# Author(s): Kalkalash, TheGeneral #Special projects related to infantry equipment tech tab sp_caseless_ammunition = { allowed = { always = yes } specialization = specialization_land project_tags = sp_tag_infantry_equipment ai_will_do = { base = 1 modifier = { factor = 3 ROOT = { threat > 0.4 } } modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } available = { FROM = { has_tech = infantry_weapons_5 } } breakthrough_cost = { specialization_land = 2 } prototype_time = sp_time.prototype.long complexity = sp_complexity.large project_output = { equipment_bonus = { infantry_weapons_type = { build_cost_ic = -0.10 reliability = -0.04 instant = yes } } } 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_infantry_tech_1 sp_land_generic_reward_infantry_tech_2 sp_land_generic_reward_infantry_tech_3 sp_land_generic_reward_resource_scarcity sp_land_generic_reward_critical_failure } unique_prototype_rewards = { sp_caseless_ammunition_reward_new_propellant = { fire_only_once = yes threshold = { min = 0 max = 100 } weight = { base = 1 } option = { token = sp_caseless_ammunition_reward_new_propellant_option iteration_output = { equipment_bonus = { infantry_weapons_type = { reliability = 0.025 } } country_effects = { FROM = { add_project_progress_ratio = constant:sp_progress.gain.low } } } } } } } sp_smart_bullets = { allowed = { always = yes } specialization = specialization_land icon = GFX_sp_smart_bullets project_tags = sp_tag_infantry_equipment ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } special_project_parent = { sp_caseless_ammunition } breakthrough_cost = { specialization_land = 2 } resource_cost = { resources = { composites = 2 microchips = 3 aluminium = 4 } } prototype_time = sp_time.prototype.very_long complexity = sp_complexity.large project_output = { equipment_bonus = { infantry_weapons_type = { soft_attack = 0.15 build_cost_ic = 0.05 instant = yes } } } 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_infantry_tech_1 sp_land_generic_reward_infantry_tech_2 sp_land_generic_reward_infantry_tech_3 sp_land_generic_reward_resource_scarcity sp_land_generic_reward_critical_failure } unique_prototype_rewards = { sp_caseless_ammunition_reward_new_propellant = { fire_only_once = yes threshold = { min = 0 max = 100 } weight = { base = 1 } option = { token = sp_caseless_ammunition_reward_new_propellant_option iteration_output = { equipment_bonus = { infantry_weapons_type = { reliability = 0.025 } } country_effects = { FROM = { add_project_progress_ratio = constant:sp_progress.gain.low } } } } } } } sp_recon_land_drone = { allowed = { always = yes } specialization = specialization_land icon = GFX_sp_land_recondrone project_tags = { sp_tag_infantry_equipment sp_tag_drones } ai_will_do = { base = 1 modifier = { factor = 4 ROOT = { has_manpower < 100000 threat > 0.4 } } modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } available = { FROM = { has_tech = land_drone_equipment_tech_3 } } breakthrough_cost = { specialization_land = 2 } prototype_time = sp_time.prototype.medium complexity = sp_complexity.medium project_output = { enable_subunits = { Drone_Recce_Comp } enable_equipments = { land_drone_equipment_1 } enable_equipment_modules = { walker_tank_module_recon_drone_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_infantry_tech_1 sp_land_generic_reward_infantry_tech_2 sp_land_generic_reward_infantry_tech_3 sp_land_generic_reward_resource_scarcity sp_land_generic_reward_critical_failure } } sp_fire_support_land_drone = { allowed = { always = yes } specialization = specialization_land icon = GFX_sp_fire_support_land_drone project_tags = { sp_tag_infantry_equipment sp_tag_drones } ai_will_do = { base = 1 modifier = { factor = 4 ROOT = { has_manpower < 100000 threat > 0.4 } } modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } available = { FROM = { has_tech = land_drone_equipment_tech_3 } } breakthrough_cost = { specialization_land = 2 } prototype_time = sp_time.prototype.medium complexity = sp_complexity.medium project_output = { country_effects = { set_technology = { rc_fire_support_drone = 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_infantry_tech_1 sp_land_generic_reward_infantry_tech_2 sp_land_generic_reward_infantry_tech_3 sp_land_generic_reward_resource_scarcity sp_land_generic_reward_critical_failure } unique_prototype_rewards = { sp_fire_support_land_drone_reward_improved_communication = { fire_only_once = yes threshold = { min = 0 max = 100 } weight = { base = 1 } option = { token = sp_fire_support_land_drone_reward_improved_communication_civilian_application iteration_output = { country_effects = { add_tech_bonus = { name = sp_fire_support_land_drone_reward_improved_communication_tech_bonus bonus = 0.15 uses = 1 category = CAT_computing_tech category = CAT_internet_tech } } } } option = { token = sp_fire_support_land_drone_reward_improved_communication_military_application iteration_output = { country_effects = { add_tech_bonus = { name = sp_fire_support_land_drone_reward_improved_communication_tech_bonus bonus = 0.15 uses = 1 category = CAT_cnc category = CAT_l_drone } } } } } } } sp_tactical_augmented_reality = { allowed = { always = yes } specialization = specialization_land project_tags = sp_tag_infantry_equipment ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } available = { FROM = { has_tech = cnc_equipment_5 } } breakthrough_cost = { specialization_land = 2 } prototype_time = sp_time.prototype.medium complexity = sp_complexity.medium project_output = { country_effects = { set_technology = { augmented_vision_1 = 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_infantry_tech_1 sp_land_generic_reward_infantry_tech_2 sp_land_generic_reward_infantry_tech_3 sp_land_generic_reward_resource_scarcity sp_land_generic_reward_critical_failure } unique_prototype_rewards = { sp_tactical_augmented_reality_reward_civilian_interest = { fire_only_once = yes threshold = { min = 0 max = 100 } weight = { base = 1 } option = { token = sp_tactical_augmented_reality_reward_civilian_interest_civ_factory iteration_output = { facility_state_effects = { add_building_construction = { type = industrial_complex level = 1 instant_build = yes } } } } option = { token = sp_tactical_augmented_reality_reward_civilian_interest_mil_factory iteration_output = { facility_state_effects = { add_building_construction = { type = arms_factory level = 1 instant_build = yes } } } } } } } sp_double_shot_rifle = { allowed = { always = yes } specialization = specialization_land project_tags = sp_tag_infantry_equipment ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } available = { FROM = { has_tech = special_forces_tech_4 } } breakthrough_cost = { specialization_land = 2 } prototype_time = sp_time.prototype.long complexity = sp_complexity.large project_output = { country_effects = { custom_effect_tooltip = sp_double_shot_rifle_tt hidden_effect = { set_technology = { sp_double_shot_rifle_tech = 1 popup = no } } } } 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_infantry_tech_1 sp_land_generic_reward_infantry_tech_2 sp_land_generic_reward_infantry_tech_3 sp_land_generic_reward_resource_scarcity sp_land_generic_reward_critical_failure } unique_prototype_rewards = { sp_double_shot_rifle_reward_double_shot_type = { fire_only_once = yes threshold = { min = 0 max = 100 } weight = { base = 1 } option = { token = sp_double_shot_rifle_reward_double_shot_type_double_barrel iteration_output = { sub_unit_bonus = { L_Air_Inf_Bat = { defense = 0.05 } Mot_Air_Inf_Bat = { defense = 0.05 } Mech_Air_Inf_Bat = { defense = 0.05 } Arm_Air_Inf_Bat = { defense = 0.05 } L_Marine_Bat = { defense = 0.05 } L_Marine_Cdo_Bat = { defense = 0.05 } Mot_Marine_Bat = { defense = 0.05 } Mech_Marine_Bat = { defense = 0.05 } Arm_Marine_Bat = { defense = 0.05 } L_Air_assault_Bat = { defense = 0.05 } L_Air_assault_Bat = { defense = 0.05 } Special_Forces = { defense = 0.05 } } } } option = { token = sp_double_shot_rifle_reward_double_shot_type_pulley iteration_output = { sub_unit_bonus = { L_Air_Inf_Bat = { breakthrough = 0.05 } Mot_Air_Inf_Bat = { breakthrough = 0.05 } Mech_Air_Inf_Bat = { breakthrough = 0.05 } Arm_Air_Inf_Bat = { breakthrough = 0.05 } L_Marine_Bat = { breakthrough = 0.05 } L_Marine_Cdo_Bat = { breakthrough = 0.05 } Mot_Marine_Bat = { breakthrough = 0.05 } Mech_Marine_Bat = { breakthrough = 0.05 } Arm_Marine_Bat = { breakthrough = 0.05 } L_Air_assault_Bat = { breakthrough = 0.05 } L_Air_assault_Bat = { breakthrough = 0.05 } Special_Forces = { breakthrough = 0.05 } } } } } sp_double_shot_rifle_reward_improved_firing_rate = { fire_only_once = yes threshold = { min = 0 max = 100 } weight = { base = 1 } option = { token = sp_double_shot_rifle_reward_improved_firing_rate_offence iteration_output = { equipment_bonus = { infantry_weapons_type = { soft_attack = 0.02 } } } } option = { token = sp_double_shot_rifle_reward_improved_firing_rate_defence iteration_output = { equipment_bonus = { infantry_weapons_type = { defense = 0.02 } } } } } } } sp_experimental_exoskeleton = { allowed = { always = yes } specialization = specialization_land project_tags = sp_tag_mech_suits ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } available = { FROM = { has_tech = body_armor_3 has_tech = robotics_2 } } breakthrough_cost = { specialization_land = 2 } prototype_time = sp_time.prototype.medium complexity = sp_complexity.medium project_output = { country_effects = { set_technology = { exoskeleton_1 = 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_infantry_tech_1 sp_land_generic_reward_infantry_tech_2 sp_land_generic_reward_infantry_tech_3 sp_land_generic_reward_resource_scarcity sp_land_generic_reward_critical_failure } unique_prototype_rewards = { sp_experimental_exoskeleton_reward_engineers = { fire_only_once = yes threshold = { min = 0 max = 100 } weight = { base = 1 } option = { token = sp_experimental_exoskeleton_reward_engineers_defence iteration_output = { sub_unit_bonus = { L_Engi_Comp = { entrenchment = 0.50 } H_Engi_Comp = { entrenchment = 0.50 } } } } option = { token = sp_experimental_exoskeleton_reward_engineers_recovery iteration_output = { sub_unit_bonus = { L_Engi_Comp = { equipment_capture_factor = 0.05 } H_Engi_Comp = { equipment_capture_factor = 0.05 } } } } } } } sp_active_camouflage = { allowed = { always = yes } specialization = specialization_land project_tags = sp_tag_infantry_equipment ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } available = { FROM = { has_tech = camouflage_4 } } breakthrough_cost = { specialization_land = 2 } prototype_time = sp_time.prototype.medium complexity = sp_complexity.medium project_output = { country_effects = { set_technology = { camouflage_5 = 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_infantry_tech_1 sp_land_generic_reward_infantry_tech_2 sp_land_generic_reward_infantry_tech_3 sp_land_generic_reward_resource_scarcity sp_land_generic_reward_critical_failure } unique_prototype_rewards = { sp_active_camouflage_reward_vehicle_protection = { fire_only_once = yes threshold = { min = 0 max = 100 } weight = { base = 1 } option = { token = sp_active_camouflage_reward_vehicle_protection_ground iteration_output = { sub_unit_bonus = { Mech_Inf_Bat = { defense = 0.03 } Arm_Inf_Bat = { defense = 0.03 } Mech_Air_Inf_Bat = { defense = 0.03 } Arm_Air_Inf_Bat = { defense = 0.03 } Mech_Marine_Bat = { defense = 0.03 } Arm_Marine_Bat = { defense = 0.03 } L_Air_assault_Bat = { defense = 0.03 } armor_Bat = { defense = 0.03 } armor_Comp = { defense = 0.03 } L_arm_Bat = { defense = 0.03 } SP_Arty_Bat = { defense = 0.03 } SP_Arty_Battery = { defense = 0.03 } SP_AA_Bat = { defense = 0.03 } SP_AA_Battery = { defense = 0.03 } Mech_Recce_Comp = { defense = 0.03 } Arm_Recce_Comp = { defense = 0.03 } armor_Recce_Comp = { defense = 0.03 } } } } option = { token = sp_active_camouflage_reward_vehicle_protection_ground_air iteration_output = { sub_unit_bonus = { Mech_Inf_Bat = { air_attack = 0.03 } Arm_Inf_Bat = { air_attack = 0.03 } Mech_Air_Inf_Bat = { air_attack = 0.03 } Arm_Air_Inf_Bat = { air_attack = 0.03 } Mech_Marine_Bat = { air_attack = 0.03 } Arm_Marine_Bat = { air_attack = 0.03 } L_Air_assault_Bat = { air_attack = 0.03 } armor_Bat = { air_attack = 0.03 } armor_Comp = { air_attack = 0.03 } L_arm_Bat = { air_attack = 0.03 } SP_Arty_Bat = { air_attack = 0.03 } SP_Arty_Battery = { air_attack = 0.03 } SP_AA_Bat = { air_attack = 0.03 } SP_AA_Battery = { air_attack = 0.03 } Mech_Recce_Comp = { air_attack = 0.03 } Arm_Recce_Comp = { air_attack = 0.03 } armor_Recce_Comp = { air_attack = 0.03 } } } } } } } sp_truck_modular_seating = { allowed = { always = yes } specialization = specialization_land project_tags = sp_tag_armored_vehicles ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } available = { FROM = { has_tech = util_vehicle_4 } } breakthrough_cost = { specialization_land = 1 } prototype_time = sp_time.prototype.long complexity = sp_complexity.large project_output = { equipment_bonus = { util_vehicle_type = { build_cost_ic = 0.05 breakthrough = 0.10 instant = yes } } } 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_motorised_tech_1 sp_land_generic_reward_motorised_tech_2 sp_land_generic_reward_motorised_tech_3 sp_land_generic_reward_resource_scarcity sp_land_generic_reward_critical_failure } unique_prototype_rewards = { sp_truck_modular_seating_reward_quick_release_belt = { fire_only_once = yes threshold = { min = 0 max = 100 } weight = { base = 1 } option = { token = sp_truck_modular_seating_reward_quick_release_belt_option iteration_output = { sub_unit_bonus = { combat_service_support_company = { casualty_trickleback = 0.02 } helicopter_combat_service_support = { casualty_trickleback = 0.02 } } country_effects = { FROM = { add_project_progress_ratio = constant:sp_progress.gain.low } } } } } } } sp_utility_vehicle_electric_engines = { allowed = { always = yes } specialization = specialization_land project_tags = sp_tag_armored_vehicles ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } available = { FROM = { has_tech = util_vehicle_6 } } breakthrough_cost = { specialization_land = 1 } prototype_time = sp_time.prototype.long complexity = sp_complexity.large project_output = { equipment_bonus = { util_vehicle_type = { fuel_consumption = -0.50 build_cost_ic = 0.10 #Use this since resource cost can't be changed instant = yes } } } 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_motorised_tech_1 sp_land_generic_reward_motorised_tech_2 sp_land_generic_reward_motorised_tech_3 sp_land_generic_reward_resource_scarcity sp_land_generic_reward_critical_failure } unique_prototype_rewards = { sp_utility_vehicle_electric_engines_reward_fuel_efficiency = { fire_only_once = yes threshold = { min = 0 max = 100 } weight = { base = 1 } option = { token = sp_utility_vehicle_electric_engines_reward_fuel_efficiency_option iteration_output = { country_effects = { add_tech_bonus = { name = sp_utility_vehicle_electric_engines_reward_fuel_efficiency_option_tech_bonus bonus = 0.25 uses = 1 category = CAT_fuel_oil } FROM = { add_project_progress_ratio = constant:sp_progress.gain.low } } } } } } } sp_coilgun_memes = { allowed = { has_dlc = "No Step Back" } specialization = specialization_land icon = GFX_sp_railgun_rifles project_tags = sp_tag_infantry_equipment visible = { has_game_rule = { rule = rule_futuristic_special_projects option = yes } } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } available = { FROM = { has_tech = infantry_weapons_8 } } special_project_parent = { sp_railgun_cannon } breakthrough_cost = { specialization_land = 15 } prototype_time = sp_time.prototype.long complexity = sp_complexity.large project_output = { sub_unit_bonus = { L_Air_Inf_Bat = { soft_attack = 0.15 hard_attack = 0.15 } Mot_Air_Inf_Bat = { soft_attack = 0.15 hard_attack = 0.15 } Mech_Air_Inf_Bat = { soft_attack = 0.15 hard_attack = 0.15 } Arm_Air_Inf_Bat = { soft_attack = 0.15 hard_attack = 0.15 } L_Marine_Bat = { soft_attack = 0.15 hard_attack = 0.15 } L_Marine_Cdo_Bat = { soft_attack = 0.15 hard_attack = 0.15 } Mot_Marine_Bat = { soft_attack = 0.15 hard_attack = 0.15 } Mech_Marine_Bat = { soft_attack = 0.15 hard_attack = 0.15 } Arm_Marine_Bat = { soft_attack = 0.15 hard_attack = 0.15 } L_Air_assault_Bat = { soft_attack = 0.15 hard_attack = 0.15 } L_Air_assault_Bat = { soft_attack = 0.15 hard_attack = 0.15 } Special_Forces = { soft_attack = 0.15 hard_attack = 0.15 } } } 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_infantry_tech_1 sp_land_generic_reward_infantry_tech_2 sp_land_generic_reward_infantry_tech_3 sp_land_generic_reward_resource_scarcity sp_land_generic_reward_critical_failure } } sp_airless_tires = { allowed = { always = yes } specialization = specialization_land icon = GFX_sp_airless_tire project_tags = sp_tag_armored_vehicles ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } available = { FROM = { has_tech = util_vehicle_6 } } breakthrough_cost = { specialization_land = 1 } prototype_time = sp_time.prototype.long complexity = sp_complexity.large project_output = { equipment_bonus = { util_vehicle_type = { build_cost_ic = 0.10 reliability = 0.25 maximum_speed = 0.10 instant = yes } } } 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_motorised_tech_1 sp_land_generic_reward_motorised_tech_2 sp_land_generic_reward_motorised_tech_3 sp_land_generic_reward_resource_scarcity sp_land_generic_reward_critical_failure } }