bm_mobile_dockyard_project = {
	specialization = specialization_naval
	icon = GFX_sp_mobile_dockyard

	breakthrough_cost = {
		specialization_naval = {
			base = 2
			modifier = {
				add = -1
				has_tech = damage_control_3
			}
		}
	}

	resource_cost = {
		resources = {
			rubber = 2
		}
	}

	ai_will_do = {
		base = 1
	}

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

	available = {
		FROM = {
			has_tech = damage_control_2
			has_tech = construction4
		}
	}

	generic_prototype_rewards = {
		bm_progress_reward_low
		bm_progress_reward_medium
		bm_progress_loss_low
		bm_progress_loss_medium
		bm_naval_breakthrough_reward_low
		bm_naval_breakthrough_reward_medium
		bm_naval_breakthrough_reward_high
		bm_naval_scientist_xp_reward_low
		bm_naval_scientist_xp_reward_medium
	}

	project_output = {
		country_effects = {
			custom_effect_tooltip = {
				localization_key = bm_mobile_dockyard_project_tt
				NAME = bm_sp_mobile_dockyard_technology
				DESC = bm_sp_mobile_dockyard_technology_desc
				ICON = GFX_bm_mobile_dockyard_icon
				STATS = tech_effect|bm_sp_mobile_dockyard_technology
			}
			hidden_effect = {
				set_technology = {
					bm_sp_mobile_dockyard_technology = 1
					popup = no
				}
			}
			custom_effect_tooltip = bm_divider_2
			custom_effect_tooltip = {
				localization_key = bm_mobile_dockyard_project_tip_tt
				TECH_1 = damage_control_3
			}
		}
	}
}