bm_specialized_bombs_project = {
	specialization = specialization_air
	icon = GFX_sp_specialized_bombs
	project_tags = {
		sp_tag_aircraft
		sp_tag_bomb
	}

	breakthrough_cost = {
		specialization_air = {
			base = 2
			modifier = {
				add = -1
				OR = {
					has_tech = advanced_small_airframe
					has_tech = advanced_medium_airframe
				}
			}
		}
	}

	resource_cost = {
		resources = {
			steel = 3
			aluminium = 2
		}
	}

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

	allowed = {
		has_dlc = "By Blood Alone"
	}
	available = {
		if = {
			limit = {
				FROM = {
					is_ai = yes
				}
			}
			FROM = {
				always = no
			}
		}
		else = {
			FROM = {
				has_tech = early_bombs # USES EARLY BOMBS INSTEAD OF HEAVY BOMBS BECUASE UTTNH
				OR = {
					has_tech = improved_small_airframe
					has_tech = improved_medium_airframe
				}
			}
		}
	}

	generic_prototype_rewards = {
		bm_progress_reward_low
		bm_progress_reward_medium
		bm_progress_loss_low
		bm_progress_loss_medium
		bm_air_breakthrough_reward_low
		bm_air_breakthrough_reward_medium
		bm_air_breakthrough_reward_high
		bm_air_scientist_xp_reward_low
		bm_air_scientist_xp_reward_medium
	}

	project_output = {
		country_effects = {
			if = {
				limit = {
					has_country_flag = bm_specialized_bombs_project_cluster_flag
				}
				custom_effect_tooltip = bm_divider_2
				custom_effect_tooltip = {
					localization_key = bm_specialized_bombs_project_cluster_tt
					NAME = bm_cluster_bomb_1
					DESC = bm_cluster_bomb_1_desc
					ICON = GFX_bm_cluster_bomb_module_icon
				}
				# GETS ACTIVATED IN THE PROTOTYPE ITERATION
				#hidden_effect = {
				#	set_technology = {
				#		bm_sp_cluster_bomb_technology = 1
				#		popup = no
				#	}
				#}
			}
			else = {
				if = {
					limit = {
						has_country_flag = bm_specialized_bombs_project_napalm_flag
					}
					custom_effect_tooltip = bm_divider_2
					custom_effect_tooltip = {
						localization_key = bm_specialized_bombs_project_napalm_tt
						NAME = bm_napalm_bomb_1
						DESC = bm_napalm_bomb_1_desc
						ICON = GFX_bm_napalm_bomb_module_icon
					}
					# GETS ACTIVATED IN THE PROTOTYPE ITERATION
					#hidden_effect = {
					#	set_technology = {
					#		bm_sp_napalm_bomb_technology = 1
					#		popup = no
					#	}
					#}
				}
				else = {
					custom_effect_tooltip = bm_specialized_bombs_project_tt
					custom_effect_tooltip = bm_divider_2
					custom_effect_tooltip = {
						localization_key = bm_specialized_bombs_project_cluster_tt
						NAME = bm_cluster_bomb_1
						DESC = bm_cluster_bomb_1_desc
						ICON = GFX_bm_cluster_bomb_module_icon
					}
					custom_effect_tooltip = bm_divider
					custom_effect_tooltip = {
						localization_key = bm_specialized_bombs_project_napalm_tt
						NAME = bm_napalm_bomb_1
						DESC = bm_napalm_bomb_1_desc
						ICON = GFX_bm_napalm_bomb_module_icon
					}
					custom_effect_tooltip = bm_divider_2
					custom_effect_tooltip = {
						localization_key = bm_specialized_bombs_project_tip_tt
						TECH_1 = advanced_small_airframe
						TECH_2 = advanced_medium_airframe
					}
				}
			}
		}
	}

	unique_prototype_rewards = {
		bm_specialized_bombs_project_rewards = {
			fire_only_once = yes
			force_reward_if_available = yes

			threshold = {
				min = 80
				max = 100
			}

			weight = {
				base = 1000
			}

			option = {
				token = bm_specialized_bombs_project_cluster_option

				iteration_output = {
					country_effects = {
						set_country_flag = bm_specialized_bombs_project_cluster_flag
						custom_effect_tooltip = {
							localization_key = bm_specialized_bombs_project_cluster_tt
							NAME = bm_cluster_bomb_1
							DESC = bm_cluster_bomb_1_desc
							ICON = GFX_bm_cluster_bomb_module_icon
						}
					}

					scientist_effects = {
						if = {
							limit = {
								has_scientist_level = {
									level < 5
									specialization = specialization_air
								}
							}
							random_list = {
								50 = {
									#No Effect
								}
								30 = {
									add_scientist_xp = {
										experience = constant:sp_scientist_xp_gain.low
										specialization = specialization_air
									}
								}
								10 = {
									add_scientist_xp = {
										experience = constant:sp_scientist_xp_gain.medium
										specialization = specialization_air
									}
								}
							}
						}
					}

					enable_equipment_modules = {
						bm_cluster_bomb_1
					}
				}
			}
			option = {
				token = bm_specialized_bombs_project_napalm_option

				iteration_output = {
					country_effects = {
						set_country_flag =bm_specialized_bombs_project_napalm_flag
						custom_effect_tooltip = {
							localization_key = bm_specialized_bombs_project_napalm_tt
							NAME = bm_napalm_bomb_1
							DESC = bm_napalm_bomb_1_desc
							ICON = GFX_bm_napalm_bomb_module_icon
						}
					}

					scientist_effects = {
						if = {
							limit = {
								NOT = {
									has_trait = scientist_trait_bombs_expert
								}
							}
							random_list = {
								70 = {
									#No effect
								}
								30 = {
									add_scientist_trait = scientist_trait_bombs_expert
								}
							}
						}
						else_if = {
							limit = {
								NOT = {
									has_trait = scientist_trait_brilliant_theorist
								}
							}
							random_list = {
								70 = {
									#No effect
								}
								30 = {
									add_scientist_trait = scientist_trait_brilliant_theorist
								}
							}
						}
					}

					enable_equipment_modules = {
						bm_napalm_bomb_1
					}
				}
			}
		}
	}
}