# Author(s): AngriestBird, Doolittle, DROID, Cyrus, TheGeneral #This is required to research any aircraft hull sp_aircraft_project = { allowed = { always = yes } specialization = specialization_air icon = GFX_sp_aircraft_experimentation project_tags = sp_tag_avionics_aeronautics breakthrough_cost = { specialization_air = 1 } prototype_time = sp_time.prototype.medium complexity = sp_complexity.medium resource_cost = { resources = { aluminium = 10 tungsten = 10 } } project_output = { country_effects = { if = { limit = { has_dlc = "By Blood Alone" } custom_effect_tooltip = sp_aircraft_project_bba_tt } else = { custom_effect_tooltip = sp_aircraft_project_non_bba_tt } } } generic_prototype_rewards = { 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_army_xp_1 sp_air_generic_reward_army_xp_2 sp_air_generic_reward_army_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 sp_air_generic_reward_resource_scarcity sp_air_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_helicopter_project = { allowed = { always = yes } specialization = specialization_air icon = GFX_sp_helicopter_experimentation project_tags = sp_tag_avionics_aeronautics breakthrough_cost = { specialization_air = 2 } prototype_time = sp_time.prototype.medium complexity = sp_complexity.medium resource_cost = { resources = { aluminium = 5 tungsten = 5 } } project_output = { country_effects = { custom_effect_tooltip = { localization_key = sp_helicopter_project_tt } } } generic_prototype_rewards = { 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_army_xp_1 sp_air_generic_reward_army_xp_2 sp_air_generic_reward_army_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 sp_air_generic_reward_resource_scarcity sp_air_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_experimental_engines = { allowed = { has_dlc = "By Blood Alone" } specialization = specialization_air icon = GFX_sp_experimental_engine_types project_tags = sp_tag_aircraft_engines prototype_time = sp_time.prototype.long complexity = sp_complexity.large available = { FROM = { has_tech = engines_2 } } breakthrough_cost = { specialization_air = 2 } project_output = { country_effects = { custom_effect_tooltip = { localization_key = SP_UNLOCK_PROJECT PROJECT = sp_nuclear_engines } custom_effect_tooltip = { localization_key = SP_UNLOCK_PROJECT PROJECT = sp_solar_engines } custom_effect_tooltip = { localization_key = SP_UNLOCK_PROJECT PROJECT = sp_scramjet_engines } custom_effect_tooltip = { localization_key = SP_UNLOCK_PROJECT PROJECT = sp_ramjet_engines } } } generic_prototype_rewards = { 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_army_xp_1 sp_air_generic_reward_army_xp_2 sp_air_generic_reward_army_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 sp_air_generic_reward_resource_scarcity sp_air_generic_reward_critical_failure } ai_will_do = { base = 5 modifier = { add = 20 ROOT = { OR = { original_tag = USA original_tag = SOV original_tag = CHI original_tag = FRA original_tag = ENG } } } modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_nuclear_engines = { allowed = { has_dlc = "By Blood Alone" } specialization = specialization_air icon = GFX_sp_airplane_nuclear_engines project_tags = sp_tag_aircraft_engines prototype_time = sp_time.prototype.very_long complexity = sp_complexity.large breakthrough_cost = { specialization_air = 2 } special_project_parent = { sp_experimental_engines } available = { FROM = { has_tech = reactor1 has_tech = engines_2 has_tech = tech_nuclear_power_systems_1 } } project_output = { country_effects = { set_technology = { nuclear_engines = 1 } } } ai_will_do = { base = 1 modifier = { factor = 6 ROOT = { OR = { has_idea = large_power has_idea = great_power has_idea = super_power is_major = yes } } } modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } generic_prototype_rewards = { 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_army_xp_1 sp_air_generic_reward_army_xp_2 sp_air_generic_reward_army_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 sp_air_generic_reward_resource_scarcity sp_air_generic_reward_critical_failure } } sp_solar_engines = { allowed = { has_dlc = "By Blood Alone" } specialization = specialization_air project_tags = sp_tag_aircraft_engines prototype_time = sp_time.prototype.long complexity = sp_complexity.large breakthrough_cost = { specialization_air = 2 } special_project_parent = { sp_experimental_engines } available = { FROM = { has_tech = early_renewables } } project_output = { country_effects = { set_technology = { solar_engines_1 = 1 } } enable_equipment_modules = { walker_tank_module_solar_engine_gen1 } } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_scramjet_engines = { allowed = { has_dlc = "By Blood Alone" } specialization = specialization_air project_tags = sp_tag_aircraft_engines prototype_time = sp_time.prototype.long complexity = sp_complexity.large breakthrough_cost = { specialization_air = 3 } special_project_parent = { sp_experimental_engines } available = { FROM = { has_tech = engines_4 is_special_project_completed = sp:sp_experimental_engines } } project_output = { enable_equipment_modules = { engine_scramjet } } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_ramjet_engines = { allowed = { has_dlc = "By Blood Alone" } specialization = specialization_air project_tags = sp_tag_aircraft_engines prototype_time = sp_time.prototype.long complexity = sp_complexity.large breakthrough_cost = { specialization_air = 4 } special_project_parent = { sp_experimental_engines } available = { FROM = { has_tech = engines_4 is_special_project_completed = sp:sp_scramjet_engines } } project_output = { enable_equipment_modules = { engine_ramjet } } generic_prototype_rewards = { 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_army_xp_1 sp_air_generic_reward_army_xp_2 sp_air_generic_reward_army_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 sp_air_generic_reward_resource_scarcity sp_air_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_fully_autonomous_computers_framework = { allowed = { has_dlc = "By Blood Alone" } specialization = specialization_air icon = GFX_sp_fully_autonomous_computer_frameworks project_tags = { sp_tag_pilotless_vehicles sp_tag_drones } prototype_time = sp_time.prototype.medium complexity = sp_complexity.large breakthrough_cost = { specialization_air = 3 } ai_will_do = { base = 5 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } available = { FROM = { has_tech = robotics_4 has_tech = artificial_intelligence_8 } } project_output = { country_effects = { custom_effect_tooltip = { localization_key = SP_UNLOCK_PROJECT PROJECT = sp_fully_autonomous_fighters } custom_effect_tooltip = { localization_key = SP_UNLOCK_PROJECT PROJECT = sp_fully_autonomous_bombers } } } generic_prototype_rewards = { 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_army_xp_1 sp_air_generic_reward_army_xp_2 sp_air_generic_reward_army_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 sp_air_generic_reward_resource_scarcity sp_air_generic_reward_critical_failure } unique_prototype_rewards = { sp_air_autonomous_computers_reward_improved_detection = { fire_only_once = yes threshold = { min = 0 max = 100 } weight = { base = 1 } option = { token = sp_air_autonomous_computers_reward_improved_detection iteration_output = { equipment_bonus = { medium_plane_fighter_airframe = { air_ground_attack = 0.03 air_agility = 0.05 reliability = 0.05 } } } } } } } sp_fully_autonomous_fighters = { allowed = { has_dlc = "By Blood Alone" } specialization = specialization_air icon = GFX_sp_autonomous_fighters project_tags = { sp_tag_pilotless_vehicles sp_tag_drones } prototype_time = sp_time.prototype.very_long complexity = sp_complexity.large breakthrough_cost = { specialization_air = 3 } special_project_parent = { sp_fully_autonomous_computers_framework } available = { FROM = { has_tech = robotics_4 has_tech = artificial_intelligence_8 } } project_output = { enable_equipment_modules = { fully_autonomous_computer_system_light } } generic_prototype_rewards = { 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_army_xp_1 sp_air_generic_reward_army_xp_2 sp_air_generic_reward_army_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 sp_air_generic_reward_resource_scarcity sp_air_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_fully_autonomous_bombers = { allowed = { has_dlc = "By Blood Alone" } specialization = specialization_air icon = GFX_sp_autonomous_bombers project_tags = { sp_tag_pilotless_vehicles sp_tag_drones } prototype_time = sp_time.prototype.very_long complexity = sp_complexity.large breakthrough_cost = { specialization_air = 3 } special_project_parent = { sp_fully_autonomous_computers_framework } available = { FROM = { has_tech = robotics_4 has_tech = tgp_recon_2 has_tech = artificial_intelligence_8 } } project_output = { enable_equipment_modules = { fully_autonomous_computer_system_heavy } } generic_prototype_rewards = { 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_army_xp_1 sp_air_generic_reward_army_xp_2 sp_air_generic_reward_army_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 sp_air_generic_reward_resource_scarcity sp_air_generic_reward_critical_failure } unique_prototype_rewards = { sp_air_autonomous_bombers_reward_improved_detection = { fire_only_once = yes threshold = { min = 0 max = 100 } weight = { base = 1 } option = { token = sp_air_autonomous_bombers_reward_improved_detection iteration_output = { equipment_bonus = { large_plane_airframe = { reliability = 0.10 air_agility = 0.05 } } } } } } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_stealth_technology = { allowed = { has_dlc = "By Blood Alone" } specialization = specialization_air icon = GFX_sp_stealth_experimentation project_tags = sp_tag_avionics_aeronautics prototype_time = sp_time.prototype.long complexity = sp_complexity.large available = { FROM = { has_tech = flying_wing_design } } breakthrough_cost = { specialization_air = 3 } project_output = { country_effects = { set_technology = { stealth_tech_1 = 1 } } } generic_prototype_rewards = { 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_army_xp_1 sp_air_generic_reward_army_xp_2 sp_air_generic_reward_army_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 sp_air_generic_reward_resource_scarcity sp_air_generic_reward_critical_failure } ai_will_do = { base = 5 modifier = { add = 20 ROOT = { OR = { original_tag = USA original_tag = SOV original_tag = CHI original_tag = FRA original_tag = ENG } } } modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_arsenal_bird = { allowed = { has_dlc = "By Blood Alone" } specialization = specialization_air icon = GFX_sp_aircraft_experimentation project_tags = sp_tag_avionics_aeronautics available = { FROM = { is_special_project_completed = sp:sp_nuclear_engines is_special_project_completed = sp:sp_fully_autonomous_fighters is_special_project_completed = sp:sp_fully_autonomous_bombers } } breakthrough_cost = { specialization_air = 4 } prototype_time = sp_time.prototype.very_long complexity = sp_complexity.large resource_cost = { resources = { chromium = 10 tungsten = 10 aluminium = 10 } } project_output = { enable_equipments = { mothership_equipment_1 } enable_equipment_modules = { weap_droneswarm_fighter_1 weap_droneswarm_bomber_1 weap_missile_bay_1 weap_droneswarm_anti_ship_1 fully_autonomous_computer_system_arsenal } } generic_prototype_rewards = { 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_army_xp_1 sp_air_generic_reward_army_xp_2 sp_air_generic_reward_army_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 sp_air_generic_reward_resource_scarcity sp_air_generic_reward_critical_failure } ai_will_do = { base = 5 modifier = { add = 20 ROOT = { OR = { original_tag = USA original_tag = SOV original_tag = CHI original_tag = FRA original_tag = ENG } } } modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_anti_ship_drone_missile = { allowed = { has_dlc = "By Blood Alone" } specialization = specialization_air icon = GFX_sp_air_antiship_drone project_tags = { sp_tag_aircraft_engines sp_tag_drones } prototype_time = sp_time.prototype.very_long complexity = sp_complexity.large breakthrough_cost = { specialization_air = 2 } available = { FROM = { has_tech = naval_weapons_2 has_tech = tgp_recon_2 } } project_output = { enable_equipment_modules = { air_module_anti_ship_drone_missile_1 } } ai_will_do = { base = 1 modifier = { factor = 4 ROOT = { threat > 0.4 controls_a_coastal_state = yes } } modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } generic_prototype_rewards = { 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_army_xp_1 sp_air_generic_reward_army_xp_2 sp_air_generic_reward_army_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 sp_air_generic_reward_resource_scarcity sp_air_generic_reward_critical_failure } } sp_hypersonic_engine = { allowed = { has_dlc = "By Blood Alone" } specialization = specialization_air icon = GFX_sp_hypersonic_aircraft project_tags = sp_tag_aircraft_engines prototype_time = sp_time.prototype.very_long complexity = sp_complexity.large breakthrough_cost = { specialization_air = 2 } available = { FROM = { has_tech = naval_weapons_2 has_tech = tgp_recon_2 } } special_project_parent = { sp_experimental_engines } project_output = { enable_equipment_modules = { air_module_hypersonic_engine_1 air_module_hypersonic_engine_jet_1 } } generic_prototype_rewards = { 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_army_xp_1 sp_air_generic_reward_army_xp_2 sp_air_generic_reward_army_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 sp_air_generic_reward_resource_scarcity sp_air_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_hover_helicopter_engine = { allowed = { has_dlc = "No Step Back" has_dlc = "By Blood Alone" } specialization = specialization_air icon = GFX_sp_hover_engine project_tags = sp_tag_aircraft_engines prototype_time = sp_time.prototype.very_long complexity = sp_complexity.large breakthrough_cost = { specialization_air = 2 } available = { FROM = { has_tech = naval_weapons_2 has_tech = tgp_recon_2 } } special_project_parent = { sp_experimental_engines } project_output = { enable_equipment_modules = { helicopter_module_hover_engine_gen1 } } generic_prototype_rewards = { 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_army_xp_1 sp_air_generic_reward_army_xp_2 sp_air_generic_reward_army_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 sp_air_generic_reward_resource_scarcity sp_air_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_awacs_project = { allowed = { always = yes } specialization = specialization_air icon = GFX_sp_awacs project_tags = sp_tag_avionics_aeronautics prototype_time = sp_time.prototype.very_long complexity = sp_complexity.large breakthrough_cost = { specialization_air = 2 } available = { FROM = { if = { limit = { has_dlc = "By Blood Alone" } has_tech = avionics_1 } else = { has_tech = early_bomber } } if = { limit = { FROM = { original_tag = GRE } } FROM = { has_completed_focus = GRE_iniochos_as_doctrine } } } project_output = { country_effects = { if = { limit = { has_dlc = "Arms Against Tyranny" } set_technology = { awacs_1 = 1 } } else = { set_technology = { awacs_plane1 = 1 } } } } generic_prototype_rewards = { 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_army_xp_1 sp_air_generic_reward_army_xp_2 sp_air_generic_reward_army_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 sp_air_generic_reward_resource_scarcity sp_air_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_fiber_drones = { allowed = { always = yes } specialization = specialization_air icon = GFX_sp_fiber_drones project_tags = { sp_tag_avionics_aeronautics sp_tag_drones } prototype_time = sp_time.prototype.very_long complexity = sp_complexity.large breakthrough_cost = { specialization_air = 2 } special_project_parent = { sp_agriculture_drone sp_recon_land_drone sp_naval_recon_drone } project_output = { country_effects = { add_ideas = sp_fiber_drones_idea } } generic_prototype_rewards = { 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_army_xp_1 sp_air_generic_reward_army_xp_2 sp_air_generic_reward_army_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 sp_air_generic_reward_resource_scarcity sp_air_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_space_artillery = { allowed = { always = yes } specialization = specialization_air icon = GFX_sp_space_artillery project_tags = sp_tag_space visible = { has_game_rule = { rule = rule_futuristic_special_projects option = yes } } prototype_time = sp_time.prototype.very_long complexity = sp_complexity.large breakthrough_cost = { specialization_air = 2 } available = { FROM = { has_tech = KILLSAT3 if = { limit = { has_dlc = "No Step Back" } has_tech = nsb_artillery_4 } else = { has_tech = tech_arty_4 } } } project_output = { enable_equipments = { space_artillery_equipment_1 } enable_subunits = { space_artillery_support_company } } generic_prototype_rewards = { 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_army_xp_1 sp_air_generic_reward_army_xp_2 sp_air_generic_reward_army_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 sp_air_generic_reward_resource_scarcity sp_air_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_air_railguns = { allowed = { has_dlc = "By Blood Alone" has_dlc = "No Step Back" } specialization = specialization_air icon = GFX_sp_air_railguns project_tags = sp_tag_avionics_aeronautics visible = { has_game_rule = { rule = rule_futuristic_special_projects option = yes } } prototype_time = sp_time.prototype.very_long complexity = sp_complexity.large breakthrough_cost = { specialization_air = 2 } special_project_parent = { sp_railgun_cannon } available = { FROM = { has_tech = air_weapons_4 } } project_output = { enable_equipment_modules = { air_module_railgun_cannon_1 } country_effects = { custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = air_tech_railgun_cannons_1 } } } generic_prototype_rewards = { 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_army_xp_1 sp_air_generic_reward_army_xp_2 sp_air_generic_reward_army_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 sp_air_generic_reward_resource_scarcity sp_air_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_air_railguns_helicopter = { allowed = { has_dlc = "By Blood Alone" has_dlc = "No Step Back" } specialization = specialization_air icon = x project_tags = sp_tag_avionics_aeronautics visible = { has_game_rule = { rule = rule_futuristic_special_projects option = yes } } prototype_time = sp_time.prototype.very_long complexity = sp_complexity.large breakthrough_cost = { specialization_air = 2 } special_project_parent = { sp_railgun_cannon } available = { FROM = { has_tech = air_weapons_4 } } project_output = { enable_equipment_modules = { helicopter_railgun_nose_gun_gen1 } country_effects = { custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = nsb_light_nose_gun_tech_4 } } } generic_prototype_rewards = { 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_army_xp_1 sp_air_generic_reward_army_xp_2 sp_air_generic_reward_army_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 sp_air_generic_reward_resource_scarcity sp_air_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_air_pdl = { allowed = { has_dlc = "By Blood Alone" } specialization = specialization_air icon = GFX_sp_air_pdl project_tags = sp_tag_avionics_aeronautics prototype_time = sp_time.prototype.very_long complexity = sp_complexity.large breakthrough_cost = { specialization_air = 2 } available = { FROM = { has_tech = countermeasures_3 } } project_output = { enable_equipment_modules = { air_module_pdl_1 walker_tank_module_anti_rocket_laser_1 } country_effects = { custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = air_tech_pdl_1 } } } generic_prototype_rewards = { 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_army_xp_1 sp_air_generic_reward_army_xp_2 sp_air_generic_reward_army_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 sp_air_generic_reward_resource_scarcity sp_air_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_air_helicopter_drone_control = { allowed = { has_dlc = "No Step Back" } specialization = specialization_air icon = x project_tags = { sp_tag_avionics_aeronautics sp_tag_drones } prototype_time = sp_time.prototype.very_long complexity = sp_complexity.large breakthrough_cost = { specialization_air = 3 } available = { FROM = { has_tech = nsb_drone_tech_3 } } project_output = { enable_equipment_modules = { helicopter_module_drone_control_gen_1 } } generic_prototype_rewards = { 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_army_xp_1 sp_air_generic_reward_army_xp_2 sp_air_generic_reward_army_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 sp_air_generic_reward_resource_scarcity sp_air_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_air_gunship_railcannons = { allowed = { has_dlc = "By Blood Alone" has_game_rule = { rule = rule_futuristic_special_projects option = yes } } specialization = specialization_air icon = x project_tags = sp_tag_avionics_aeronautics prototype_time = sp_time.prototype.very_long complexity = sp_complexity.large breakthrough_cost = { specialization_air = 3 } available = { FROM = { has_tech = rapid_dragon } } project_output = { enable_equipment_modules = { air_module_railgun_gunship_1 } country_effects = { custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = air_tech_gunship_railgun_1 } } } generic_prototype_rewards = { 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_army_xp_1 sp_air_generic_reward_army_xp_2 sp_air_generic_reward_army_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 sp_air_generic_reward_resource_scarcity sp_air_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_CNRP = { allowed = { always = yes } specialization = specialization_air icon = GFX_sp_aircraft_experimentation project_tags = sp_tag_avionics_aeronautics breakthrough_cost = { specialization_air = 1 } prototype_time = sp_time.prototype.medium complexity = sp_complexity.medium visible = { FROM = { has_tech = early_airframe_designs } } available = { FROM = { OR = { has_tech = gen_4_light has_tech = gen_4_medium } } } project_output = { country_effects = { if = { limit = { has_dlc = "By Blood Alone" } add_tech_bonus = { name = UKR_air_improvements bonus = 0.05 uses = 1 technology = gen_5_light } add_tech_bonus = { name = UKR_air_improvements bonus = 0.05 uses = 1 technology = gen_5_medium } } else = { add_tech_bonus = { name = UKR_air_improvements bonus = 0.05 uses = 1 technology = AS_Fighter5 } add_tech_bonus = { name = UKR_air_improvements bonus = 0.05 uses = 1 technology = MR_Fighter5 } } } equipment_bonus = { small_plane_airframe = { reliability = 0.1 weight = -0.05 } medium_plane_airframe = { reliability = 0.1 weight = -0.05 } large_plane_airframe = { reliability = 0.1 weight = -0.05 } } } generic_prototype_rewards = { 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_army_xp_1 sp_air_generic_reward_army_xp_2 sp_air_generic_reward_army_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 sp_air_generic_reward_resource_scarcity sp_air_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } }