bm_tracked_mine_project = {
	specialization = specialization_land
	icon = GFX_sp_goliath_tracked_mine

	breakthrough_cost = {
		specialization_land = 1
	}

	resource_cost = {
		resources = {
			steel = 3
		}
	}

	prototype_time = sp_time.prototype.short
	complexity = sp_complexity.small

	available = {
		if = {
			limit = {
				FROM = {
					is_ai = yes
				}
			}
			FROM = {
				always = no
			}
		}
		else = {
			FROM = {
				has_tech = tech_engineers2
				has_tech = mechanised_infantry
			}
		}
	}

	generic_prototype_rewards = {
		bm_progress_reward_low
		bm_progress_reward_medium
		bm_progress_reward_high
		bm_progress_loss_low
		bm_progress_loss_medium
		bm_progress_loss_high
		bm_land_breakthrough_reward_low
		bm_land_breakthrough_reward_medium
		bm_land_scientist_xp_reward_low
		bm_land_scientist_xp_reward_medium
	}
	
	project_output = {
		country_effects = {
			custom_effect_tooltip = {
				localization_key = bm_tracked_mine_project_equipment
				ICON = GFX_bm_tracked_mine_eq_icon
				NAME = bm_tracked_mine_equipment
				DESC = bm_tracked_mine_equipment_desc
			}
			custom_effect_tooltip = bm_divider
			custom_effect_tooltip = {
				localization_key = bm_tracked_mine_project_unit
				ICON = GFX_bm_tracked_mine_unit_icon
				NAME = bm_tracked_mine_company
				DESC = bm_tracked_mine_company_desc
			}
		}			
		enable_equipments = {
			bm_tracked_mine_equipment_0
		}
		enable_subunits = {
			bm_tracked_mine_company
		}
	}
}