adapt config
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@@ -14,9 +14,6 @@
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# hangar; carrier fits one drone hangar (2x6)
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# but no l gun (its deck rows are broken up
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# by elevator shafts)
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#
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# All new hulls have threat cost_formula = "0" so enemy waves do not spawn
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# them until the balancing pass gives them real stats and default loadouts.
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[[ship]]
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id = "drone"
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@@ -63,9 +60,6 @@ materials = [{item = "frigate_hull", amount = 1}]
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player_production_level = 1
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production_time_seconds = 10
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[ship.threat]
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cost_formula = "0"
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[ship.health]
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hp_formula = "30"
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@@ -99,9 +93,6 @@ materials = [{item = "destroyer_hull", amount = 1}]
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player_production_level = 1
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production_time_seconds = 15
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[ship.threat]
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cost_formula = "0"
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[ship.health]
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hp_formula = "50"
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@@ -137,9 +128,6 @@ materials = [{item = "cruiser_hull", amount = 1}]
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player_production_level = 1
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production_time_seconds = 25
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[ship.threat]
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cost_formula = "0"
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[ship.health]
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hp_formula = "120"
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@@ -176,9 +164,6 @@ materials = [{item = "battlecruiser_hull", amount = 1}]
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player_production_level = 1
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production_time_seconds = 35
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[ship.threat]
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cost_formula = "0"
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[ship.health]
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hp_formula = "180"
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@@ -218,9 +203,6 @@ materials = [{item = "battleship_hull", amount = 1}]
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player_production_level = 1
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production_time_seconds = 60
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[ship.threat]
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cost_formula = "0"
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[ship.health]
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hp_formula = "350"
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@@ -259,9 +241,6 @@ materials = [{item = "dreadnought_hull", amount = 1}]
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player_production_level = 1
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production_time_seconds = 120
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[ship.threat]
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cost_formula = "0"
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[ship.health]
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hp_formula = "800"
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@@ -299,9 +278,6 @@ materials = [{item = "carrier_hull", amount = 1}]
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player_production_level = 1
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production_time_seconds = 120
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[ship.threat]
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cost_formula = "0"
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[ship.health]
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hp_formula = "700"
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