bm_combat_drugs_project = {
	specialization = specialization_land
	icon = GFX_sp_combat_drugs

	breakthrough_cost = {
		specialization_land = 0
	}

	ai_will_do = {
		base = 1
	}

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

	available = {
		
	}

	generic_prototype_rewards = {
		bm_progress_reward_low
		bm_progress_loss_low
		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 = {
			if = {
				limit = {
					has_country_flag = bm_combat_drugs_project_reward_animal_testing_flag
				}
				custom_effect_tooltip = {
					localization_key = bm_combat_drugs_project_tt
					NAME = bm_combat_drugs_project_tt_name
					DESC = bm_combat_drugs_project_tt_desc
					ICON = GFX_bm_animal_drug_icon
				}
				custom_effect_tooltip = bm_divider_2
				add_dynamic_modifier = {
					modifier = bm_sp_combat_drugs_animal_testing
					days = 250
				}
			}
			else_if = {
				limit = {
					has_country_flag = bm_combat_drugs_project_reward_human_testing_flag
				}
				custom_effect_tooltip = {
					localization_key = bm_combat_drugs_project_tt
					NAME = bm_combat_drugs_project_tt_name
					DESC = bm_combat_drugs_project_tt_desc
					ICON = GFX_bm_human_drug_icon
				}
				custom_effect_tooltip = bm_divider_2
				add_dynamic_modifier = {
					modifier = bm_sp_combat_drugs_human_testing
					days = 250
				}
				else = {
					custom_effect_tooltip = {
						localization_key = bm_combat_drugs_project_tt
						NAME = bm_combat_drugs_project_tt_name
						DESC = bm_combat_drugs_project_tt_desc
						ICON = GFX_bm_combat_drugs_icon
					}
					custom_effect_tooltip = bm_divider_2
					effect_tooltip = {
						add_dynamic_modifier = {
							modifier = bm_sp_combat_drugs_animal_testing
							days = 250
						}						
					}
				}
			}
		}
	}

	unique_prototype_rewards = {
		bm_combat_drugs_project_reward = {
			fire_only_once = yes

			threshold = {
				min = 55
				max = 100
			}

			weight = {
				base = 1000
			}

			option = {
				token = bm_combat_drugs_project_reward_animal_testing

				iteration_output = {
					country_effects = {
						set_country_flag = bm_combat_drugs_project_reward_animal_testing_flag
						custom_effect_tooltip = {
							localization_key = bm_combat_drugs_project_reward_animal_testing_tt
							NAME = bm_combat_drugs_project_reward_animal_testing_tt_name
							DESC = bm_combat_drugs_project_reward_animal_testing_tt_desc
							ICON = GFX_bm_animal_testing_icon
						}
						custom_effect_tooltip = bm_divider_2
						effect_tooltip = {
							add_dynamic_modifier = {
								modifier = bm_sp_combat_drugs_animal_testing
								days = 250
							}
						}
						custom_effect_tooltip = bm_divider_2
						FROM = {
							add_project_progress_ratio = constant:sp_progress.gain.medium 
						}
					}
				}
			}

			option = {
				token = bm_combat_drugs_project_reward_human_testing

				iteration_output = {
					country_effects = {
						set_country_flag = bm_combat_drugs_project_reward_human_testing_flag
						custom_effect_tooltip = {
							localization_key = bm_combat_drugs_project_reward_human_testing_tt
							NAME = bm_combat_drugs_project_reward_human_testing_tt_name
							DESC = bm_combat_drugs_project_reward_human_testing_tt_desc
							ICON = GFX_bm_experimental_testing_icon
						}
						custom_effect_tooltip = bm_divider_2
						effect_tooltip = {
							add_dynamic_modifier = {
								modifier = bm_sp_combat_drugs_human_testing
								days = 250
							}
						}
						custom_effect_tooltip = bm_divider_2
						FROM = {
							add_project_progress_ratio = constant:sp_progress.loss.medium
						}
						add_breakthrough_progress = {
							value = sp_breakthrough_progress.low
							specialization = specialization_land
						}
					}
					scientist_effects = {
						add_scientist_xp = {
							experience = constant:sp_scientist_xp_gain.high
							specialization = specialization_land
						}
					}
				}
			}
		}
	}
}