	health = 1.6
	has_morale = no
	time = 90
	icon = GFX_army_type_xenomorph
	resources = {
		category = armies
		cost = {
			food = 400
			xenomorph_offspring = 35
		}
		upkeep = { food = 2 }
	}
	potential = {
		exists = owner
		owner = {
			has_technology = tech_xeno_lurker_instincts
			has_country_flag = xeno_lurker_brood_unlocked
			any_owned_species = { has_trait = trait_xeno_arboreal_host }
		}
	}
	potential_country = {
		has_technology = tech_xeno_lurker_instincts
		has_country_flag = xeno_lurker_brood_unlocked
		any_owned_species = { has_trait = trait_xeno_arboreal_host }
	}
}

xeno_spitter_brood = {
	damage = 3.2
	morale_damage = 2.5
	collateral_damage = 8
	war_exhaustion = 0.05
	health = 1.8
	has_morale = no
	time = 100
	icon = GFX_army_type_xenomorph
	resources = {
		category = armies
		cost = {
			food = 450
			xenomorph_offspring = 50
		}
		upkeep = { food = 2 }
	}
	potential = {
		exists = owner
		owner = {
			has_technology = tech_xeno_acid_hyperdevelopment
			has_country_flag = xeno_spitter_brood_unlocked
			any_owned_species = { has_trait = trait_xeno_acid_gland }
		}
	}
	potential_country = {
		has_technology = tech_xeno_acid_hyperdevelopment
		has_country_flag = xeno_spitter_brood_unlocked
		any_owned_species = { has_trait = trait_xeno_acid_gland }
	}
}

xeno_crusher_squad = {
	damage = 4.0
	morale_damage = 2.0
	collateral_damage = 12
	war_exhaustion = 0.03
	health = 5.0
	has_morale = no
	time = 140
	icon = GFX_army_type_xenomorph
	resources = {
		category = armies
		cost = {
			food = 600
			xenomorph_offspring = 100
		}
		upkeep = { food = 3 }
	}
	potential = {
		exists = owner
		owner = {
			has_technology = tech_xeno_exoskeletal_reinforcement
			has_country_flag = xeno_crusher_squad_unlocked
			any_owned_species = { has_trait = trait_xeno_carapace_heavy }
		}
	}
	potential_country = {
		has_technology = tech_xeno_exoskeletal_reinforcement
		has_country_flag = xeno_crusher_squad_unlocked
		any_owned_species = { has_trait = trait_xeno_carapace_heavy }
	}
}

xeno_charger_pack = {
	damage = 3.5
	morale_damage = 4.5
	collateral_damage = 6
	war_exhaustion = 0.12
	health = 2.0
	has_morale = no
	time = 70
	icon = GFX_army_type_xenomorph
	resources = {
		category = armies
		cost = {
			food = 450
			xenomorph_offspring = 60
		}
		upkeep = { food = 2 }
	}
	potential = {
		exists = owner
		owner = {
			has_technology = tech_xeno_adrenal_surge
			has_country_flag = xeno_charger_pack_unlocked
			any_owned_species = { has_trait = trait_xeno_adrenal }
		}
	}
	potential_country = {
		has_technology = tech_xeno_adrenal_surge
		has_country_flag = xeno_charger_pack_unlocked
		any_owned_species = { has_trait = trait_xeno_adrenal }
	}
}

xeno_aquatic_stalker = {
	damage = 2.8
	morale_damage = 3.0
	collateral_damage = 4
	war_exhaustion = 0.05
	health = 2.5
	has_morale = no
	time = 110
	icon = GFX_army_type_xenomorph
	resources = {
		category = armies
		cost = {
			food = 500
			xenomorph_offspring = 50
		}
		upkeep = { food = 2 }
	}
	potential = {
		exists = owner
		owner = {
			has_technology = tech_xeno_aquatic_adaptation
			has_country_flag = xeno_aquatic_stalker_unlocked
			any_owned_species = { has_trait = trait_xeno_aquatic_host }
		}
	}
	potential_country = {
		has_technology = tech_xeno_aquatic_adaptation
		has_country_flag = xeno_aquatic_stalker_unlocked
		any_owned_species = { has_trait = trait_xeno_aquatic_host }
	}
}

xeno_neomorph_brood = {
	damage = 2.2
	morale_damage = 5.0
	collateral_damage = 2
	war_exhaustion = 0.06
	health = 1.5
	has_morale = no
	time = 100
	icon = GFX_army_type_xenomorph
	resources = {
		category = armies
		cost = {
			food = 400
			xenomorph_offspring = 75
		}
		upkeep = { food = 2 }
	}
	potential = {
		exists = owner
		owner = {
			has_technology = tech_xeno_spore_propagation
			has_country_flag = xeno_neomorph_brood_unlocked
			any_owned_species = { has_trait = trait_xeno_spore_host }
		}
	}
	potential_country = {
		has_technology = tech_xeno_spore_propagation
		has_country_flag = xeno_neomorph_brood_unlocked
		any_owned_species = { has_trait = trait_xeno_spore_host }
	}
}

###############################################
# === xenomorph_captor_armies.txt ===
###############################################
###############################################
# XENOMORPH CAPTOR ARMIES (non-hive empires)
#
# Xeno soldier armies a non-hive empire can recruit once it has Xeno pops
# and the relevant captor tech. Tiered up to Warriors:
#   Drone soldier  -> tech_xeno_vivisection
#   Warrior soldier-> tech_xeno_warrior_conscription
# These let captor empires field the Xenomorphs they own as troops.
###############################################

# --- Conscripted Xeno Drone (basic captor soldier) ---
xeno_conscript_drone_army = {
	damage = 1.8
	morale_damage = 1.6
	collateral_damage = 4
	war_exhaustion = 0.03
	health = 1.8
	has_morale = no
	time = 80
	icon = GFX_army_type_xenomorph

	resources = {
		category = armies
		cost = {
			food = 300
		}
		upkeep = {
			food = 1
		}
	}

	potential = {
		exists = owner
		owner = {
			is_gestalt = no
			has_technology = tech_xeno_vivisection
			any_owned_species = { has_trait = trait_xenomorph }
		}
	}
	potential_country = {
		is_gestalt = no
		has_technology = tech_xeno_vivisection
		any_owned_species = { has_trait = trait_xenomorph }
	}
}

# --- Conscripted Xeno Warrior (top captor soldier) ---
xeno_conscript_warrior_army = {
	damage = 3.4
	morale_damage = 3.0
	collateral_damage = 5
	war_exhaustion = 0.05
	health = 3.2
	has_morale = no
	time = 120
	icon = GFX_army_type_xenomorph

	resources = {
		category = armies
		cost = {
			food = 550
			xenomorph_offspring = 30
		}
		upkeep = {
			food = 3
		}
	}

	potential = {
		exists = owner
		owner = {
			is_gestalt = no
			has_technology = tech_xeno_warrior_conscription
			any_owned_species = { has_trait = trait_xenomorph }
		}
	}
	potential_country = {
		is_gestalt = no
		has_technology = tech_xeno_warrior_conscription
		any_owned_species = { has_trait = trait_xenomorph }
	}
}
