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It may even need a Science ship to give it a once over, its worth trying.
I have to board it with troops again? I will try it. It was part of my fleet for decades so I would like to get it back.
Unfortunately, I think the ship is totaled at this point: I could dig through the event files and see if there's something you could trigger with the console, but the SCOPES would probably be wrong.
The scopes might be wrong, but the event which creates a special project to refurbish the cultist flagship is "country.213." It doesn't look like the game ever clears the cultist flagship's internal designation as "disabled_cultist_flagship," so you may be able to type "event country.213" into the console while selecting the ship to trigger the repair special project.
The above probably won't work, but it's worth a shot. You may want to make a save just before firing the event, in case it breaks something.
EDIT: Actually, looking at the wiki, it MAY be possible to fix this directly. Click on the ship, open the console, then type in "effect set_disabled = no" without the quotes. This should make it capable of movement again.
event country.213 didn't work. I got the event message but no real project. "effect set-disabled = 0" didn't work as well. The consol says the ship is activated but that is not the case.
Can you console delete the ship and spawn it in again?
You could delete the ship manually: the fact that it's not destroyed outright is a bug, so it would make sense to disband it and just pretend it got destroyed in the battle.
It's a bad workaround, but I don't have enough Console-fu to get it up and running again, so it's the best suggestion I can offer.
The Cultirst Flagship is an interesting concept: there's a long history of naval vessels getting refurbished and reused after getting destroyed in combat, but it's implemented horribly in this one instance.