# Author(s): Kalkalash, TheGeneral #Special projects related to artiller/ATGMs/AA sp_multipurpose_warhead = { allowed = { always = yes } specialization = specialization_land icon = GFX_sp_multipurpose_warhead project_tags = sp_tag_infantry_equipment available = { FROM = { OR = { has_tech = Heavy_Anti_tank_3 has_tech = nsb_Anti_Air_3 } } } breakthrough_cost = { specialization_land = 1 } prototype_time = sp_time.prototype.long complexity = sp_complexity.large project_output = { sub_unit_bonus = { Militia_Bat = { air_attack = 0.025 hard_attack = 0.025 } Mot_Militia_Bat = { air_attack = 0.025 hard_attack = 0.025 } L_Inf_Bat = { air_attack = 0.025 hard_attack = 0.025 } Mot_Inf_Bat = { air_attack = 0.025 hard_attack = 0.025 } Mech_Inf_Bat = { air_attack = 0.025 hard_attack = 0.025 } Arm_Inf_Bat = { air_attack = 0.025 hard_attack = 0.025 } L_Air_Inf_Bat = { air_attack = 0.025 hard_attack = 0.025 } Mot_Air_Inf_Bat = { air_attack = 0.025 hard_attack = 0.025 } Mech_Air_Inf_Bat = { air_attack = 0.025 hard_attack = 0.025 } Arm_Air_Inf_Bat = { air_attack = 0.025 hard_attack = 0.025 } L_Marine_Bat = { air_attack = 0.025 hard_attack = 0.025 } L_Marine_Cdo_Bat = { air_attack = 0.025 hard_attack = 0.025 } Mot_Marine_Bat = { air_attack = 0.025 hard_attack = 0.025 } Mech_Marine_Bat = { air_attack = 0.025 hard_attack = 0.025 } Arm_Marine_Bat = { air_attack = 0.025 hard_attack = 0.025 } L_Air_assault_Bat = { air_attack = 0.025 hard_attack = 0.025 } L_Air_assault_Bat = { air_attack = 0.025 hard_attack = 0.025 } Special_Forces = { air_attack = 0.025 hard_attack = 0.025 } } } generic_prototype_rewards = { sp_land_generic_reward_scientist_xp_1 sp_land_generic_reward_scientist_xp_2 sp_land_generic_reward_scientist_xp_3 sp_land_generic_reward_army_xp_1 sp_land_generic_reward_army_xp_2 sp_land_generic_reward_army_xp_3 sp_land_generic_reward_major_progress_1 sp_land_generic_reward_major_progress_2 sp_land_generic_reward_major_progress_3 sp_land_generic_reward_test_failure_1 sp_land_generic_reward_test_failure_2 sp_land_generic_reward_test_failure_3 sp_land_generic_reward_artillery_tech_1 sp_land_generic_reward_artillery_tech_2 sp_land_generic_reward_artillery_tech_3 sp_land_generic_reward_artillery_bonus_1 sp_land_generic_reward_resource_scarcity sp_land_generic_reward_critical_failure } unique_prototype_rewards = { sp_multipurpose_warhead_reward_improved_warhead = { fire_only_once = yes threshold = { min = 0 max = 100 } weight = { base = 1 } option = { token = sp_multipurpose_warhead_reward_improved_warhead_at iteration_output = { equipment_bonus = { L_AT_Equipment = { hard_attack = 0.025 } H_AT_Equipment = { hard_attack = 0.025 } } } } option = { token = sp_multipurpose_warhead_reward_improved_warhead_aa iteration_output = { equipment_bonus = { AA_Equipment = { air_attack = 0.025 } medium_tank_aa_chassis = { air_attack = 0.025 } } } } } } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_emp_warhead = { allowed = { always = yes } specialization = specialization_land icon = GFX_sp_emp_warheads project_tags = sp_tag_infantry_equipment available = { FROM = { OR = { has_tech = Heavy_Anti_tank_3 has_tech = nsb_Anti_Air_3 } } } breakthrough_cost = { specialization_land = 1 } prototype_time = sp_time.prototype.long complexity = sp_complexity.large project_output = { equipment_bonus = { L_AT_Equipment = { ap_attack = 0.05 } H_AT_Equipment = { ap_attack = 0.05 } AA_Equipment = { air_attack = 0.05 } medium_tank_aa_chassis = { air_attack = 0.05 } } } generic_prototype_rewards = { sp_land_generic_reward_scientist_xp_1 sp_land_generic_reward_scientist_xp_2 sp_land_generic_reward_scientist_xp_3 sp_land_generic_reward_army_xp_1 sp_land_generic_reward_army_xp_2 sp_land_generic_reward_army_xp_3 sp_land_generic_reward_major_progress_1 sp_land_generic_reward_major_progress_2 sp_land_generic_reward_major_progress_3 sp_land_generic_reward_test_failure_1 sp_land_generic_reward_test_failure_2 sp_land_generic_reward_test_failure_3 sp_land_generic_reward_artillery_tech_1 sp_land_generic_reward_artillery_tech_2 sp_land_generic_reward_artillery_tech_3 sp_land_generic_reward_artillery_bonus_1 sp_land_generic_reward_resource_scarcity sp_land_generic_reward_critical_failure } unique_prototype_rewards = { sp_emp_warhead_reward_improved_warhead = { fire_only_once = yes threshold = { min = 0 max = 100 } weight = { base = 1 } option = { token = sp_emp_warhead_reward_improved_warhead_at iteration_output = { equipment_bonus = { L_AT_Equipment = { ap_attack = 0.025 } H_AT_Equipment = { ap_attack = 0.025 } } } } option = { token = sp_emp_warhead_reward_improved_warhead_aa iteration_output = { equipment_bonus = { AA_Equipment = { air_attack = 0.025 } medium_tank_aa_chassis = { air_attack = 0.025 } } } } } } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_magneto_explosive_munition = { allowed = { always = yes } specialization = specialization_land icon = GFX_sp_magneto_atgm project_tags = sp_tag_infantry_equipment available = { FROM = { OR = { has_tech = Heavy_Anti_tank_3 has_tech = nsb_heavy_atgm_tech_3 } } } breakthrough_cost = { specialization_land = 1 } prototype_time = sp_time.prototype.medium complexity = sp_complexity.large project_output = { equipment_bonus = { L_AT_Equipment = { ap_attack = 0.05 breakthrough = 0.05 } H_AT_Equipment = { ap_attack = 0.05 breakthrough = 0.05 } } } generic_prototype_rewards = { sp_land_generic_reward_scientist_xp_1 sp_land_generic_reward_scientist_xp_2 sp_land_generic_reward_scientist_xp_3 sp_land_generic_reward_army_xp_1 sp_land_generic_reward_army_xp_2 sp_land_generic_reward_army_xp_3 sp_land_generic_reward_major_progress_1 sp_land_generic_reward_major_progress_2 sp_land_generic_reward_major_progress_3 sp_land_generic_reward_test_failure_1 sp_land_generic_reward_test_failure_2 sp_land_generic_reward_test_failure_3 sp_land_generic_reward_artillery_tech_1 sp_land_generic_reward_artillery_tech_2 sp_land_generic_reward_artillery_tech_3 sp_land_generic_reward_artillery_bonus_1 sp_land_generic_reward_resource_scarcity sp_land_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_drone_lrs = { allowed = { has_dlc = "No Step Back" } specialization = specialization_land icon = GFX_sp_drone_launcher project_tags = { sp_tag_infantry_equipment sp_tag_drones } available = { FROM = { has_tech = nsb_artillery_ammo_4 } } breakthrough_cost = { specialization_land = 2 } prototype_time = sp_time.prototype.long complexity = sp_complexity.large resource_cost = { resources = { microchips = 12 rubber = 8 steel = 6 } } project_output = { enable_equipment_modules = { land_module_drone_launcher_1 } country_effects = { custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = nsb_drone_artillery_ammo_1 } } } generic_prototype_rewards = { sp_land_generic_reward_scientist_xp_1 sp_land_generic_reward_scientist_xp_2 sp_land_generic_reward_scientist_xp_3 sp_land_generic_reward_army_xp_1 sp_land_generic_reward_army_xp_2 sp_land_generic_reward_army_xp_3 sp_land_generic_reward_major_progress_1 sp_land_generic_reward_major_progress_2 sp_land_generic_reward_major_progress_3 sp_land_generic_reward_test_failure_1 sp_land_generic_reward_test_failure_2 sp_land_generic_reward_test_failure_3 sp_land_generic_reward_artillery_tech_1 sp_land_generic_reward_artillery_tech_2 sp_land_generic_reward_artillery_tech_3 sp_land_generic_reward_artillery_bonus_1 sp_land_generic_reward_resource_scarcity sp_land_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } }