# Author(s): Kalkalash, crocomoth, Cyrus, TheGeneral #This is required to research any armoured vehicle hull sp_armoured_vehicle_project = { 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 } } } } breakthrough_cost = { specialization_land = 1 } prototype_time = sp_time.prototype.medium complexity = sp_complexity.medium resource_cost = { resources = { steel = 8 aluminium = 8 tungsten = 8 } } project_output = { country_effects = { custom_effect_tooltip = { localization_key = sp_armoured_vehicle_project_tt } } } 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_armor_bonus_1 sp_land_generic_reward_armor_bonus_2 sp_land_generic_reward_armor_bonus_3 sp_land_generic_reward_engine_bonus_1 sp_land_generic_reward_engine_bonus_2 sp_land_generic_reward_engine_bonus_3 sp_land_generic_reward_resource_scarcity sp_land_generic_reward_critical_failure } } sp_tank_nera_armor = { allowed = { has_dlc = "No Step Back" } specialization = specialization_land icon = GFX_sp_heavy_nera_composite project_tags = sp_tag_tank_protection 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 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_tank_support_drones = { allowed = { has_dlc = "No Step Back" } specialization = specialization_land project_tags = { sp_tag_armored_vehicles 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_equipment_modules = { tank_drones } } 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 } unique_prototype_rewards = { sp_tank_support_drones_reward_improved_visibility = { fire_only_once = yes threshold = { min = 0 max = 100 } weight = { base = 1 } option = { token = sp_tank_support_drones_reward_improved_visibility iteration_output = { equipment_bonus = { medium_tank_chassis = { defense = 0.03 breakthrough = 0.03 } medium_tank_destroyer_chassis = { defense = 0.03 breakthrough = 0.03 } } } } } } } sp_tank_support_drones_2 = { allowed = { has_dlc = "No Step Back" } specialization = specialization_land project_tags = { sp_tag_armored_vehicles sp_tag_drones } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } special_project_parent = { sp_tank_support_drones } available = { FROM = { has_tech = land_drone_equipment_4 } } breakthrough_cost = { specialization_land = 2 } prototype_time = sp_time.prototype.medium complexity = sp_complexity.medium project_output = { enable_equipment_modules = { tank_drones_2 } } 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 } unique_prototype_rewards = { sp_tank_support_drones_reward_improved_targeting = { fire_only_once = yes threshold = { min = 0 max = 100 } weight = { base = 1 } option = { token = sp_tank_support_drones_reward_improved_targeting iteration_output = { equipment_bonus = { medium_tank_chassis = { soft_attack = 0.03 hard_attack = 0.03 } medium_tank_destroyer_chassis = { soft_attack = 0.03 hard_attack = 0.03 } } } } } } } sp_active_protection_systems = { allowed = { has_dlc = "No Step Back" } specialization = specialization_land project_tags = sp_tag_tank_protection ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } available = { FROM = { has_tech = tank_components_tech_3 } } breakthrough_cost = { specialization_land = 2 } prototype_time = sp_time.prototype.medium complexity = sp_complexity.medium project_output = { country_effects = { custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = defensive_systems_4 } } } 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 } unique_prototype_rewards = { sp_active_protection_systems_reward_improved_targeting = { fire_only_once = yes threshold = { min = 0 max = 100 } weight = { base = 1 } option = { token = sp_active_protection_systems_reward_improved_targeting iteration_output = { equipment_bonus = { AA_Equipment = { air_attack = 0.03 } medium_tank_aa_chassis = { air_attack = 0.03 } } } } } } } sp_ground_fireandforget = { allowed = { always = yes } specialization = specialization_land project_tags = sp_tag_tank_firepower available = { FROM = { has_tech = AT_upgrade_1 } } breakthrough_cost = { specialization_land = 1 } prototype_time = sp_time.prototype.medium complexity = sp_complexity.medium project_output = { country_effects = { set_technology = { AT_upgrade_2 = 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_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 } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_tank_electric_engine = { allowed = { has_dlc = "No Step Back" } specialization = specialization_land project_tags = sp_tag_tank_mobility available = { FROM = { has_tech = electric_engine_tech_2 } } breakthrough_cost = { specialization_land = 2 } prototype_time = sp_time.prototype.medium complexity = sp_complexity.medium project_output = { country_effects = { set_technology = { electric_engine_tech_3 = 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_engine_bonus_1 sp_land_generic_reward_engine_bonus_2 sp_land_generic_reward_engine_bonus_3 sp_land_generic_reward_resource_scarcity sp_land_generic_reward_critical_failure } unique_prototype_rewards = { sp_tank_electric_engine_hybrid_mode = { fire_only_once = yes threshold = { min = 0 max = 100 } weight = { base = 1 } option = { token = sp_tank_electric_engine_hybrid_mode iteration_output = { equipment_bonus = { medium_tank_chassis = { maximum_speed = 0.05 } medium_tank_destroyer_chassis = { maximum_speed = 0.05 } } } } } } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_tank_aa_launchers = { allowed = { has_dlc = "No Step Back" } specialization = specialization_land project_tags = sp_tag_tank_firepower ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } available = { FROM = { has_tech = nsb_Anti_Air_2 } } breakthrough_cost = { specialization_land = 1 } prototype_time = sp_time.prototype.long complexity = sp_complexity.large project_output = { enable_equipment_modules = { aa_launchers } } 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_artillery_bonus_2 sp_land_generic_reward_resource_scarcity sp_land_generic_reward_critical_failure } unique_prototype_rewards = { sp_tank_aa_launchers_reward_multi_launcher_missile = { fire_only_once = yes threshold = { min = 0 max = 100 } weight = { base = 1 } option = { token = sp_tank_aa_launchers_reward_utlise_in_tanks iteration_output = { equipment_bonus = { medium_tank_chassis = { air_attack = 0.03 } } } } option = { token = sp_tank_aa_launchers_reward_utilise_in_manpads iteration_output = { equipment_bonus = { AA_Equipment = { air_attack = 0.03 } } } } } } } sp_tank_self_sharpening_ammo = { allowed = { has_dlc = "No Step Back" } specialization = specialization_land project_tags = sp_tag_tank_firepower ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } available = { FROM = { has_tech = medium_gun_tech_3 } } breakthrough_cost = { specialization_land = 1 } prototype_time = sp_time.prototype.medium complexity = sp_complexity.large project_output = { equipment_bonus = { medium_tank_chassis = { hard_attack = 0.03 ap_attack = 0.05 } medium_tank_destroyer_chassis = { hard_attack = 0.03 ap_attack = 0.05 } } } 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 } unique_prototype_rewards = { sp_tank_self_sharpening_ammo_reward_improved_alloys = { fire_only_once = yes threshold = { min = 0 max = 100 } weight = { base = 1 } option = { token = sp_tank_self_sharpening_ammo_reward_improved_alloys iteration_output = { equipment_bonus = { medium_tank_chassis = { armor_value = 0.03 } medium_tank_destroyer_chassis = { armor_value = 0.03 } } } } } } } sp_tank_thermal_camo = { allowed = { has_dlc = "No Step Back" } specialization = specialization_land project_tags = sp_tag_tank_protection ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } available = { FROM = { has_tech = mbt_tech_3 } } special_project_parent = { sp_tank_stealth_armor_early } breakthrough_cost = { specialization_land = 2 } prototype_time = sp_time.prototype.long complexity = sp_complexity.large project_output = { enable_equipment_modules = { tank_stealth_armor_thermal } } 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_tank_chameleon_camo = { allowed = { has_dlc = "No Step Back" } specialization = specialization_land project_tags = sp_tag_tank_protection available = { FROM = { has_tech = mbt_tech_4 } } special_project_parent = { sp_tank_thermal_camo } breakthrough_cost = { specialization_land = 3 } prototype_time = sp_time.prototype.long complexity = sp_complexity.large project_output = { enable_equipment_modules = { tank_stealth_armor_camelon } } 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 } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_super_heavy_tank_turrets = { allowed = { has_dlc = "No Step Back" } specialization = specialization_land project_tags = sp_tag_tank_firepower prototype_time = sp_time.prototype.long complexity = sp_complexity.insane breakthrough_cost = { specialization_land = 2 } resource_cost = { resources = { steel = 6 composites = 5 tungsten = 3 } } available = { FROM = { has_tech = large_gun_tech has_tech = mbt_tech_3 } } project_output = { enable_equipment_modules = { tank_heavy_tank_turrets } country_effects = { custom_effect_tooltip = { localization_key = SP_UNLOCK_PROJECT PROJECT = sp_double_barrel_cannons } custom_effect_tooltip = { localization_key = SP_UNLOCK_PROJECT PROJECT = sp_railgun_cannon } custom_effect_tooltip = { localization_key = SP_UNLOCK_PROJECT PROJECT = sp_tank_based_laser_main_cannons } } } 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 } unique_prototype_rewards = { sp_super_heavy_tank_turrets_reward_turret_ring = { fire_only_once = yes threshold = { min = 0 max = 100 } weight = { base = 1 } option = { token = sp_super_heavy_tank_turrets_reward_turret_ring_speed iteration_output = { equipment_bonus = { medium_tank_chassis = { breakthrough = 0.03 } } } } option = { token = sp_super_heavy_tank_turrets_reward_turret_ring_armour iteration_output = { equipment_bonus = { medium_tank_chassis = { armor_value = 0.03 } } } } } } ai_will_do = { base = 5 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_double_barrel_cannons = { allowed = { has_dlc = "No Step Back" } specialization = specialization_land project_tags = sp_tag_tank_firepower prototype_time = sp_time.prototype.long complexity = sp_complexity.insane breakthrough_cost = { specialization_land = 1 } special_project_parent = { sp_super_heavy_tank_turrets } project_output = { enable_equipment_modules = { tank_double_barrel_tank_cannons } } 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 } unique_prototype_rewards = { sp_double_barrel_cannons_reward_improved_autoloader = { fire_only_once = yes threshold = { min = 0 max = 100 } weight = { base = 1 } option = { token = sp_double_barrel_cannons_reward_improved_autoloader iteration_output = { equipment_bonus = { medium_tank_chassis = { hard_attack = 0.03 } medium_tank_destroyer_chassis = { hard_attack = 0.03 } } } } } } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_railgun_cannon = { allowed = { has_dlc = "No Step Back" } specialization = specialization_land project_tags = sp_tag_tank_firepower special_project_parent = { sp_super_heavy_tank_turrets } ai_will_do = { base = 5 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } available = { FROM = { has_tech = medium_gun_tech_3 } } breakthrough_cost = { specialization_land = 3 } prototype_time = sp_time.prototype.long complexity = sp_complexity.insane project_output = { enable_equipment_modules = { tank_railgun_cannon_1 battery_ammo walker_tank_module_railgun } country_effects = { custom_effect_tooltip = { localization_key = SP_UNLOCK_PROJECT PROJECT = sp_railgun_cannon_2 } } } 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 } unique_prototype_rewards = { sp_railgun_cannon_reward_improved_barrel = { fire_only_once = yes threshold = { min = 0 max = 100 } weight = { base = 1 } option = { token = sp_railgun_cannon_reward_improved_barrel iteration_output = { equipment_bonus = { medium_tank_chassis = { reliability = 0.03 } medium_tank_destroyer_chassis = { reliability = 0.03 } } } } } } } sp_railgun_cannon_2 = { allowed = { has_dlc = "No Step Back" } specialization = specialization_land project_tags = sp_tag_tank_firepower special_project_parent = { sp_railgun_cannon } breakthrough_cost = { specialization_land = 4 } prototype_time = sp_time.prototype.insanely_long complexity = sp_complexity.insane project_output = { enable_equipment_modules = { tank_railgun_cannon_2 } } 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 } unique_prototype_rewards = { sp_railgun_cannon_2_reward_improved_barrel = { fire_only_once = yes threshold = { min = 0 max = 100 } weight = { base = 1 } option = { token = sp_railgun_cannon_2_reward_improved_barrel iteration_output = { equipment_bonus = { medium_tank_chassis = { reliability = 0.03 } medium_tank_destroyer_chassis = { reliability = 0.03 } } } } } } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_tank_based_laser_main_cannons = { allowed = { has_dlc = "No Step Back" } specialization = specialization_land project_tags = sp_tag_tank_firepower breakthrough_cost = { specialization_land = 3 } special_project_parent = { sp_super_heavy_tank_turrets } prototype_time = sp_time.prototype.very_long complexity = sp_complexity.insane resource_cost = { resources = { tungsten = 4 chromium = 4 } } project_output = { enable_equipment_modules = { tank_focused_laser_beam_cannon battery_ammo } } 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 } unique_prototype_rewards = { sp_tank_based_laser_main_cannons_reward_air_defence = { fire_only_once = yes threshold = { min = 0 max = 100 } weight = { base = 1 } option = { token = sp_tank_based_laser_main_cannons_reward_air_defence iteration_output = { equipment_bonus = { AA_Equipment = { air_attack = 0.03 } medium_tank_aa_chassis = { air_attack = 0.03 } } } } } } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_tank_based_laser_point_defense = { allowed = { has_dlc = "No Step Back" } specialization = specialization_land project_tags = sp_tag_tank_firepower prototype_time = sp_time.prototype.long complexity = sp_complexity.large breakthrough_cost = { specialization_land = 2 } available = { FROM = { has_tech = tank_components_tech_4 } } project_output = { enable_equipment_modules = { tank_laser_point_defense } } 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 } unique_prototype_rewards = { sp_tank_based_laser_point_defense_reward_air_defence = { fire_only_once = yes threshold = { min = 0 max = 100 } weight = { base = 1 } option = { token = sp_tank_based_laser_point_defense_reward_air_defence iteration_output = { equipment_bonus = { AA_Equipment = { air_attack = 0.03 } medium_tank_aa_chassis = { air_attack = 0.03 } } } } } } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_tank_stealth_armor_early = { allowed = { has_dlc = "No Step Back" has_dlc = "By Blood Alone" } specialization = specialization_land icon = GFX_sp_stealth_armor project_tags = sp_tag_tank_protection prototype_time = sp_time.prototype.long complexity = sp_complexity.large breakthrough_cost = { specialization_land = 1 } special_project_parent = { sp_stealth_technology } project_output = { enable_equipment_modules = { tank_stealth_armor_gen1 } } 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 } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_exoskeletal_engine_tank = { allowed = { has_dlc = "No Step Back" } specialization = specialization_land icon = GFX_sp_land_exoskeletal_engine project_tags = sp_tag_tank_mobility ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } available = { FROM = { has_tech = turbine_engine_tech_5 } } breakthrough_cost = { specialization_land = 2 } project_output = { enable_equipment_modules = { module_tank_exoskeletal_engine_gen1 } country_effects = { custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = turbine_engine_tech_6 } } } prototype_time = sp_time.prototype.medium complexity = sp_complexity.medium 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_nuclear_engine_tank = { allowed = { has_dlc = "No Step Back" has_dlc = "By Blood Alone" } specialization = specialization_land icon = GFX_sp_land_nuclear_engine project_tags = sp_tag_tank_mobility ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } available = { FROM = { has_tech = tech_nuclear_power_systems_3 } #Needs to be light surface reactor tech } special_project_parent = { sp_nuclear_engines } breakthrough_cost = { specialization_land = 2 } project_output = { enable_equipment_modules = { module_tank_nuclear_engine_gen1 walker_tank_module_nuclear_engine_gen1 } country_effects = { custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = tech_tank_nuclear_engine_1 } } } prototype_time = sp_time.prototype.medium complexity = sp_complexity.medium 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_walker_tank_chassis = { allowed = { has_dlc = "No Step Back" } specialization = specialization_land icon = GFX_sp_medium_walker_tank visible = { has_game_rule = { rule = rule_futuristic_special_projects option = yes } } project_tags = { sp_tag_tank_mobility sp_tag_mech_suits } ai_will_do = { base = 5 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } available = { FROM = { has_tech = mbt_tech_4 } } breakthrough_cost = { specialization_land = 4 } project_output = { country_effects = { add_design_template_bonus = { name = sp_walker_tank_chassis uses = 1 cost_factor = 1 equipment = super_heavy_tank_chassis } custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = tech_tank_walker_chassis_1 } } enable_subunits = { medium_walker_battalion } enable_equipments = { super_heavy_tank_chassis_0 } enable_equipment_modules = { walker_tank_module_tank_barrel walker_tank_module_flamethrower walker_tank_module_heavy_machinegun walker_tank_module_rocket_launcher walker_tank_module_vls walker_tank_module_diesel_engine_gen1 walker_tank_module_two_legs walker_tank_module_four_legs walker_tank_medium_chassis walker_tank_module_battlestation_1 walker_tank_module_countermeasures_1 walker_tank_module_suicide_drone_1 } } prototype_time = sp_time.prototype.medium complexity = sp_complexity.insane 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_heavy_walker_tank_chassis = { allowed = { has_dlc = "No Step Back" } specialization = specialization_land icon = GFX_sp_heavy_walker_tank visible = { has_game_rule = { rule = rule_futuristic_special_projects option = yes } } project_tags = { sp_tag_tank_mobility sp_tag_mech_suits } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } special_project_parent = { sp_walker_tank_chassis } breakthrough_cost = { specialization_land = 4 } project_output = { country_effects = { add_design_template_bonus = { name = sp_heavy_walker_tank_chassis uses = 1 cost_factor = 1 equipment = super_heavy_tank_artillery_chassis } } enable_subunits = { heavy_walker_tank_battalion } enable_equipment_modules = { walker_tank_heavy_chassis } } prototype_time = sp_time.prototype.medium complexity = sp_complexity.insane 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_light_walker_tank_chassis = { allowed = { has_dlc = "No Step Back" } specialization = specialization_land icon = GFX_sp_light_walker_tank visible = { has_game_rule = { rule = rule_futuristic_special_projects option = yes } } project_tags = { sp_tag_tank_mobility sp_tag_mech_suits } ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } special_project_parent = { sp_walker_tank_chassis } breakthrough_cost = { specialization_land = 4 } project_output = { country_effects = { add_design_template_bonus = { name = sp_light_walker_tank_chassis uses = 1 cost_factor = 1 equipment = super_heavy_tank_destroyer_chassis } } enable_subunits = { light_walker_tank_battalion } enable_equipment_modules = { walker_tank_light_chassis } } prototype_time = sp_time.prototype.medium complexity = sp_complexity.insane 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_hover_suspension = { #APC Only allowed = { has_dlc = "No Step Back" } specialization = specialization_land icon = GFX_sp_hover_engine visible = { has_game_rule = { rule = rule_futuristic_special_projects option = yes } } project_tags = sp_tag_tank_mobility ai_will_do = { base = 1 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } available = { FROM = { has_tech = nsb_engine_tech_4 has_tech = turbine_engine_tech_5 } } breakthrough_cost = { specialization_land = 3 } project_output = { enable_equipment_modules = { afv_hover_suspension_1 } } prototype_time = sp_time.prototype.medium complexity = sp_complexity.medium 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 } }