moresps_sp_radarvan = {
	specialization = specialization_nuclear
	project_tags = sp_tag_radar
	icon = GFX_moresps_tank_aa

	breakthrough_cost = {
		specialization_nuclear = {
			base = 1
			modifier = {
				add = -1
				has_tech = monopulse_radar 
			}
		}
	}
	resource_cost = {
		resources = { 
			steel = 4
			aluminium = 4
			chromium = 4
			rubber = 4
		 }
	}
	prototype_time = sp_time.prototype.short
	complexity = sp_complexity.small

	allowed = {}
	available = { 
		FROM = { has_tech = cavity_magnatron has_tech = interwar_antiair has_tech = tech_trucks }
	}
	visible = {}


	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			ROOT = { is_major = yes }
		}
		modifier = {
			factor = 4
			date > 1946.1.1
		}
	}
	
	
	project_output = {
		enable_subunits = {
			moresps_mot_anti_air_brigade 
		} 
			
		enable_equipment_modules = {
			limit = {
				has_dlc = "No Step Back"
			}
			moresps_tank_module_AAradar 
		}
	}

	generic_prototype_rewards = {
		moreSps_generic_scientist_nuclear_xp_reward 
		moreSps_generic_nuclear_xp_reward 
		moreSps_generic_breakthrough_reward 
		moreSps_generic_breakthrough_loss_reward 
	}
}

moresps_sp_improved_medicine = {
	specialization = specialization_land
	icon = "GFX_moresps_sp_improved_medicine"

	breakthrough_cost = {
		specialization_land = {
			base = 0
		}
	}
	resource_cost = {
	}
	prototype_time = sp_time.prototype.short
	complexity = sp_complexity.small

	allowed = {}
	available = { 
		FROM = { has_tech = tech_field_hospital }
	}
	visible = {}


	ai_will_do = {
		base = 1
		modifier = {
			add = 2
			ROOT = { has_government = fascism }
		}
		modifier = {
			add = 1
			ROOT = { has_government = communism }
		}
	}
	
	
	project_output = {
		sub_unit_bonus = {
			field_hospital = {
				casualty_trickleback = 0.05
				experience_loss_factor = -0.05
			}
			helicopter_field_hospital = {
				casualty_trickleback = 0.05
				experience_loss_factor = -0.05
			}
		}
	}

	generic_prototype_rewards = {
		moreSps_generic_scientist_land_xp_reward 
		moreSps_generic_land_xp_reward 
		moreSps_generic_breakthrough_reward 
		moreSps_generic_breakthrough_loss_reward 
	}
}

moresps_sp_resistance_supression = {
	specialization = specialization_land
	icon = "GFX_moresps_sp_resistance_supression"

	breakthrough_cost = {
		specialization_land = {
			base = 0
		}
	}
	resource_cost = {
	}
	prototype_time = sp_time.prototype.short
	complexity = sp_complexity.small

	allowed = {}
	available = { 
		FROM = { has_tech = tech_military_police }
	}
	visible = {}


	ai_will_do = {
		base = 1
		modifier = {
			add = 2
			ROOT = { tag = GER }
		}
	}
	
	
	project_output = {
		country_effects = {
			custom_effect_tooltip = moresps_sp_behaviour_custom_tt
			hidden_effect = {
				set_technology = {
					moresps_sp_behaviour_tech = 1
					popup = no
				}
			}
			
		}
		sub_unit_bonus = {
			military_police = {
				suppression_factor = 0.10
			}
			motorized_military_police = {
				suppression_factor = 0.20
			}
		}
	}

	generic_prototype_rewards = {
		moreSps_generic_scientist_land_xp_reward 
		moreSps_generic_land_xp_reward 
		moreSps_generic_breakthrough_reward 
		moreSps_generic_breakthrough_loss_reward 
	}
}

moresps_sp_recoilles_rifles = {
	specialization = specialization_land
	icon = "GFX_moresps_sp_recoilles_rifles"
	project_tags = sp_tag_tank

	breakthrough_cost = {
		specialization_land = {
			base = 1
		}
	}
	resource_cost = {
		resources = { 
			steel = 8
			tungsten = 8
			chromium = 8
		}
	}
	prototype_time = sp_time.prototype.short
	complexity = sp_complexity.small

	allowed = {}
	available = { 
		FROM = { has_tech = improved_infantry_weapons_2 }
	}
	visible = {}


	ai_will_do = {
		base = 1
	}
	
	
	project_output = {
		equipment_bonus = {
			armored_car_equipment = {
				hard_attack = 0.20
				ap_attack = 0.20
				build_cost_ic = 0.10
				instant = yes
			}
			infantry_equipment = {
				hard_attack = 0.20
				ap_attack = 0.20
				build_cost_ic = 0.10
				instant = yes
			}
		}
	}

	generic_prototype_rewards = {
		moreSps_generic_scientist_land_xp_reward 
		moreSps_generic_land_xp_reward 
		moreSps_generic_breakthrough_reward 
		moreSps_generic_breakthrough_loss_reward 
	}
}

moresps_sp_armoured_car_truck_engine = {
	specialization = specialization_land
	icon = "GFX_moresps_sp_armoured_car_truck_engine"
	project_tags = sp_tag_tank

	breakthrough_cost = {
		specialization_land = {
			base = 1
		}
	}
	resource_cost = {
		resources = { 
			steel = 8
			tungsten = 8
			chromium = 8
			rubber = 8
		}
	}
	prototype_time = sp_time.prototype.short
	complexity = sp_complexity.small

	allowed = {}
	available = { 
		FROM = { has_tech = armored_car_at_upgrade has_tech = motorised_infantry }
	}
	visible = {}


	ai_will_do = {
		base = 1
	}
	
	
	project_output = {
		equipment_bonus = {
			motorized_equipment = {
				maximum_speed = 0.3
				reliability = -0.05
				build_cost_ic = 0.10
				fuel_consumption = 0.10
				instant = yes
			}
		}
	}

	generic_prototype_rewards = {
		moreSps_generic_scientist_land_xp_reward 
		moreSps_generic_land_xp_reward 
		moreSps_generic_breakthrough_reward 
		moreSps_generic_breakthrough_loss_reward 
	}
}

moresps_sp_air_to_air_rocket = {
	specialization = specialization_air
	project_tags = {
		sp_tag_rocket
		sp_tag_guided_bomb
	}
	icon = GFX_sp_rockets_flying_bomb

	breakthrough_cost = {
		specialization_air = {
			base = 2
		}
	}
	resource_cost = {
		resources = { 
			aluminium = 12
			chromium = 4
			tungsten = 4
		 }
	}
	prototype_time = sp_time.prototype.medium
	complexity = sp_complexity.large

	allowed = {has_dlc = "By Blood Alone"}
	special_project_parent = {
		#sp_naval_proximity_fuze
	}
	available = { 
		FROM = { has_tech = sp_rockets_improved_guidance has_tech = monopulse_radar has_tech = rocket_artillery3 }
	}
	visible = {has_dlc = "By Blood Alone"}


	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			ROOT = { is_major = yes }
		}
		modifier = {
			factor = 4
			date > 1946.1.1
		}
	}
	
	
	project_output = {
		enable_equipment_modules = {
			moresps_aa_missle
			moresps_advanced_cas_missle 
		}
		enable_equipments = {
			moresps_sam_missle_equipment_2
		}
		sub_unit_bonus = {
			guided_missile = { 
				air_range = 0.05
			}
			rocket_artillery = {
				soft_attack = 0.05
			}
			rocket_artillery_brigade = {
				soft_attack = 0.05
			}
			mot_rocket_artillery_brigade = {
				soft_attack = 0.05
			}
			motorized_rocket_brigade = {
				soft_attack = 0.05
			}
			helicopter_brigade = {
				breakthrough = 0.05
				soft_attack = 0.05
				hard_attack = 0.05
				ap_attack = 0.05
			}
		}
	}

	generic_prototype_rewards = {
		moreSps_generic_scientist_air_xp_reward 
		moreSps_generic_air_xp_reward 
		moreSps_generic_breakthrough_reward 
		moreSps_generic_breakthrough_loss_reward 
	}
}
moresps_sp_flying_tank = {
	specialization = specialization_land
	icon = "GFX_moresps_sp_flying_tank"
	project_tags = sp_tag_tank

	breakthrough_cost = {
		specialization_land = {
			base = 1
		}
	}
	resource_cost = {
		resources = { 
			aluminium = 8
			steel = 8
			chromium = 8
			rubber = 8
		}
	}
	prototype_time = sp_time.prototype.short
	complexity = sp_complexity.small

	allowed = {}
	available = { 
		if = {
			limit = { has_dlc = "Arms Against Tyranny" }
			FROM = { has_tech = paras_airborne_light_armor }
		}else = {
			FROM = { has_tech = paratroopers3 }
		}
		if = {
			limit = { has_dlc = "No Step Back" }
			FROM = { has_tech = gwtank_chassis }
		}else = {
			FROM = { has_tech = gwtank }
		}
	}
	visible = {}


	ai_will_do = {
		base = 1
	}
	
	
	project_output = {
		enable_subunits = {
			moresps_flying_tanks
			moresps_flying_motorized 
		} 
		sub_unit_bonus = {
			airborne_light_armor = { 
				breakthrough = 0.10
				soft_attack = 0.10
				hard_attack = 0.10
				ap_attack = 0.10
				armor_value = 0.10
			}
		}
	}

	generic_prototype_rewards = {
		moreSps_generic_scientist_land_xp_reward 
		moreSps_generic_land_xp_reward 
		moreSps_generic_breakthrough_reward 
		moreSps_generic_breakthrough_loss_reward 
	}
}
moresps_sp_flying_tank2 = {
	specialization = specialization_land
	icon = "GFX_moresps_sp_flying_tank2"
	project_tags = sp_tag_tank

	breakthrough_cost = {
		specialization_land = {
			base = 2
		}
	}
	resource_cost = {
		resources = { 
			aluminium = 8
			steel = 8
			chromium = 8
			rubber = 8
		}
	}
	prototype_time = sp_time.prototype.short
	complexity = sp_complexity.small

	allowed = {}
	special_project_parent = {
		moresps_sp_flying_tank
	}
	available = { 
	}
	visible = {}


	ai_will_do = {
		base = 1
	}
	
	
	project_output = {
		enable_subunits = {
			moresps_flying_medium_armor
			moresps_flying_mechanized 
		} 
		sub_unit_bonus = {
			airborne_light_armor = { 
				breakthrough = 0.20
				soft_attack = 0.20
				hard_attack = 0.20
				ap_attack = 0.20
				armor_value = 0.20
			}
		}
	}

	generic_prototype_rewards = {
		moreSps_generic_scientist_land_xp_reward 
		moreSps_generic_land_xp_reward 
		moreSps_generic_breakthrough_reward 
		moreSps_generic_breakthrough_loss_reward 
	}
}
moresps_sp_ATGM = {
	specialization = specialization_land
	icon = "GFX_moresps_sp_ATGM"
	project_tags = {
		sp_tag_tank
		sp_tag_artillery
	}

	breakthrough_cost = {
		specialization_land = {
			base = 2
		}
	}
	resource_cost = {
		resources = { 
			steel = 8
			chromium = 8
			rubber = 8
		}
	}
	prototype_time = sp_time.prototype.short
	complexity = sp_complexity.small

	allowed = {has_dlc = "No Step Back" has_dlc = "Gotterdammerung"}
	special_project_parent = {
		sp_land_super_heavy_howitzer
	}
	available = { 
		FROM = { has_tech = sp_artillery_rocket_assisted_projectiles_tech has_tech = experimental_rockets } 
	}
	visible = {has_dlc = "No Step Back" has_dlc = "Gotterdammerung"}


	ai_will_do = {
		base = 1
	}
	
	
	project_output = {
		
		enable_equipment_modules = {
			moresps_ATGM_missle_small 
			moresps_ATGM_missle_medium 
		}

		sub_unit_bonus = {
			rocket_artillery = {
				hard_attack = 0.25
			}
			rocket_artillery_brigade = {
				hard_attack = 0.25
			}
			mot_rocket_artillery_brigade = {
				hard_attack = 0.25
			}
			motorized_rocket_brigade = {
				hard_attack = 0.25
			}
		}
	}

	generic_prototype_rewards = {
		moreSps_generic_scientist_land_xp_reward 
		moreSps_generic_land_xp_reward 
		moreSps_generic_breakthrough_reward 
		moreSps_generic_breakthrough_loss_reward 
	}
}
moresps_sp_helicopter_mk2 = {
	specialization = specialization_air 
	icon = "GFX_moresps_sp_helicopter_mk2"
	project_tags = {
		sp_tag_aircraft
		sp_tag_helicopter
	}

	breakthrough_cost = {
		specialization_air = {
			base = 3
			modifier = {
				add = -1
				has_tech = sp_centrifugal_jet_tech 
			}
			modifier = {
				OR = { has_tech = engines_4 has_tech = fighter3 has_tech = CAS3 has_tech = cv_naval_bomber3 has_tech = heavy_fighter3 has_tech = tactical_bomber3 has_tech = strategic_bomber3 }
				add = -1
			}
				
		}
	}
	resource_cost = {
		resources = { 
			aluminium = 12
			steel = 8
			chromium = 8
		}
	}
	prototype_time = sp_time.prototype.short
	complexity = sp_complexity.small

	allowed = {has_dlc = "Gotterdammerung"}
	special_project_parent = {
		sp_air_helicopter 
	}
	available = { 
	}
	visible = {has_dlc = "Gotterdammerung"}


	ai_will_do = {
		base = 1
	}
	
	project_output = {
		country_effects = {
			custom_effect_tooltip = moresps_sp_helicopter_mk2_tt
		}
		enable_subunits = {
			moresps_helicopter_transport
		} 
		enable_equipments = {
			moresps_helicopter_equipment_2
		}
	}

	generic_prototype_rewards = {
		moreSps_generic_scientist_air_xp_reward 
		moreSps_generic_air_xp_reward 
		moreSps_generic_breakthrough_reward 
		moreSps_generic_breakthrough_loss_reward 
	}
}
moresps_sp_uranium_shells = {
	specialization = specialization_land
	icon = "GFX_moresps_sp_uranium_shells"
	project_tags = {
		sp_tag_tank
		sp_tag_artillery
	}

	breakthrough_cost = {
		specialization_land = {
			base = 1
		}
	}
	resource_cost = {
		resources = { 
			steel = 8
			chromium = 8
			tungsten = 12
		}
	}
	prototype_time = sp_time.prototype.short
	complexity = sp_complexity.small

	allowed = {}
	special_project_parent = {
		sp_nuclear_reactor 
	}
	available = { 
	}
	visible = {}


	ai_will_do = {
		base = 1
	}
	
	
	project_output = {
		sub_unit_bonus = {
		category_tank_destroyers = {
			hard_attack = 0.1
			ap_attack = 0.4
		}

		category_line_artillery = {
			hard_attack = 0.1
			ap_attack = 0.4
		}
		}
	}

	generic_prototype_rewards = {
		moreSps_generic_scientist_land_xp_reward 
		moreSps_generic_land_xp_reward 
		moreSps_generic_breakthrough_reward 
		moreSps_generic_breakthrough_loss_reward 
	}
}
moresps_sp_goliath = {
	specialization = specialization_land
	icon = "GFX_moresps_sp_goliath"
	project_tags = {
		sp_tag_tank
	}

	breakthrough_cost = {
		specialization_land = {
			base = 1
		}
	}
	resource_cost = {
		resources = { 
			steel = 8
			chromium = 8
			tungsten = 12
		}
	}
	prototype_time = sp_time.prototype.short
	complexity = sp_complexity.small

	allowed = {}
	special_project_parent = {
		sp_land_military_engineering_vehicles 
	}
	available = { 
		FROM = { has_tech = radio has_tech = mechanical_computing has_tech = sp_armored_engineer_tech }
	}
	visible = {}


	ai_will_do = {
		base = 1
		modifier = {
			add = 2
			ROOT = { tag = FRA }
		}
	}
	
	
	project_output = {
		country_effects = {
			custom_effect_tooltip = moresps_sp_goliath_tt
			hidden_effect = {
				set_technology = {
					moresps_sp_goliath_tech = 1
					popup = no
				}
			}
			
		}
		sub_unit_bonus = {
			assault_engineer = {
				breakthrough = 0.50
			}
			armored_engineer = {
				defense = 0.50
			}
		}
	}

	generic_prototype_rewards = {
		moreSps_generic_scientist_land_xp_reward 
		moreSps_generic_land_xp_reward 
		moreSps_generic_breakthrough_reward 
		moreSps_generic_breakthrough_loss_reward 
	}
}
moresps_sp_ship_ship_missle = {
	specialization = specialization_naval
	icon = "GFX_sp_rockets_flying_bomb"
	project_tags = {
		sp_tag_rocket
		sp_tag_surface_ship
	}

	breakthrough_cost = {
		specialization_naval = {
			base = 2
		}
	}
	resource_cost = {
		resources = { 
			steel = 12
			chromium = 12
			tungsten = 12
		}
	}
	prototype_time = sp_time.prototype.medium
	complexity = sp_complexity.large

	allowed = {has_dlc = "Man the Guns"}
	special_project_parent = {
		
	}
	available = { 
		FROM = { has_tech = sp_rockets_improved_guidance has_tech = monopulse_radar has_tech = rocket_artillery3 }
	}
	visible = {has_dlc = "Man the Guns"}

	ai_will_do = {
		base = 1
	}
	
	
	project_output = {
		enable_equipment_modules = {
			moresps_naval_naval_missle_aa
			moresps_naval_naval_missle_medium
			moresps_naval_naval_missle_heavy
			moresps_naval_naval_missle_torp
		}
	}

	generic_prototype_rewards = {
		moreSps_generic_scientist_naval_xp_reward 
		moreSps_generic_naval_xp_reward 
		moreSps_generic_breakthrough_reward 
		moreSps_generic_breakthrough_loss_reward 
	}
}
moresps_sp_nuclear_jet = {
	specialization = specialization_air 
	icon = "GFX_sp_air_axial_jet_engine"
	project_tags = {
		sp_tag_aircraft
		sp_tag_jet
		sp_tag_rocket
		sp_tag_guided_bomb
	}

	breakthrough_cost = {
		specialization_air = {
			base = 2
		}
	}
	resource_cost = {
		resources = { 
			aluminium = 12
			chromium = 12
		}
	}
	prototype_time = sp_time.prototype.long	 
	complexity = sp_complexity.medium

	allowed = {has_dlc = "Gotterdammerung" has_dlc = "By Blood Alone" }
	special_project_parent = {
		sp_air_axial_jet_engine
		sp_nuclear_engines 
	}
	available = { 
	}
	visible = {has_dlc = "Gotterdammerung" has_dlc = "By Blood Alone" }


	ai_will_do = {
		base = 1
	}
	
	project_output = {
		enable_equipments = {
			moresps_nuclear_propelled_missle 
		}
		enable_equipment_modules = {
			moresps_nuclear_propelled_bomb 
			moresps_nuclear_axial_jet_1x 
			moresps_nuclear_axial_jet_2x 
			moresps_nuclear_axial_jet_3x 
			moresps_nuclear_axial_jet_4x 
			moresps_nuclear_axial_jet_6x
		}
	}

	generic_prototype_rewards = {
		moreSps_generic_scientist_air_xp_reward 
		moreSps_generic_air_xp_reward 
		moreSps_generic_breakthrough_reward 
		moreSps_generic_breakthrough_loss_reward 
	}
}