##### #### # # ##### #### # # # # ## ## # # # ##### # # # ## # ##### #### # # # # # # # # # # # # # # # # # # # ##### #### # # ##### #### sp_air_bouncing_bomb = { specialization = specialization_air icon = GFX_sp_air_bouncing_bomb project_tags = { sp_tag_aircraft sp_tag_bomb } allowed = { has_dlc = "Gotterdammerung" } available = { # FROM is country # THIS/ROOT is project if = { limit = { has_dlc = "By Blood Alone" } FROM = { has_tech = heavy_bombs } } else = { OR = { FROM = { has_tech = tactical_bomber2 } FROM = { has_tech = strategic_bomber2 } } } } breakthrough_cost = { specialization_air = 1 } resource_cost = { resources = { steel = 4 aluminium = 4 rubber = 2 } } prototype_time = sp_time.prototype.medium complexity = sp_complexity.medium project_output = { country_effects = { custom_effect_tooltip = sp_air_bouncing_bomb_completion_tt } } generic_prototype_rewards = { sp_air_political_interference_generic_reward sp_air_generic_aerodynamics_advancements_reward sp_air_generic_reward_scientist_xp_1 sp_air_generic_reward_scientist_xp_2 #sp_air_generic_reward_scientist_xp_3 sp_air_generic_reward_air_xp_1 sp_air_generic_reward_air_xp_2 #sp_air_generic_reward_air_xp_3 sp_air_generic_reward_major_progress_1 sp_air_generic_reward_major_progress_2 #sp_air_generic_reward_major_progress_3 #sp_air_generic_reward_test_failure_1 #sp_air_generic_reward_test_failure_2 #sp_air_generic_reward_test_failure_3 } unique_prototype_rewards = { sp_air_bouncing_bomb_backspin_mechanism_reward = { fire_only_once = yes threshold = { min = 0 max = 80 } weight = { base = 1 } option = { token = sp_air_bouncing_bomb_backspin_mechanism_reward_option iteration_output = { country_effects = { FROM = { add_project_progress_ratio = constant:sp_progress.gain.medium } } scientist_effects = { add_scientist_xp = { experience = constant:sp_scientist_xp_gain.high specialization = specialization_air } } } } } sp_air_bouncing_bomb_training_accidents_reward = { fire_only_once = yes threshold = { min = 0 max = 80 } weight = { base = 1 } option = { token = sp_air_bouncing_bomb_training_accidents_reward_option iteration_output = { country_effects = { FROM = { add_project_progress_ratio = -0.02 } air_experience = 25 } } } } sp_air_bouncing_bomb_type_of_explosives_reward = { fire_only_once = yes threshold = { min = 0 max = 80 } weight = { base = 1 } option = { token = sp_air_bouncing_bomb_type_of_explosives_reward_option iteration_output = { #country_effects = { # FROM = { add_project_progress_ratio = 0.10 } #} scientist_effects = { add_scientist_xp = { experience = constant:sp_scientist_xp_gain.high specialization = specialization_air } } } } } sp_air_bouncing_bomb_aircraft_modifications_reward = { fire_only_once = yes threshold = { min = 0 max = 80 } weight = { base = 1 } option = { token = sp_air_bouncing_bomb_aircraft_modifications_reward_option iteration_output = { country_effects = { FROM = { add_project_progress_ratio = constant:sp_progress.gain.low } air_experience = 5 } } } } } } sp_air_earthshaker_bomb = { specialization = specialization_air icon = GFX_sp_air_earthshaker_bomb project_tags = { sp_tag_aircraft sp_tag_bomb } allowed = { has_dlc = "Gotterdammerung" } available = { if = { limit = { has_dlc = "By Blood Alone" } FROM = { has_tech = heavy_bombs } } else = { FROM = { has_tech = strategic_bomber2 } } } breakthrough_cost = { specialization_air = 1 } resource_cost = { resources = { steel = 4 tungsten = 8 } } prototype_time = sp_time.prototype.long complexity = sp_complexity.medium project_output = { country_effects = { custom_effect_tooltip = sp_air_earthshaker_bomb_completion_tt } enable_equipment_modules = { limit = { has_dlc = "By Blood Alone" } earthshaker_bomb_release } } generic_prototype_rewards = { sp_air_political_interference_generic_reward sp_air_generic_aerodynamics_advancements_reward sp_air_generic_reward_scientist_xp_1 sp_air_generic_reward_scientist_xp_2 sp_air_generic_reward_scientist_xp_3 sp_air_generic_reward_air_xp_1 sp_air_generic_reward_air_xp_2 sp_air_generic_reward_air_xp_3 sp_air_generic_reward_major_progress_1 sp_air_generic_reward_major_progress_2 sp_air_generic_reward_major_progress_3 sp_air_generic_reward_test_failure_1 sp_air_generic_reward_test_failure_2 sp_air_generic_reward_test_failure_3 } unique_prototype_rewards = { sp_air_earthshaker_bomb_unique_reward = { fire_only_once = yes threshold = { min = 40 max = 90 } weight = { base = 100 } option = { token = sp_air_earthshaker_bomb_preference_naval_targetting iteration_output = { country_effects = { if = { limit = { has_dlc = "By Blood Alone"} add_equipment_bonus = { name = sp_earthshaker_bomb_naval_targetting bonus = { large_plane_airframe = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA naval_strike_targetting = 0.1 } } } } else = { add_equipment_bonus = { name = sp_earthshaker_bomb_naval_targetting bonus = { large_plane_airframe = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA naval_strike_targetting = 0.1 } } } } } } } option = { token = sp_air_earthshaker_bomb_preference_raw_power default = yes iteration_output = { country_effects = { if = { limit = { has_dlc = "By Blood Alone"} add_equipment_bonus = { name = sp_earthshaker_bomb_power bonus = { large_plane_airframe = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA naval_strike_attack = 0.05 air_bombing = 0.05 } } } } else = { add_equipment_bonus = { name = sp_earthshaker_bomb_power bonus = { large_plane_airframe = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA naval_strike_attack = 0.05 air_bombing = 0.05 } } } } } } } option = { token = sp_air_earthshaker_bomb_preference_both iteration_output = { country_effects = { if = { limit = { has_dlc = "By Blood Alone"} add_equipment_bonus = { name = sp_earthshaker_bomb_both bonus = { large_plane_airframe = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA naval_strike_targetting = 0.1 naval_strike_attack = 0.05 air_bombing = 0.05 build_cost_ic = 0.05 } } } } else = { add_equipment_bonus = { name = sp_earthshaker_bomb_both bonus = { large_plane_airframe = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA naval_strike_targetting = 0.1 naval_strike_attack = 0.05 air_bombing = 0.05 build_cost_ic = 0.05 } } } } } } } } } } ## # ##### #### ##### ## ###### ##### # # # # # # # # # # # # # # # # # # # # # # # ##### # ###### # ##### # ##### ###### # # # # # # # # # # # # # # # # # # # # #### # # # # # # sp_air_intercontinental_bomber = { specialization = specialization_air icon = GFX_sp_air_intercontinental_bomber project_tags = sp_tag_aircraft allowed = { has_dlc = "Gotterdammerung" } available = { FROM = { if = { limit = { has_dlc = "By Blood Alone" } has_tech = improved_large_airframe } else = { has_tech = strategic_bomber2 } } } breakthrough_cost = { specialization_air = 2 } resource_cost = { resources = { aluminium = 24 rubber = 12 } } prototype_time = sp_time.prototype.very_long complexity = sp_complexity.large project_output = { enable_equipments = { strat_bomber_intercontinental_equipment_1 } country_effects = { if = { limit = { original_tag = GER has_country_flag = GER_amerikabomber_focke_wulf_flag } custom_effect_tooltip = GER_amerikabomber_focke_wulf_name #SCRIPTED EFFECT BOOSTING AMERIKABOMBER GER_amerika_bomber_focke_wulf_completion_SP_effects = yes custom_effect_tooltip = generic_skip_one_line_tt #SCRIPTED EFFECT BOOSTING MIO mio:GER_focke_wulf_organization = { GER_amerika_bomber_focke_wulf_completion_MIO_effects = yes } } } } generic_prototype_rewards = { sp_air_political_interference_generic_reward sp_air_generic_aerodynamics_advancements_reward sp_air_generic_reward_scientist_xp_1 sp_air_generic_reward_scientist_xp_2 sp_air_generic_reward_scientist_xp_3 sp_air_generic_reward_air_xp_1 sp_air_generic_reward_air_xp_2 sp_air_generic_reward_air_xp_3 sp_air_generic_reward_major_progress_1 sp_air_generic_reward_major_progress_2 sp_air_generic_reward_major_progress_3 sp_air_generic_reward_test_failure_1 sp_air_generic_reward_test_failure_2 sp_air_generic_reward_test_failure_3 } unique_prototype_rewards = { sp_air_intercontinental_bomber_unique_reward = { fire_only_once = yes threshold = { min = 40 max = 90 } weight = { base = 100 } option = { token = sp_air_intercontinental_bomber_preference_balanced iteration_output = { country_effects = { if = { limit = { has_dlc = "By Blood Alone"} add_equipment_bonus = { name = sp_air_intercontinental_bomber_balanced bonus = { strat_bomber_intercontinental_equipment = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA reliability = 0.05 } } } } else = { add_equipment_bonus = { name = sp_air_intercontinental_bomber_balanced bonus = { strat_bomber_intercontinental_equipment = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA reliability = 0.05 } } } } } } } option = { token = sp_air_intercontinental_bomber_preference_bombing_payload iteration_output = { country_effects = { if = { limit = { has_dlc = "By Blood Alone"} add_equipment_bonus = { name = sp_air_intercontinental_bomber_bombing_payload bonus = { strat_bomber_intercontinental_equipment = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA air_bombing = 0.15 air_defence = -0.05 air_attack = -0.1 } } } } else = { add_equipment_bonus = { name = sp_air_intercontinental_bomber_bombing_payload bonus = { strat_bomber_intercontinental_equipment = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA air_bombing = 0.15 air_defence = -0.05 air_attack = -0.1 } } } } } } } option = { token = sp_air_intercontinental_bomber_preference_protection iteration_output = { country_effects = { if = { limit = { has_dlc = "By Blood Alone"} add_equipment_bonus = { name = sp_air_intercontinental_bomber_protection bonus = { strat_bomber_intercontinental_equipment = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA air_defence = 0.15 air_attack = -0.1 air_bombing = -0.1 } } } } else = { add_equipment_bonus = { name = sp_air_intercontinental_bomber_protection bonus = { strat_bomber_intercontinental_equipment = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA air_defence = 0.15 air_attack = -0.1 air_bombing = -0.1 } } } } } } } } } } sp_air_mothership_aircraft = { specialization = specialization_air icon = GFX_sp_air_mothership_aircraft project_tags = sp_tag_aircraft complexity = sp_complexity.medium allowed = { has_dlc = "Gotterdammerung" } generic_prototype_rewards = { sp_air_political_interference_generic_reward sp_air_generic_aerodynamics_advancements_reward sp_air_generic_reward_scientist_xp_1 sp_air_generic_reward_scientist_xp_2 sp_air_generic_reward_scientist_xp_3 sp_air_generic_reward_air_xp_1 sp_air_generic_reward_air_xp_2 sp_air_generic_reward_air_xp_3 sp_air_generic_reward_major_progress_1 sp_air_generic_reward_major_progress_2 sp_air_generic_reward_major_progress_3 sp_air_generic_reward_test_failure_1 #sp_air_generic_reward_test_failure_2 sp_air_generic_reward_test_failure_3 } available = { if = { limit = { has_dlc = "By Blood Alone" } FROM = { has_tech = improved_large_airframe } } else = { FROM = { has_tech = strategic_bomber2 } } } breakthrough_cost = { specialization_air = 2 } resource_cost = { resources = { aluminium = 18 rubber = 8 } } prototype_time = sp_time.prototype.long project_output = { country_effects = { custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = reinforced_wings_mothership } custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = miniature_fighters } custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = aerial_hangars } } enable_equipments = { mothership_equipment_0 } } unique_prototype_rewards = { sp_air_mothership_unique_reward = { fire_only_once = yes threshold = { min = 40 max = 90 } weight = { base = 100 } option = { token = sp_air_mothership_preference_speed_agility iteration_output = { country_effects = { if = { limit = { has_dlc = "By Blood Alone"} add_equipment_bonus = { name = sp_air_mothership_speed_agility bonus = { mothership_equipment = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA air_agility = 0.1 maximum_speed = 0.1 fuel_consumption = 0.15 } } } } else = { add_equipment_bonus = { name = sp_air_mothership_speed_agility bonus = { mothership_equipment = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA air_agility = 0.1 maximum_speed = 0.1 fuel_consumption = 0.15 } } } } } } } option = { token = sp_air_mothership_preference_reliability default = yes iteration_output = { country_effects = { if = { limit = { has_dlc = "By Blood Alone"} add_equipment_bonus = { name = sp_air_mothership_balanced bonus = { mothership_equipment = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA reliability = 0.1 } } } } else = { add_equipment_bonus = { name = sp_air_mothership_balanced bonus = { mothership_equipment = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA reliability = 0.1 } } } } } } } option = { token = sp_air_mothership_preference_strength iteration_output = { country_effects = { if = { limit = { has_dlc = "By Blood Alone"} add_equipment_bonus = { name = sp_air_mothership_strength bonus = { mothership_equipment = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA air_defence = 0.1 air_attack = 0.1 build_cost_ic = 0.1 } } } } else = { add_equipment_bonus = { name = sp_air_mothership_strength bonus = { mothership_equipment = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA air_defence = 0.1 air_attack = 0.1 build_cost_ic = 0.1 } } } } } } } } } } # ###### ##### #### # # # # # ##### # #### # # # # # # # # # # #### ###### # #### sp_air_jet_engine = { specialization = specialization_air icon = GFX_sp_air_jet_engine project_tags = { sp_tag_aircraft sp_tag_jet } available = { FROM = { if = { limit = { has_dlc = "By Blood Alone" } has_tech = engines_2 OR = { has_tech = improved_small_airframe has_tech = improved_medium_airframe } } else = { OR = { has_tech = fighter2 has_tech = tactical_bomber2 } } } } breakthrough_cost = { specialization_air = 3 } resource_cost = { resources = { chromium = 12 aluminium = 4 steel = 2 } } prototype_time = sp_time.prototype.long complexity = sp_complexity.large project_output = { country_effects = { if = { limit = { has_dlc = "Gotterdammerung" } custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = sp_centrifugal_jet_tech } } if = { limit = { has_dlc = "By Blood Alone" } add_design_template_bonus = { name = air_equipment uses = 1 cost_factor = 0.75 equipment = small_plane_airframe equipment = medium_plane_airframe equipment = large_plane_airframe } add_design_template_bonus = { name = air_equipment uses = 1 cost_factor = 0.5 equipment = small_plane_airframe equipment = medium_plane_airframe equipment = large_plane_airframe } } else = { custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = jet_fighter_equipment_1 } custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = jet_tac_bomber_equipment_1 } add_equipment_bonus = { name = sp_air_jet_engine bonus = { medium_plane_airframe = { air_agility = 0.05 maximum_speed = 0.05 instant = yes } } } add_equipment_bonus = { name = sp_air_jet_engine bonus = { small_plane_airframe = { air_agility = 0.05 maximum_speed = 0.05 instant = yes } } } } } enable_equipment_modules = { limit = { has_dlc = "By Blood Alone" } jet_engine_1x jet_engine_2x jet_engine_3x jet_engine_4x jet_engine_6x } enable_equipment_modules = { limit = { has_dlc = "No Step Back"} tank_gas_turbine_engine } } generic_prototype_rewards = { sp_air_political_interference_generic_reward sp_air_generic_aerodynamics_advancements_reward sp_air_generic_reward_scientist_xp_1 sp_air_generic_reward_scientist_xp_2 sp_air_generic_reward_scientist_xp_3 sp_air_generic_reward_air_xp_1 sp_air_generic_reward_air_xp_2 sp_air_generic_reward_air_xp_3 sp_air_generic_reward_major_progress_1 sp_air_generic_reward_major_progress_2 sp_air_generic_reward_major_progress_3 sp_air_generic_reward_test_failure_1 sp_air_generic_reward_test_failure_2 sp_air_generic_reward_test_failure_3 } unique_prototype_rewards = { sp_air_jet_engine_unique_reward = { fire_only_once = yes threshold = { min = 40 max = 90 } weight = { base = 100 } option = { token = sp_air_jet_engine_preference_fighter iteration_output = { country_effects = { if = { limit = { has_dlc = "By Blood Alone"} add_tech_bonus = { name = sp_air_light_air_tech_bonus bonus = 0.5 uses = 1 category = light_air } } else = { add_equipment_bonus = { name = sp_air_jet_engine_fighter bonus = { jet_tac_bomber_equipment = { air_ground_attack = -0.05 air_range = -0.05 build_cost_ic = 0.05 } } } add_equipment_bonus = { name = sp_air_jet_engine_fighter bonus = { jet_fighter_equipment = { maximum_speed = 0.05 air_agility = 0.05 build_cost_ic = -0.05 } } } } } } } option = { token = sp_air_jet_engine_preference_compromise default = yes iteration_output = { country_effects = { if = { limit = { has_dlc = "By Blood Alone"} add_tech_bonus = { name = sp_air_air_equipment_tech_bonus bonus = 0.25 uses = 2 category = air_equipment } } else = { add_equipment_bonus = { name = sp_air_jet_engine_compromise bonus = { jet_tac_bomber_equipment = { reliability = 0.03 } } } add_equipment_bonus = { name = sp_air_jet_engine_compromise bonus = { jet_fighter_equipment = { reliability = 0.03 } } } } } } } option = { token = sp_air_jet_engine_preference_bomber iteration_output = { country_effects = { if = { limit = { has_dlc = "By Blood Alone"} add_tech_bonus = { name = sp_air_medium_air_tech_bonus bonus = 0.5 uses = 1 category = medium_air } } else = { add_equipment_bonus = { name = sp_air_jet_engine_bomber bonus = { jet_tac_bomber_equipment = { air_ground_attack = 0.05 air_range = 0.05 build_cost_ic = -0.05 } } } add_equipment_bonus = { name = sp_air_jet_engine_bomber bonus = { jet_fighter_equipment = { maximum_speed = -0.05 air_agility = -0.05 build_cost_ic = 0.05 } } } } } } } } } } sp_air_axial_jet_engine = { specialization = specialization_air icon = GFX_sp_air_axial_jet_engine project_tags = { sp_tag_aircraft sp_tag_jet } special_project_parent = { sp_air_jet_engine } available = { FROM = { if = { limit = { has_dlc = "By Blood Alone" } has_tech = engines_3 OR = { has_tech = advanced_small_airframe has_tech = advanced_medium_airframe } } else = { OR = { has_tech = jet_fighter1 has_tech = jet_tactical_bomber1 } } } } breakthrough_cost = { specialization_air = 2 } resource_cost = { resources = { chromium = 18 aluminium = 10 steel = 4 } } prototype_time = sp_time.prototype.long complexity = sp_complexity.large project_output = { country_effects = { if = { limit = { has_dlc = "By Blood Alone" } custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = modern_small_airframe } custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = modern_medium_airframe } custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = modern_large_airframe } add_design_template_bonus = { name = air_equipment uses = 1 cost_factor = 0.75 equipment = medium_plane_airframe equipment = small_plane_airframe equipment = large_plane_airframe } add_design_template_bonus = { name = air_equipment uses = 1 cost_factor = 0.5 equipment = small_plane_airframe equipment = medium_plane_airframe equipment = large_plane_airframe } } else = { custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = jet_fighter_equipment_2 } custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = jet_tac_bomber_equipment_2 } custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = jet_strat_bomber_equipment_1 } add_equipment_bonus = { name = sp_air_axial_jet_engine bonus = { medium_plane_airframe = { air_range = 0.1 instant = yes } } } add_equipment_bonus = { name = sp_air_axial_jet_engine bonus = { small_plane_airframe = { air_range = 0.1 instant = yes } } } add_equipment_bonus = { name = sp_air_axial_jet_engine bonus = { large_plane_airframe = { air_agility = 0.05 maximum_speed = 0.05 air_range = 0.1 instant = yes } } } } } enable_equipment_modules = { limit = { has_dlc = "By Blood Alone"} jet_engine_axial_1x jet_engine_axial_2x jet_engine_axial_3x jet_engine_axial_4x jet_engine_axial_6x } } generic_prototype_rewards = { sp_air_political_interference_generic_reward sp_air_generic_aerodynamics_advancements_reward sp_air_generic_reward_scientist_xp_1 sp_air_generic_reward_scientist_xp_2 sp_air_generic_reward_scientist_xp_3 sp_air_generic_reward_air_xp_1 sp_air_generic_reward_air_xp_2 sp_air_generic_reward_air_xp_3 sp_air_generic_reward_major_progress_1 sp_air_generic_reward_major_progress_2 sp_air_generic_reward_major_progress_3 sp_air_generic_reward_test_failure_1 sp_air_generic_reward_test_failure_2 sp_air_generic_reward_test_failure_3 } unique_prototype_rewards = { sp_air_axial_jet_engine_unique_reward = { fire_only_once = yes threshold = { min = 40 max = 90 } weight = { base = 100 } option = { token = sp_air_axial_jet_engine_preference_fighter iteration_output = { country_effects = { if = { limit = { has_dlc = "By Blood Alone"} add_tech_bonus = { name = sp_air_light_air_tech_bonus bonus = 0.5 uses = 1 category = light_air } } else = { add_equipment_bonus = { name = sp_air_jet_engine_fighter_2 bonus = { jet_tac_bomber_equipment = { air_ground_attack = -0.03 air_range = -0.03 build_cost_ic = 0.03 } } } add_equipment_bonus = { name = sp_air_jet_engine_fighter_2 bonus = { jet_fighter_equipment = { maximum_speed = 0.03 air_agility = 0.03 build_cost_ic = -0.03 } } } } } } } option = { token = sp_air_axial_jet_engine_preference_compromise default = yes iteration_output = { country_effects = { if = { limit = { has_dlc = "By Blood Alone"} add_tech_bonus = { name = sp_air_air_equipment_tech_bonus bonus = 0.33 uses = 2 category = air_equipment } } else = { add_equipment_bonus = { name = sp_air_jet_engine_compromise_2 bonus = { jet_tac_bomber_equipment = { reliability = 0.05 } } } add_equipment_bonus = { name = sp_air_jet_engine_compromise_2 bonus = { jet_fighter_equipment = { reliability = 0.05 } } } } } } } option = { token = sp_air_axial_jet_engine_preference_bomber iteration_output = { country_effects = { if = { limit = { has_dlc = "By Blood Alone"} add_tech_bonus = { name = sp_air_medium_air_tech_bonus bonus = 0.5 uses = 1 category = medium_air } } else = { add_equipment_bonus = { name = sp_air_jet_engine_bomber_2 bonus = { jet_tac_bomber_equipment = { air_ground_attack = 0.03 air_range = 0.03 build_cost_ic = -0.03 } } } add_equipment_bonus = { name = sp_air_jet_engine_bomber_2 bonus = { jet_fighter_equipment = { maximum_speed = -0.03 air_agility = -0.03 build_cost_ic = 0.03 } } } } } } } } } } sp_air_supersonic_jet = { specialization = specialization_air icon = GFX_sp_air_supersonic_jet project_tags = { sp_tag_aircraft sp_tag_jet } special_project_parent = { sp_air_axial_jet_engine } complexity = sp_complexity.large allowed = { has_dlc = "Gotterdammerung" } breakthrough_cost = { specialization_air = 2 } resource_cost = { resources = { aluminium = 24 chromium = 16 rubber = 8 } } prototype_time = sp_time.prototype.long project_output = { country_effects = { if = { limit = { has_dlc = "By Blood Alone" } add_design_template_bonus = { name = sp_air_supersonic_jet_fighter_free_design uses = 1 cost_factor = 1 equipment = small_plane_airframe_5 } } } enable_equipments = { limit = { has_dlc = "By Blood Alone" } small_plane_airframe_5 } enable_equipments = { limit = { NOT = { has_dlc = "By Blood Alone" } } supersonic_fighter_equipment_1 } } generic_prototype_rewards = { sp_air_political_interference_generic_reward sp_air_generic_aerodynamics_advancements_reward sp_air_generic_reward_scientist_xp_1 sp_air_generic_reward_scientist_xp_2 sp_air_generic_reward_scientist_xp_3 sp_air_generic_reward_air_xp_1 sp_air_generic_reward_air_xp_2 sp_air_generic_reward_air_xp_3 sp_air_generic_reward_major_progress_1 sp_air_generic_reward_major_progress_2 sp_air_generic_reward_major_progress_3 sp_air_generic_reward_test_failure_1 sp_air_generic_reward_test_failure_2 sp_air_generic_reward_test_failure_3 } unique_prototype_rewards = { sp_air_supersonic_jet_unique_reward = { fire_only_once = yes threshold = { min = 40 max = 90 } weight = { base = 100 } option = { token = sp_air_supersonic_jet_preference_cost_reduction iteration_output = { country_effects = { if = { limit = { has_dlc = "By Blood Alone"} add_equipment_bonus = { name = sp_air_supersonic_jet_cost_reduction bonus = { small_plane_airframe_5 = { air_range = -0.05 maximum_speed = -0.05 reliability = -0.1 build_cost_ic = -0.1 } } } } else = { add_equipment_bonus = { name = sp_air_supersonic_jet_cost_reduction bonus = { supersonic_fighter_equipment_1 = { air_range = -0.05 maximum_speed = -0.05 reliability = -0.1 build_cost_ic = -0.1 } } } } } } } option = { token = sp_air_supersonic_jet_preference_compromise default = yes iteration_output = { country_effects = { if = { limit = { has_dlc = "By Blood Alone"} add_equipment_bonus = { name = sp_air_supersonic_jet_compromise bonus = { small_plane_airframe_5 = { reliability = 0.03 } } } } else = { add_equipment_bonus = { name = sp_air_supersonic_jet_compromise bonus = { supersonic_fighter_equipment_1 = { reliability = 0.05 } } } } } } } option = { token = sp_air_supersonic_jet_preference_cost_increase iteration_output = { country_effects = { if = { limit = { has_dlc = "By Blood Alone"} add_equipment_bonus = { name = sp_air_supersonic_jet_cost_increase bonus = { small_plane_airframe_5 = { reliability = 0.05 build_cost_ic = 0.1 air_agility = 0.05 air_defence = 0.05 } } } } else = { add_equipment_bonus = { name = sp_air_supersonic_jet_cost_increase bonus = { supersonic_fighter_equipment_1 = { reliability = 0.05 build_cost_ic = 0.1 air_agility = 0.05 air_defence = 0.05 } } } } } } } } } } # # ###### # # #### #### ##### ##### ###### ##### # # # # # # # # # # # # # # # ###### ##### # # # # # # # # ##### # # # # # # # # # # ##### # # ##### # # # # # # # # # # # # # # # # ###### ###### # #### #### # # ###### # # sp_air_helicopter = { specialization = specialization_air icon = GFX_sp_air_helicopter project_tags = { sp_tag_aircraft sp_tag_helicopter } allowed = { has_dlc = "Gotterdammerung" } breakthrough_cost = { specialization_air = 2 } resource_cost = { resources = { aluminium = 12 steel = 8 } } prototype_time = sp_time.prototype.long complexity = sp_complexity.medium project_output = { country_effects = { custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = sp_helicopter_transport_pods_tech } custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = sp_helicopter_artillery_observers_tech } custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = sp_helicopter_med_evac_tech } } enable_equipments = { helicopter_equipment_1 } enable_subunits = { helicopter_brigade } enable_equipment_modules = { limit = { has_dlc = "Gotterdammerung" has_dlc = "No Step Back" } lc_helipad #Module for Land Cruiser } } generic_prototype_rewards = { sp_air_scientist_xp_generic_reward sp_air_political_interference_generic_reward sp_air_generic_major_breakthrough_reward sp_air_generic_aerodynamics_advancements_reward sp_air_generic_reward_scientist_xp_1 sp_air_generic_reward_scientist_xp_2 sp_air_generic_reward_scientist_xp_3 sp_air_generic_reward_air_xp_1 sp_air_generic_reward_air_xp_2 sp_air_generic_reward_air_xp_3 sp_air_generic_reward_major_progress_1 sp_air_generic_reward_major_progress_2 sp_air_generic_reward_major_progress_3 sp_air_generic_reward_test_failure_1 sp_air_generic_reward_test_failure_2 sp_air_generic_reward_test_failure_3 } unique_prototype_rewards = { sp_air_helicopter_unique_reward = { fire_only_once = yes threshold = { min = 40 max = 90 } weight = { base = 100 } option = { token = sp_air_helicopter_preference_speed iteration_output = { country_effects = { add_equipment_bonus = { name = sp_air_helicopter_speed bonus = { helicopter_equipment = { maximum_speed = 0.1 fuel_consumption = 0.05 build_cost_ic = 0.05 } } } } } } option = { token = sp_air_helicopter_preference_compromise default = yes iteration_output = { country_effects = { add_equipment_bonus = { name = sp_air_helicopter_compromise bonus = { helicopter_equipment = { reliability = 0.05 } } } } } } option = { token = sp_air_helicopter_preference_protection iteration_output = { country_effects = { add_equipment_bonus = { name = sp_air_helicopter_protection bonus = { helicopter_equipment = { armor_value = 0.1 defense = 0.1 breakthrough = 0.1 fuel_consumption = 0.15 build_cost_ic = 0.1 } } } } } } } } }