# Abstract base for every tribal mob variant. The three concrete variants
# (leader / spear / bowman) parent this and slot a job + starting-gear.
- type: entity
  save: false
  abstract: true
  parent: RMCBaseMobSpeciesOrganic
  id: CMUMobTribal
  name: Tribal
  suffix: CMU14
  components:
  - type: Tribal
  # RandomHumanoidAppearance rolls a fresh humanoid profile on map-init; we
  # tell it not to set the entity name because RandomMetadata is responsible
  # for the Na'vi-flavoured first-name + clan name combo. Skin is applied
  # after the roll by TribalAppearanceSystem.
  - type: RandomHumanoidAppearance
    randomizeName: false
  - type: RandomMetadata
    nameSegments:
    - NamesTribalFirst
    - NamesTribalClan
    nameFormat: name-format-tribal
  # Override the base species faction — tribals defend the homeworld, they
  # aren't on the AUColonist team. Their own Tribe faction is hostile to
  # everyone else so they fight invaders on sight.
  - type: NpcFactionMember
    factions:
    - Tribe
  # Doubled health from the human baseline (200/275 -> 400/550). Stone-age
  # warriors are tough; you don't drop them with a sidearm.
  - type: MobThresholds
    thresholds:
      0: Alive
      400: Critical
      550: Dead
  # 1.5x speed from the human baseline (2.7/5 -> 4.05/7.5). Tribals
  # outrun invaders so they can close the gap with spears/bows.
  - type: MovementSpeedModifier
    baseWalkSpeed: 4.05
    baseSprintSpeed: 7.5
