# Author(s): AngriestBird, Doolittle, TheGeneral sp_space_based_solar_farms = { specialization = specialization_nuclear allowed = { always = yes } project_tags = sp_tag_energy prototype_time = sp_time.prototype.very_long complexity = sp_complexity.large breakthrough_cost = { specialization_nuclear = 1 } available = { FROM = { has_tech = advanced_modern_renewables } } resource_cost = { resources = { tungsten = 3 chromium = 2 } } project_output = { country_effects = { # TODO: Unlocks a special payload of satellites that will generate additiona solar energy add_ideas = sp_improved_space_solar_farms_idea } } generic_prototype_rewards = { sp_civilian_generic_reward_scientist_xp_1 sp_civilian_generic_reward_scientist_xp_2 sp_civilian_generic_reward_scientist_xp_3 sp_civilian_generic_reward_major_progress_1 sp_civilian_generic_reward_major_progress_2 sp_civilian_generic_reward_major_progress_3 sp_civilian_generic_reward_test_failure_1 sp_civilian_generic_reward_test_failure_2 sp_civilian_generic_reward_test_failure_3 sp_civilian_generic_reward_resource_scarcity sp_civilian_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { add = 15 ROOT = { OR = { original_tag = USA original_tag = CHI original_tag = SOV original_tag = FRA original_tag = ENG } } } } } sp_improved_based_solar_farms = { allowed = { always = yes } specialization = specialization_nuclear icon = GFX_sp_improved_space_based_solar_farms project_tags = sp_tag_energy available = { FROM = { has_tech = improved_modern_renewables } } resource_cost = { resources = { tungsten = 4 chromium = 2 } } prototype_time = sp_time.prototype.long complexity = sp_complexity.large project_output = { country_effects = { add_ideas = sp_improved_based_solar_farms_idea } } generic_prototype_rewards = { sp_civilian_generic_reward_scientist_xp_1 sp_civilian_generic_reward_scientist_xp_2 sp_civilian_generic_reward_scientist_xp_3 sp_civilian_generic_reward_major_progress_1 sp_civilian_generic_reward_major_progress_2 sp_civilian_generic_reward_major_progress_3 sp_civilian_generic_reward_test_failure_1 sp_civilian_generic_reward_test_failure_2 sp_civilian_generic_reward_test_failure_3 sp_civilian_generic_reward_resource_scarcity sp_civilian_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { add = 15 ROOT = { any_controlled_state = { check_variable = { building_level@renewable_energy_infra > 0 } } } } modifier = { add = 10 ROOT = { any_controlled_state = { check_variable = { THIS.modifier@state_renewable_capacity_factor_modifier > 0 } } } } } } sp_improved_maglev_trains = { allowed = { always = yes } icon = GFX_sp_maglev_trains specialization = specialization_nuclear project_tags = sp_tag_civilian prototype_time = sp_time.prototype.long complexity = sp_complexity.large available = { if = { limit = { FROM = { original_tag = CHI } } always = yes } else = { FROM = { has_tech = high_speed_rail } } } project_output = { country_effects = { add_ideas = sp_maglev_trains_idea } } generic_prototype_rewards = { sp_civilian_generic_reward_scientist_xp_1 sp_civilian_generic_reward_scientist_xp_2 sp_civilian_generic_reward_scientist_xp_3 sp_civilian_generic_reward_major_progress_1 sp_civilian_generic_reward_major_progress_2 sp_civilian_generic_reward_major_progress_3 sp_civilian_generic_reward_test_failure_1 sp_civilian_generic_reward_test_failure_2 sp_civilian_generic_reward_test_failure_3 sp_civilian_generic_reward_resource_scarcity sp_civilian_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { add = 25 ROOT = { OR = { has_idea = large_power has_idea = regional_power has_idea = super_power has_idea = great_power } } } } } sp_construction_exoskeletons = { allowed = { always = yes } specialization = specialization_nuclear project_tags = sp_tag_civilian prototype_time = sp_time.prototype.long complexity = sp_complexity.large breakthrough_cost = { specialization_nuclear = 1 } available = { FROM = { has_tech = construction8 } } project_output = { country_effects = { add_ideas = sp_construction_exoskeletons_idea } } generic_prototype_rewards = { sp_civilian_generic_reward_scientist_xp_1 sp_civilian_generic_reward_scientist_xp_2 sp_civilian_generic_reward_scientist_xp_3 sp_civilian_generic_reward_major_progress_1 sp_civilian_generic_reward_major_progress_2 sp_civilian_generic_reward_major_progress_3 sp_civilian_generic_reward_test_failure_1 sp_civilian_generic_reward_test_failure_2 sp_civilian_generic_reward_test_failure_3 sp_civilian_generic_reward_resource_scarcity sp_civilian_generic_reward_critical_failure } ai_will_do = { base = 1 } } sp_wireless_power_grid_expansion = { allowed = { always = yes } specialization = specialization_nuclear project_tags = sp_tag_energy prototype_time = sp_time.prototype.long complexity = sp_complexity.large breakthrough_cost = { specialization_nuclear = 1 } resource_cost = { resources = { tungsten = 1 chromium = 2 steel = 2 } } project_output = { country_effects = { add_ideas = sp_wireless_power_grid_expansion_idea } } ai_will_do = { base = 1 modifier = { factor = 5 ROOT = { has_an_energy_deficit = yes } } } generic_prototype_rewards = { sp_civilian_generic_reward_scientist_xp_1 sp_civilian_generic_reward_scientist_xp_2 sp_civilian_generic_reward_scientist_xp_3 sp_civilian_generic_reward_major_progress_1 sp_civilian_generic_reward_major_progress_2 sp_civilian_generic_reward_major_progress_3 sp_civilian_generic_reward_test_failure_1 sp_civilian_generic_reward_test_failure_2 sp_civilian_generic_reward_test_failure_3 sp_civilian_generic_reward_resource_scarcity sp_civilian_generic_reward_critical_failure } } sp_improved_synthetic_diamonds = { allowed = { always = yes } specialization = specialization_nuclear project_tags = sp_tag_civilian prototype_time = sp_time.prototype.long complexity = sp_complexity.large breakthrough_cost = { specialization_nuclear = 1 } resource_cost = { resources = { chromium = 6 } } project_output = { country_effects = { add_ideas = sp_improved_synthetic_diamonds_idea } } generic_prototype_rewards = { sp_civilian_generic_reward_scientist_xp_1 sp_civilian_generic_reward_scientist_xp_2 sp_civilian_generic_reward_scientist_xp_3 sp_civilian_generic_reward_major_progress_1 sp_civilian_generic_reward_major_progress_2 sp_civilian_generic_reward_major_progress_3 sp_civilian_generic_reward_test_failure_1 sp_civilian_generic_reward_test_failure_2 sp_civilian_generic_reward_test_failure_3 sp_civilian_generic_reward_resource_scarcity sp_civilian_generic_reward_critical_failure } ai_will_do = { base = 1 } } sp_atmospheric_water_recycling = { allowed = { always = yes } specialization = specialization_nuclear project_tags = sp_tag_civilian prototype_time = sp_time.prototype.long complexity = sp_complexity.large breakthrough_cost = { specialization_nuclear = 1 } project_output = { country_effects = { add_ideas = sp_atomspheric_water_recycling_idea } } generic_prototype_rewards = { sp_civilian_generic_reward_scientist_xp_1 sp_civilian_generic_reward_scientist_xp_2 sp_civilian_generic_reward_scientist_xp_3 sp_civilian_generic_reward_major_progress_1 sp_civilian_generic_reward_major_progress_2 sp_civilian_generic_reward_major_progress_3 sp_civilian_generic_reward_test_failure_1 sp_civilian_generic_reward_test_failure_2 sp_civilian_generic_reward_test_failure_3 sp_civilian_generic_reward_resource_scarcity sp_civilian_generic_reward_critical_failure } ai_will_do = { base = 1 } } sp_space_program = { allowed = { always = yes } specialization = specialization_nuclear icon = GFX_sp_space_program project_tags = sp_tag_space available = { FROM = { if = { limit = { has_dlc = "Gotterdammerung" } OR = { has_tech = ballistic_missile AND = { original_tag = HOL HOL = { has_completed_focus = HOL_space_efforts } } } } else = { OR = { has_tech = GLCM_non_got AND = { original_tag = HOL HOL = { has_completed_focus = HOL_space_efforts } } } } } } prototype_time = sp_time.prototype.very_long complexity = sp_complexity.large project_output = { country_effects = { custom_effect_tooltip = sp_space_program_tt custom_effect_tooltip = { localization_key = SP_UNLOCK_PROJECT PROJECT = sp_space_weapons } } } generic_prototype_rewards = { sp_civilian_generic_reward_scientist_xp_1 sp_civilian_generic_reward_scientist_xp_2 sp_civilian_generic_reward_scientist_xp_3 sp_civilian_generic_reward_major_progress_1 sp_civilian_generic_reward_major_progress_2 sp_civilian_generic_reward_major_progress_3 sp_civilian_generic_reward_test_failure_1 sp_civilian_generic_reward_test_failure_2 sp_civilian_generic_reward_test_failure_3 sp_civilian_generic_reward_resource_scarcity sp_civilian_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { add = 100 ROOT = { has_idea = super_power } } modifier = { add = 50 ROOT = { OR = { has_idea = great_power has_idea = large_power } } } modifier = { add = 25 ROOT = { has_idea = regional_power } } modifier = { factor = 0.25 ROOT = { has_idea = non_power } } } } sp_space_weapons = { allowed = { always = yes } specialization = specialization_nuclear icon = GFX_sp_space_weapons project_tags = sp_tag_space special_project_parent = { sp_space_program } prototype_time = sp_time.prototype.very_long complexity = sp_complexity.large project_output = { country_effects = { custom_effect_tooltip = sp_space_weapons_tt } } generic_prototype_rewards = { sp_civilian_generic_reward_scientist_xp_1 sp_civilian_generic_reward_scientist_xp_2 sp_civilian_generic_reward_scientist_xp_3 sp_civilian_generic_reward_major_progress_1 sp_civilian_generic_reward_major_progress_2 sp_civilian_generic_reward_major_progress_3 sp_civilian_generic_reward_test_failure_1 sp_civilian_generic_reward_test_failure_2 sp_civilian_generic_reward_test_failure_3 sp_civilian_generic_reward_resource_scarcity sp_civilian_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { add = 10 ROOT = { is_special_project_completed = sp:sp_space_program } } modifier = { add = 10 ROOT = { OR = { has_idea = super_power has_idea = great_power } } } modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } # For Iran sp_electronic_government = { allowed = { original_tag = PER } icon = GFX_sp_electronic_government specialization = specialization_nuclear project_tags = sp_tag_telecommunications prototype_time = sp_time.prototype.long complexity = sp_complexity.large available = { FROM = { has_completed_focus = PER_revolutionizing_democracy } } project_output = { country_effects = { custom_effect_tooltip = { localization_key = modifies_dynamic_modifier_tt MODIFIER = PER_economy_modifier } add_to_variable = { PER_centralization_cost = -0.80 tooltip = bureaucracy_cost_multiplier_modifier_tt } newline = yes add_to_variable = { PER_production_speed_internet_station_factor = 0.50 tooltip = production_speed_internet_station_factor_tt } } } generic_prototype_rewards = { sp_civilian_generic_reward_scientist_xp_1 sp_civilian_generic_reward_scientist_xp_2 sp_civilian_generic_reward_scientist_xp_3 sp_civilian_generic_reward_major_progress_1 sp_civilian_generic_reward_major_progress_2 sp_civilian_generic_reward_major_progress_3 sp_civilian_generic_reward_test_failure_1 sp_civilian_generic_reward_test_failure_2 sp_civilian_generic_reward_test_failure_3 sp_civilian_generic_reward_resource_scarcity sp_civilian_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { add = 25 FROM = { OR = { has_idea = large_power has_idea = regional_power has_idea = super_power has_idea = great_power } } } } } sp_microchip_production = { allowed = { always = yes } specialization = specialization_nuclear project_tags = sp_tag_telecommunications prototype_time = sp_time.prototype.long complexity = sp_complexity.insane icon = GFX_sp_microchip_plant resource_cost = { resources = { chromium = 6 tungsten = 12 } } breakthrough_cost = { specialization_nuclear = 1 } available = { FROM = { has_tech = microprocessors } } project_output = { country_effects = { custom_override_tooltip = { tooltip = tech_effect|microchip_production_1 set_technology = { microchip_production_1 = 1 popup = no } } } facility_state_effects = { set_building_level = { type = microchip_plant level = 1 } } } generic_prototype_rewards = { sp_civilian_generic_reward_scientist_xp_1 sp_civilian_generic_reward_scientist_xp_2 sp_civilian_generic_reward_scientist_xp_3 sp_civilian_generic_reward_major_progress_1 sp_civilian_generic_reward_major_progress_2 sp_civilian_generic_reward_major_progress_3 sp_civilian_generic_reward_test_failure_1 sp_civilian_generic_reward_test_failure_2 sp_civilian_generic_reward_test_failure_3 sp_civilian_generic_reward_resource_scarcity sp_civilian_generic_reward_critical_failure } ai_will_do = { base = 25 modifier = { factor = 5 ROOT = { check_variable = { resource@microchips < 0 } } } modifier = { factor = 3 ROOT = { num_of_factories > 25 } } modifier = { factor = 2 ROOT = { OR = { has_idea = large_power has_idea = regional_power has_idea = super_power has_idea = great_power is_major = yes } } } # Historical microchip producers + majors modifier = { factor = 10 ROOT = { OR = { original_tag = PHI original_tag = MAY original_tag = IND original_tag = CAN original_tag = AST original_tag = RAJ original_tag = SPR original_tag = ITA original_tag = SOV original_tag = TUR original_tag = EGY original_tag = BRA original_tag = MEX original_tag = CUB original_tag = SIN original_tag = VIE original_tag = CZE original_tag = IRE original_tag = NKO } } } } } sp_composite_production = { allowed = { always = yes } specialization = specialization_nuclear project_tags = sp_tag_civilian prototype_time = sp_time.prototype.long complexity = sp_complexity.insane icon = GFX_sp_composite_plant resource_cost = { resources = { chromium = 9 rubber = 9 } } breakthrough_cost = { specialization_nuclear = 1 } project_output = { country_effects = { custom_override_tooltip = { tooltip = tech_effect|composite_production_1 set_technology = { composite_production_1 = 1 popup = no } } } facility_state_effects = { set_building_level = { type = composite_plant level = 1 } } } generic_prototype_rewards = { sp_civilian_generic_reward_scientist_xp_1 sp_civilian_generic_reward_scientist_xp_2 sp_civilian_generic_reward_scientist_xp_3 sp_civilian_generic_reward_major_progress_1 sp_civilian_generic_reward_major_progress_2 sp_civilian_generic_reward_major_progress_3 sp_civilian_generic_reward_test_failure_1 sp_civilian_generic_reward_test_failure_2 sp_civilian_generic_reward_test_failure_3 sp_civilian_generic_reward_resource_scarcity sp_civilian_generic_reward_critical_failure } ai_will_do = { base = 15 modifier = { factor = 5 ROOT = { check_variable = { resource@composites < 0 } } } modifier = { factor = 3 ROOT = { num_of_factories > 25 } } modifier = { factor = 2 ROOT = { OR = { has_idea = large_power has_idea = regional_power has_idea = super_power has_idea = great_power is_major = yes } } } modifier = { factor = 10 ROOT = { OR = { original_tag = PHI original_tag = MAY original_tag = IND original_tag = CAN original_tag = AST original_tag = RAJ original_tag = SPR original_tag = ITA original_tag = SOV original_tag = TUR original_tag = EGY original_tag = BRA original_tag = MEX original_tag = CUB } } } } } sp_deep_sea_mining = { allowed = { always = yes } icon = GFX_sp_deep_mining specialization = specialization_nuclear project_tags = sp_tag_civilian prototype_time = sp_time.prototype.long complexity = sp_complexity.large available = { FROM = { has_tech = excavation6 any_owned_state = { is_coastal = yes } } } breakthrough_cost = { specialization_nuclear = 1 } project_output = { country_effects = { add_ideas = sp_deep_sea_mining_idea } } generic_prototype_rewards = { sp_civilian_generic_reward_scientist_xp_1 sp_civilian_generic_reward_scientist_xp_2 sp_civilian_generic_reward_scientist_xp_3 sp_civilian_generic_reward_major_progress_1 sp_civilian_generic_reward_major_progress_2 sp_civilian_generic_reward_major_progress_3 sp_civilian_generic_reward_test_failure_1 sp_civilian_generic_reward_test_failure_2 sp_civilian_generic_reward_test_failure_3 sp_civilian_generic_reward_resource_scarcity sp_civilian_generic_reward_critical_failure } ai_will_do = { base = 1 } } sp_agriculture_drone = { allowed = { always = yes } icon = GFX_sp_agriculture_drone specialization = specialization_nuclear project_tags = { sp_tag_civilian sp_tag_drones } prototype_time = sp_time.prototype.long complexity = sp_complexity.large available = { FROM = { has_tech = satellite_based_agricultural_planning has_built = { type = agriculture_district value > 0 } } } breakthrough_cost = { specialization_nuclear = 1 } resource_cost = { resources = { microchips = 4 chromium = 6 } } project_output = { country_effects = { add_ideas = sp_agriculture_drone_idea newline = yes custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = programmable_harvesters } } } generic_prototype_rewards = { sp_civilian_generic_reward_scientist_xp_1 sp_civilian_generic_reward_scientist_xp_2 sp_civilian_generic_reward_scientist_xp_3 sp_civilian_generic_reward_major_progress_1 sp_civilian_generic_reward_major_progress_2 sp_civilian_generic_reward_major_progress_3 sp_civilian_generic_reward_test_failure_1 sp_civilian_generic_reward_test_failure_2 sp_civilian_generic_reward_test_failure_3 sp_civilian_generic_reward_resource_scarcity sp_civilian_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { factor = 4 ROOT = { has_manpower < 100000 } } } } sp_vertical_farming = { allowed = { always = yes } icon = GFX_sp_vertical_farming specialization = specialization_nuclear project_tags = sp_tag_civilian prototype_time = sp_time.prototype.long complexity = sp_complexity.large available = { FROM = { has_tech = improved_harvesting_automation has_tech = construction6 has_built = { type = agriculture_district value > 0 } } } breakthrough_cost = { specialization_nuclear = 1 } project_output = { country_effects = { add_ideas = sp_vertical_farming_idea } } generic_prototype_rewards = { sp_civilian_generic_reward_scientist_xp_1 sp_civilian_generic_reward_scientist_xp_2 sp_civilian_generic_reward_scientist_xp_3 sp_civilian_generic_reward_major_progress_1 sp_civilian_generic_reward_major_progress_2 sp_civilian_generic_reward_major_progress_3 sp_civilian_generic_reward_test_failure_1 sp_civilian_generic_reward_test_failure_2 sp_civilian_generic_reward_test_failure_3 sp_civilian_generic_reward_resource_scarcity sp_civilian_generic_reward_critical_failure } ai_will_do = { base = 1 } } sp_robotic_humanoid = { allowed = { always = yes } icon = GFX_sp_humanoid specialization = specialization_nuclear project_tags = { sp_tag_civilian sp_tag_drones } prototype_time = sp_time.prototype.long complexity = sp_complexity.large available = { FROM = { has_tech = artificial_intelligence_8 has_tech = internet5 } } breakthrough_cost = { specialization_nuclear = 3 } resource_cost = { resources = { microchips = 6 chromium = 12 } } project_output = { country_effects = { add_ideas = sp_robotic_humanoid_idea } } generic_prototype_rewards = { sp_civilian_generic_reward_scientist_xp_1 sp_civilian_generic_reward_scientist_xp_2 sp_civilian_generic_reward_scientist_xp_3 sp_civilian_generic_reward_major_progress_1 sp_civilian_generic_reward_major_progress_2 sp_civilian_generic_reward_major_progress_3 sp_civilian_generic_reward_test_failure_1 sp_civilian_generic_reward_test_failure_2 sp_civilian_generic_reward_test_failure_3 sp_civilian_generic_reward_resource_scarcity sp_civilian_generic_reward_critical_failure } ai_will_do = { base = 1 } } sp_robotic_surgery = { allowed = { always = yes } icon = GFX_sp_robotic_surgery specialization = specialization_nuclear project_tags = { sp_tag_civilian sp_tag_drones } prototype_time = sp_time.prototype.long complexity = sp_complexity.large available = { FROM = { has_tech = artificial_intelligence_8 has_tech = internet5 } } breakthrough_cost = { specialization_nuclear = 3 } resource_cost = { resources = { microchips = 6 chromium = 12 } } project_output = { country_effects = { add_ideas = sp_robotic_surgery_idea } } generic_prototype_rewards = { sp_civilian_generic_reward_scientist_xp_1 sp_civilian_generic_reward_scientist_xp_2 sp_civilian_generic_reward_scientist_xp_3 sp_civilian_generic_reward_major_progress_1 sp_civilian_generic_reward_major_progress_2 sp_civilian_generic_reward_major_progress_3 sp_civilian_generic_reward_test_failure_1 sp_civilian_generic_reward_test_failure_2 sp_civilian_generic_reward_test_failure_3 sp_civilian_generic_reward_resource_scarcity sp_civilian_generic_reward_critical_failure } ai_will_do = { base = 1 } } sp_smart_grid = { allowed = { always = yes } icon = GFX_sp_smart_grid specialization = specialization_nuclear project_tags = sp_tag_civilian prototype_time = sp_time.prototype.long complexity = sp_complexity.large available = { FROM = { has_tech = construction7 } } special_project_parent = { sp_wireless_power_grid_expansion } breakthrough_cost = { specialization_nuclear = 3 } project_output = { country_effects = { custom_override_tooltip = { tooltip = tech_effect|special_project_tech_smart_grid set_technology = { special_project_tech_smart_grid = 1 popup = no } } } } generic_prototype_rewards = { sp_civilian_generic_reward_scientist_xp_1 sp_civilian_generic_reward_scientist_xp_2 sp_civilian_generic_reward_scientist_xp_3 sp_civilian_generic_reward_major_progress_1 sp_civilian_generic_reward_major_progress_2 sp_civilian_generic_reward_major_progress_3 sp_civilian_generic_reward_test_failure_1 sp_civilian_generic_reward_test_failure_2 sp_civilian_generic_reward_test_failure_3 sp_civilian_generic_reward_resource_scarcity sp_civilian_generic_reward_critical_failure } ai_will_do = { base = 1 } } sp_equipment_recycling = { allowed = { always = yes } icon = GFX_sp_recycling specialization = specialization_nuclear project_tags = sp_tag_civilian prototype_time = sp_time.prototype.long complexity = sp_complexity.large available = { FROM = { has_tech = construction7 } } breakthrough_cost = { specialization_nuclear = 2 } project_output = { country_effects = { add_ideas = sp_equipment_recycling_idea } } generic_prototype_rewards = { sp_civilian_generic_reward_scientist_xp_1 sp_civilian_generic_reward_scientist_xp_2 sp_civilian_generic_reward_scientist_xp_3 sp_civilian_generic_reward_major_progress_1 sp_civilian_generic_reward_major_progress_2 sp_civilian_generic_reward_major_progress_3 sp_civilian_generic_reward_test_failure_1 sp_civilian_generic_reward_test_failure_2 sp_civilian_generic_reward_test_failure_3 sp_civilian_generic_reward_resource_scarcity sp_civilian_generic_reward_critical_failure } ai_will_do = { base = 1 } } sp_epigenetic_reprogramming = { allowed = { always = yes } visible = { has_game_rule = { rule = rule_futuristic_special_projects option = yes } } icon = GFX_sp_epigenetic_thing specialization = specialization_nuclear project_tags = sp_tag_civilian prototype_time = sp_time.prototype.long complexity = sp_complexity.large available = { FROM = { has_tech = genetics_11 } } breakthrough_cost = { specialization_nuclear = 2 } project_output = { country_effects = { add_ideas = sp_epigenetic_reprogramming_idea custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = genetics_12 } } } generic_prototype_rewards = { sp_civilian_generic_reward_scientist_xp_1 sp_civilian_generic_reward_scientist_xp_2 sp_civilian_generic_reward_scientist_xp_3 sp_civilian_generic_reward_major_progress_1 sp_civilian_generic_reward_major_progress_2 sp_civilian_generic_reward_major_progress_3 sp_civilian_generic_reward_test_failure_1 sp_civilian_generic_reward_test_failure_2 sp_civilian_generic_reward_test_failure_3 sp_civilian_generic_reward_resource_scarcity sp_civilian_generic_reward_critical_failure } ai_will_do = { base = 1 } } sp_biofuel_e10_blend = { allowed = { always = yes } specialization = specialization_nuclear project_tags = sp_tag_energy available = { FROM = { has_tech = fuel_refining } } prototype_time = sp_time.prototype.medium complexity = sp_complexity.medium breakthrough_cost = { specialization_nuclear = 1 } resource_cost = { resources = { chromium = 2 } } project_output = { country_effects = { add_ideas = sp_biofuel_e10_blend_idea } } generic_prototype_rewards = { sp_civilian_generic_reward_scientist_xp_1 sp_civilian_generic_reward_scientist_xp_2 sp_civilian_generic_reward_scientist_xp_3 sp_civilian_generic_reward_major_progress_1 sp_civilian_generic_reward_major_progress_2 sp_civilian_generic_reward_major_progress_3 sp_civilian_generic_reward_test_failure_1 sp_civilian_generic_reward_test_failure_2 sp_civilian_generic_reward_test_failure_3 sp_civilian_generic_reward_resource_scarcity sp_civilian_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { add = 15 ROOT = { OR = { original_tag = BRA original_tag = USA original_tag = CHI original_tag = GER original_tag = FRA original_tag = ARG } } } modifier = { add = 5 ROOT = { has_built = { type = agriculture_district value > 0 } } } } } sp_biofuel_flexfuel_butanol = { allowed = { always = yes } specialization = specialization_nuclear project_tags = sp_tag_energy special_project_parent = { sp_biofuel_e10_blend } available = { FROM = { has_tech = fuel_efficiency4 } } prototype_time = sp_time.prototype.long complexity = sp_complexity.large breakthrough_cost = { specialization_nuclear = 2 } resource_cost = { resources = { chromium = 3 tungsten = 2 } } project_output = { country_effects = { swap_ideas = { remove_idea = sp_biofuel_e10_blend_idea add_idea = sp_biofuel_flexfuel_butanol_idea } } } generic_prototype_rewards = { sp_civilian_generic_reward_scientist_xp_1 sp_civilian_generic_reward_scientist_xp_2 sp_civilian_generic_reward_scientist_xp_3 sp_civilian_generic_reward_major_progress_1 sp_civilian_generic_reward_major_progress_2 sp_civilian_generic_reward_major_progress_3 sp_civilian_generic_reward_test_failure_1 sp_civilian_generic_reward_test_failure_2 sp_civilian_generic_reward_test_failure_3 sp_civilian_generic_reward_resource_scarcity sp_civilian_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { add = 20 ROOT = { is_special_project_completed = sp:sp_biofuel_e10_blend } } modifier = { add = 10 ROOT = { OR = { original_tag = BRA original_tag = USA original_tag = CHI original_tag = GER original_tag = FRA } } } } }