#This is required to research any non-nuclear missiles sp_missile_project = { allowed = { always = yes } specialization = specialization_air icon = GFX_sp_missile_experimentation project_tags = sp_tag_ballistic_missiles available = { FROM = { if = { limit = { has_dlc = "Gotterdammerung" } OR = { has_tech = ballistic_missile has_tech = cruise_missile has_tech = air_defense } } else = { OR = { has_tech = cruise_missile_non_got has_tech = air_defense_non_got } } } } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } breakthrough_cost = { specialization_air = 3 } prototype_time = sp_time.prototype.very_long complexity = sp_complexity.large resource_cost = { resources = { chromium = 8 aluminium = 8 tungsten = 8 } } project_output = { country_effects = { custom_effect_tooltip = { localization_key = sp_missile_project_tt } } } generic_prototype_rewards = { } } sp_hypersonic_missile = { allowed = { has_dlc = "By Blood Alone" } specialization = specialization_air icon = GFX_sp_hypersonic_missile project_tags = sp_tag_ballistic_missiles ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } available = { FROM = { has_tech = GLCM5 } } breakthrough_cost = { specialization_air = 3 } prototype_time = sp_time.prototype.very_long complexity = sp_complexity.large project_output = { country_effects = { custom_effect_tooltip = { localization_key = sp_hypersonic_missile_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 } }