# Author(s): AngriestBird, Doolittle, DROID, TheGeneral #This is required to research any ship hull sp_naval_vessel_project = { allowed = { always = yes } specialization = specialization_naval icon = GFX_sp_naval_vessel_experimentation project_tags = sp_tag_naval_vehicles ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } breakthrough_cost = { specialization_naval = 1 } prototype_time = sp_time.prototype.medium complexity = sp_complexity.medium resource_cost = { resources = { steel = 25 } } project_output = { country_effects = { custom_effect_tooltip = { localization_key = sp_naval_vessel_project_tt } } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_army_xp_1 sp_naval_generic_reward_army_xp_2 sp_naval_generic_reward_army_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_reward_resource_scarcity sp_naval_generic_reward_critical_failure } } sp_stealth_corvette = { allowed = { always = yes } specialization = specialization_naval icon = GFX_sp_stealth_corvettes project_tags = sp_tag_stealth_ships prototype_time = sp_time.prototype.long complexity = sp_complexity.large available = { FROM = { has_tech = corvette_hull_4 } } project_output = { country_effects = { set_technology = { stealth_corvette_hull_1 = 1 } } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_army_xp_1 sp_naval_generic_reward_army_xp_2 sp_naval_generic_reward_army_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_reward_resource_scarcity sp_naval_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_stealth_frigate = { allowed = { always = yes } specialization = specialization_naval icon = GFX_sp_stealth_frigate project_tags = sp_tag_stealth_ships prototype_time = sp_time.prototype.long complexity = sp_complexity.large available = { FROM = { has_tech = frigate_hull_4 } } project_output = { country_effects = { set_technology = { stealth_frigate_hull_1 = 1 } } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_army_xp_1 sp_naval_generic_reward_army_xp_2 sp_naval_generic_reward_army_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_reward_resource_scarcity sp_naval_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_stealth_destroyer = { allowed = { always = yes } specialization = specialization_naval project_tags = sp_tag_stealth_ships complexity = sp_complexity.large prototype_time = sp_time.prototype.long available = { FROM = { has_tech = destroyer_hull_3 } } project_output = { country_effects = { set_technology = { stealth_destroyer_hull_1 = 1 } } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_army_xp_1 sp_naval_generic_reward_army_xp_2 sp_naval_generic_reward_army_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_reward_resource_scarcity sp_naval_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_medium_naval_nuclear_engines = { allowed = { always = yes } specialization = specialization_naval icon = GFX_sp_naval_nuclear_engineering project_tags = sp_tag_naval_propulsion prototype_time = sp_time.prototype.long complexity = sp_complexity.large breakthrough_cost = { specialization_naval = 1 } available = { FROM = { has_tech = reactor1 has_tech = tech_naval_systems_engineering } } project_output = { country_effects = { set_technology = { tech_nuclear_power_systems_1 = 1 } } } ai_will_do = { base = 1 modifier = { factor = 6 ROOT = { OR = { has_idea = large_power has_idea = great_power has_idea = super_power is_major = yes } } } modifier = { factor = 0 ROOT = { num_of_naval_factories < 1 } } modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_army_xp_1 sp_naval_generic_reward_army_xp_2 sp_naval_generic_reward_army_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_reward_resource_scarcity sp_naval_generic_reward_critical_failure } } sp_advanced_ballistic_propulsion_systems = { allowed = { always = yes } specialization = specialization_naval project_tags = sp_tag_naval_propulsion prototype_time = sp_time.prototype.long complexity = sp_complexity.large breakthrough_cost = { specialization_naval = 2 } available = { FROM = { has_tech = tech_light_guns_2 } } project_output = { country_effects = { custom_effect_tooltip = { localization_key = SP_UNLOCK_PROJECT PROJECT = sp_rail_gun_naval_cannons } } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_army_xp_1 sp_naval_generic_reward_army_xp_2 sp_naval_generic_reward_army_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_reward_resource_scarcity sp_naval_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { factor = 6 ROOT = { OR = { has_idea = large_power has_idea = great_power has_idea = super_power is_major = yes } } } modifier = { factor = 0 ROOT = { num_of_naval_factories < 1 } } modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_supercarrier_1 = { allowed = { always = yes } specialization = specialization_naval icon = GFX_sp_early_supercarrier project_tags = sp_tag_naval_vehicles prototype_time = sp_time.prototype.long complexity = sp_complexity.large breakthrough_cost = { specialization_naval = 2 } available = { FROM = { has_tech = aircraft_carrier_engineering } } project_output = { enable_equipment_modules = { module_flight_deck_7 module_flight_deck_8 } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_army_xp_1 sp_naval_generic_reward_army_xp_2 sp_naval_generic_reward_army_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_reward_resource_scarcity sp_naval_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { factor = 6 ROOT = { OR = { has_idea = great_power has_idea = super_power } } } modifier = { factor = 0 ROOT = { num_of_naval_factories < 1 } } modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_supercarrier_2 = { allowed = { always = yes } specialization = specialization_naval icon = GFX_sp_late_supercarrier project_tags = sp_tag_naval_vehicles prototype_time = sp_time.prototype.long complexity = sp_complexity.large breakthrough_cost = { specialization_naval = 1 } special_project_parent = { sp_supercarrier_1 sp_medium_naval_nuclear_engines } project_output = { enable_equipment_modules = { module_flight_deck_9 module_flight_deck_10 } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_army_xp_1 sp_naval_generic_reward_army_xp_2 sp_naval_generic_reward_army_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_reward_resource_scarcity sp_naval_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_rail_gun_naval_cannons = { allowed = { always = yes } specialization = specialization_naval icon = GFX_sp_railgun_naval_cannons project_tags = sp_tag_naval_armaments prototype_time = sp_time.prototype.long complexity = sp_complexity.large breakthrough_cost = { specialization_naval = 1 } special_project_parent = { sp_advanced_ballistic_propulsion_systems } project_output = { country_effects = { set_technology = { tech_rail_guns_1 = 1 } } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_army_xp_1 sp_naval_generic_reward_army_xp_2 sp_naval_generic_reward_army_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_reward_resource_scarcity sp_naval_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { factor = 6 ROOT = { OR = { has_idea = large_power has_idea = great_power has_idea = super_power is_major = yes } } } modifier = { factor = 0 ROOT = { num_of_naval_factories < 1 } } modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_rail_gun_naval_battery = { allowed = { always = yes } specialization = specialization_naval icon = GFX_sp_railgun_battery project_tags = sp_tag_naval_armaments visible = { has_game_rule = { rule = rule_futuristic_special_projects option = yes } } prototype_time = sp_time.prototype.long complexity = sp_complexity.large breakthrough_cost = { specialization_naval = 1 } available = { FROM = { has_tech = tech_rail_guns_1 } } special_project_parent = { sp_rail_gun_naval_cannons } project_output = { country_effects = { custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = tech_rail_battery_1 } } enable_equipment_modules = { module_naval_railgun_battery_1 } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_army_xp_1 sp_naval_generic_reward_army_xp_2 sp_naval_generic_reward_army_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_reward_resource_scarcity sp_naval_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { factor = 6 ROOT = { OR = { has_idea = large_power has_idea = great_power has_idea = super_power is_major = yes } } } modifier = { factor = 0 ROOT = { num_of_naval_factories < 1 } } modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_drone_torpedoes = { allowed = { always = yes } specialization = specialization_naval icon = GFX_sp_torpedo_drone project_tags = { sp_tag_naval_armaments sp_tag_drones } ai_will_do = { base = 1 modifier = { ROOT = { num_of_naval_factories < 1 } factor = 0 } modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } breakthrough_cost = { specialization_naval = 1 } available = { FROM = { has_tech = tech_torpedoes_4 } } prototype_time = sp_time.prototype.medium complexity = sp_complexity.medium resource_cost = { resources = { aluminium = 12 microchips = 4 } } project_output = { country_effects = { custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = tech_drone_torpedoes_1 } } enable_equipment_modules = { module_anti_ship_drone_torpedoes_1 } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_army_xp_1 sp_naval_generic_reward_army_xp_2 sp_naval_generic_reward_army_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_reward_resource_scarcity sp_naval_generic_reward_critical_failure } } sp_nuclear_torpedoes = { allowed = { has_dlc = "Gotterdammerung" } specialization = specialization_naval icon = GFX_sp_nuclear_torpedo project_tags = sp_tag_naval_armaments ai_will_do = { base = 1 modifier = { ROOT = { num_of_naval_factories < 1 } factor = 0 } modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } breakthrough_cost = { specialization_naval = 1 } available = { FROM = { has_tech = tech_torpedoes_4 } } special_project_parent = { sp_nuclear_warhead_program } prototype_time = sp_time.prototype.medium complexity = sp_complexity.medium resource_cost = { resources = { aluminium = 12 chromium = 4 } } project_output = { country_effects = { custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = tech_nuclear_torpedoes_1 } } enable_equipment_modules = { module_naval_anti_ship_nuclear_torpedo_1 module_naval_asw_nuclear_torpedoes_1 } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_army_xp_1 sp_naval_generic_reward_army_xp_2 sp_naval_generic_reward_army_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_reward_resource_scarcity sp_naval_generic_reward_critical_failure } } sp_anti_torpedo_module = { allowed = { always = yes } specialization = specialization_naval icon = GFX_sp_anti_torpedo_torpedo project_tags = sp_tag_naval_armaments ai_will_do = { base = 1 modifier = { ROOT = { num_of_naval_factories < 1 } factor = 0 } modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } breakthrough_cost = { specialization_naval = 1 } available = { FROM = { has_tech = tech_torpedoes_3 } } prototype_time = sp_time.prototype.medium complexity = sp_complexity.medium resource_cost = { resources = { aluminium = 12 chromium = 4 } } project_output = { country_effects = { custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = tech_anti_torpedoes_1 } } enable_equipment_modules = { module_naval_anti_torpedo_1 } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_army_xp_1 sp_naval_generic_reward_army_xp_2 sp_naval_generic_reward_army_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_reward_resource_scarcity sp_naval_generic_reward_critical_failure } } sp_anti_drone_laser_modules = { allowed = { always = yes } specialization = specialization_naval icon = GFX_sp_anti_drone_naval_module project_tags = sp_tag_naval_armaments ai_will_do = { base = 1 modifier = { ROOT = { num_of_naval_factories < 1 } factor = 0 } modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } breakthrough_cost = { specialization_naval = 1 } available = { FROM = { has_tech = tech_point_defense_system_4 } } complexity = sp_complexity.insane prototype_time = sp_time.prototype.long resource_cost = { resources = { chromium = 26 microchips = 4 aluminium = 12 } } project_output = { country_effects = { custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = tech_anti_drone_laser_1 } } enable_equipment_modules = { module_naval_adl_1 } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_army_xp_1 sp_naval_generic_reward_army_xp_2 sp_naval_generic_reward_army_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_reward_resource_scarcity sp_naval_generic_reward_critical_failure } } sp_mineclearing_drone = { allowed = { always = yes } specialization = specialization_naval icon = GFX_sp_mineclearer_drone project_tags = { sp_tag_naval_armaments sp_tag_drones } ai_will_do = { base = 1 modifier = { ROOT = { num_of_naval_factories < 1 } factor = 0 } modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } breakthrough_cost = { specialization_naval = 1 } prototype_time = sp_time.prototype.medium complexity = sp_complexity.medium resource_cost = { resources = { aluminium = 12 microchips = 4 composites = 4 } } project_output = { enable_equipment_modules = { module_naval_mineclearing_drone } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_army_xp_1 sp_naval_generic_reward_army_xp_2 sp_naval_generic_reward_army_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_reward_resource_scarcity sp_naval_generic_reward_critical_failure } } sp_naval_recon_drone = { allowed = { always = yes } specialization = specialization_naval icon = GFX_sp_naval_recon_drone project_tags = { sp_tag_naval_vehicles sp_tag_drones } ai_will_do = { base = 1 modifier = { ROOT = { num_of_naval_factories < 1 } factor = 0 } modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } breakthrough_cost = { specialization_naval = 1 } available = { FROM = { has_tech = land_drone_equipment_tech_3 } } prototype_time = sp_time.prototype.medium complexity = sp_complexity.medium resource_cost = { resources = { aluminium = 12 microchips = 4 rubber = 8 } } project_output = { country_effects = { custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = tech_naval_recon_drones_1 } } enable_equipment_modules = { module_naval_recon_drone_1 } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_army_xp_1 sp_naval_generic_reward_army_xp_2 sp_naval_generic_reward_army_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_reward_resource_scarcity sp_naval_generic_reward_critical_failure } } sp_drone_submarine = { allowed = { always = yes } specialization = specialization_naval icon = GFX_sp_submarine_drone project_tags = { sp_tag_naval_vehicles sp_tag_drones } ai_will_do = { base = 1 modifier = { ROOT = { num_of_naval_factories < 1 } factor = 0 } modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } breakthrough_cost = { specialization_naval = 1 } available = { FROM = { OR = { has_tech = attack_submarine_hull_4 has_tech = missile_submarine_hull_4 } } } complexity = sp_complexity.insane prototype_time = sp_time.prototype.long resource_cost = { resources = { chromium = 26 microchips = 4 } } project_output = { enable_equipment_modules = { module_naval_submarine_drone_control } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_army_xp_1 sp_naval_generic_reward_army_xp_2 sp_naval_generic_reward_army_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_reward_resource_scarcity sp_naval_generic_reward_critical_failure } } sp_modern_sail_ships = { allowed = { always = yes } specialization = specialization_naval icon = GFX_sp_sailing_convoy project_tags = sp_tag_naval_vehicles ai_will_do = { base = 1 modifier = { ROOT = { num_of_naval_factories < 1 } factor = 0 } modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } breakthrough_cost = { specialization_naval = 1 } complexity = sp_complexity.large prototype_time = sp_time.prototype.medium resource_cost = { resources = { tungsten = 6 } } project_output = { country_effects = { add_ideas = sp_sailing_convoy_idea } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_army_xp_1 sp_naval_generic_reward_army_xp_2 sp_naval_generic_reward_army_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_reward_resource_scarcity sp_naval_generic_reward_critical_failure } } sp_drone_patrol_boat = { allowed = { always = yes } specialization = specialization_naval icon = GFX_sp_drone_patrolboat project_tags = { sp_tag_naval_vehicles sp_tag_drones } ai_will_do = { base = 1 modifier = { ROOT = { num_of_naval_factories < 1 } factor = 0 } modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } breakthrough_cost = { specialization_naval = 1 } available = { FROM = { has_doctrine = jeune_ecole } } complexity = sp_complexity.insane prototype_time = sp_time.prototype.long resource_cost = { resources = { chromium = 26 microchips = 4 } } project_output = { enable_equipment_modules = { module_naval_patrol_boat_drone_control } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_army_xp_1 sp_naval_generic_reward_army_xp_2 sp_naval_generic_reward_army_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_reward_resource_scarcity sp_naval_generic_reward_critical_failure } } sp_drone_corvette = { allowed = { always = yes } specialization = specialization_naval icon = GFX_sp_drone_corvette project_tags = { sp_tag_naval_vehicles sp_tag_drones } ai_will_do = { base = 1 modifier = { ROOT = { num_of_naval_factories < 1 } factor = 0 } modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } breakthrough_cost = { specialization_naval = 1 } available = { FROM = { has_tech = corvette_hull_4 } } complexity = sp_complexity.insane prototype_time = sp_time.prototype.long resource_cost = { resources = { chromium = 26 microchips = 4 } } project_output = { enable_equipment_modules = { module_naval_corvette_drone_control } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_army_xp_1 sp_naval_generic_reward_army_xp_2 sp_naval_generic_reward_army_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_reward_resource_scarcity sp_naval_generic_reward_critical_failure } } sp_drone_surface_combatant = { allowed = { always = yes } specialization = specialization_naval icon = GFX_sp_drone_corvette project_tags = { sp_tag_naval_vehicles sp_tag_drones } ai_will_do = { base = 1 modifier = { ROOT = { num_of_naval_factories < 1 } factor = 0 } modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } breakthrough_cost = { specialization_naval = 1 } available = { FROM = { OR = { has_tech = frigate_hull_4 has_tech = destroyer_hull_4 } } } complexity = sp_complexity.insane prototype_time = sp_time.prototype.long resource_cost = { resources = { chromium = 30 microchips = 6 } } project_output = { enable_equipment_modules = { module_naval_surface_drone_control } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_army_xp_1 sp_naval_generic_reward_army_xp_2 sp_naval_generic_reward_army_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_reward_resource_scarcity sp_naval_generic_reward_critical_failure } } sp_fusion_reactor_engine = { allowed = { always = yes } specialization = specialization_naval icon = GFX_sp_naval_fusion_reactor project_tags = sp_tag_naval_propulsion ai_will_do = { base = 1 modifier = { ROOT = { num_of_naval_factories < 1 } factor = 0 } modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } breakthrough_cost = { specialization_naval = 1 } available = { FROM = { has_tech = tech_nuclear_power_systems_3 } } special_project_parent = { sp_fusion_reactors } complexity = sp_complexity.large prototype_time = sp_time.prototype.very_long resource_cost = { resources = { composites = 12 microchips = 6 chromium = 18 } } project_output = { enable_equipment_modules = { module_naval_surface_fusion_engine_1 walker_tank_module_fusion_engine_gen1 } country_effects = { custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = tech_fusion_power_systems_1 } } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_army_xp_1 sp_naval_generic_reward_army_xp_2 sp_naval_generic_reward_army_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_reward_resource_scarcity sp_naval_generic_reward_critical_failure } } sp_naval_swarm_module = { allowed = { has_dlc = "By Blood Alone" } specialization = specialization_naval icon = GFX_sp_naval_swarm_drones project_tags = { sp_tag_naval_armaments sp_tag_drones } prototype_time = sp_time.prototype.long complexity = sp_complexity.large breakthrough_cost = { specialization_naval = 2 } special_project_parent = { sp_anti_ship_drone_missile } available = { FROM = { has_tech = tech_turret_missiles_surface_4 } } project_output = { enable_equipment_modules = { module_naval_ammo_drone_swarm_1 } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_army_xp_1 sp_naval_generic_reward_army_xp_2 sp_naval_generic_reward_army_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_reward_resource_scarcity sp_naval_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_radar_jamming_module = { allowed = { always = yes } specialization = specialization_naval icon = GFX_sp_naval_radar_jamming project_tags = sp_tag_naval_armaments prototype_time = sp_time.prototype.long complexity = sp_complexity.large breakthrough_cost = { specialization_naval = 2 } project_output = { enable_equipment_modules = { module_naval_radar_jammer_1 } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_army_xp_1 sp_naval_generic_reward_army_xp_2 sp_naval_generic_reward_army_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_reward_resource_scarcity sp_naval_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } }