sp_amws_combat_system = { allowed = { has_dlc = "No Step Back" } specialization = specialization_land icon = x visible = { NOT = { has_game_rule = { rule = rule_event_horizon_scenario option = DEFAULT } } } project_tags = sp_tag_event_horizon ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } available = { FROM = { has_tech = armor_tech_2 } } breakthrough_cost = { specialization_land = 2 } prototype_time = sp_time.prototype.medium complexity = sp_complexity.medium project_output = { enable_equipment_modules = { event_horizon_walker_tank_module_amws_combat_system } } 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_armor_tech_1 sp_land_generic_reward_armor_tech_2 sp_land_generic_reward_armor_tech_3 sp_land_generic_reward_resource_scarcity sp_land_generic_reward_critical_failure } } sp_zamws_advanced_mws = { allowed = { has_dlc = "No Step Back" } specialization = specialization_land icon = x visible = { NOT = { has_game_rule = { rule = rule_event_horizon_scenario option = DEFAULT } } } project_tags = sp_tag_event_horizon ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } available = { FROM = { has_tech = armor_tech_2 } } breakthrough_cost = { specialization_land = 2 } prototype_time = sp_time.prototype.medium complexity = sp_complexity.medium project_output = { enable_equipment_modules = { event_horizon_walker_tank_module_amws_24 } } 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_armor_tech_1 sp_land_generic_reward_armor_tech_2 sp_land_generic_reward_armor_tech_3 sp_land_generic_reward_resource_scarcity sp_land_generic_reward_critical_failure } } sp_xciws_close_in_weapon_system = { allowed = { has_dlc = "No Step Back" } specialization = specialization_land icon = x visible = { NOT = { has_game_rule = { rule = rule_event_horizon_scenario option = DEFAULT } } } project_tags = sp_tag_event_horizon ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } available = { FROM = { has_tech = armor_tech_2 } } breakthrough_cost = { specialization_land = 2 } prototype_time = sp_time.prototype.medium complexity = sp_complexity.medium project_output = { enable_equipment_modules = { event_horizon_walker_tank_module_xciws2b } } 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_armor_tech_1 sp_land_generic_reward_armor_tech_2 sp_land_generic_reward_armor_tech_3 sp_land_generic_reward_resource_scarcity sp_land_generic_reward_critical_failure } } sp_close_range_battle_halberd = { allowed = { has_dlc = "No Step Back" } specialization = specialization_land icon = x visible = { NOT = { has_game_rule = { rule = rule_event_horizon_scenario option = DEFAULT } } } project_tags = sp_tag_event_horizon ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } available = { FROM = { has_tech = armor_tech_2 } } breakthrough_cost = { specialization_land = 2 } prototype_time = sp_time.prototype.medium complexity = sp_complexity.medium project_output = { enable_equipment_modules = { event_horizon_walker_tank_module_crb_halbart } } 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_armor_tech_1 sp_land_generic_reward_armor_tech_2 sp_land_generic_reward_armor_tech_3 sp_land_generic_reward_resource_scarcity sp_land_generic_reward_critical_failure } } sp_great_sword = { allowed = { has_dlc = "No Step Back" } specialization = specialization_land icon = x visible = { NOT = { has_game_rule = { rule = rule_event_horizon_scenario option = DEFAULT } } } project_tags = sp_tag_event_horizon ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } available = { FROM = { has_tech = armor_tech_2 } } breakthrough_cost = { specialization_land = 2 } prototype_time = sp_time.prototype.medium complexity = sp_complexity.medium project_output = { enable_equipment_modules = { event_horizon_walker_tank_module_bws3_great_sword } } 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_armor_tech_1 sp_land_generic_reward_armor_tech_2 sp_land_generic_reward_armor_tech_3 sp_land_generic_reward_resource_scarcity sp_land_generic_reward_critical_failure } }