@base_reward_weight = 2 #Base Reward weight value
@reward_weight_factor_theme = 0.25 # Applied to factor - Used to reduce chances of repeating the same reward theme within the same project (ie. Failure 1 & Failure 2)

moreSps_generic_scientist_nuclear_xp_reward = {
	fire_only_once = no
	
	threshold = { 
		min = 0
		max = 100
	}
	
	weight = {
		base = 1
	}
	
	option = {
		token = moreSps_generic_scientist_nuclear_xp_reward_option
				
		iteration_output = {
			scientist_effects = {
				add_scientist_xp = {
					experience = constant:sp_scientist_xp_gain.low
					specialization = specialization_nuclear
				}
			}
		}
	}
}
moreSps_generic_scientist_naval_xp_reward = {
	fire_only_once = no
	
	threshold = { 
		min = 0
		max = 100
	}
	
	weight = {
		base = 1
	}
	
	option = {
		token = moreSps_generic_scientist_naval_xp_reward_option
				
		iteration_output = {
			scientist_effects = {
				add_scientist_xp = {
					experience = constant:sp_scientist_xp_gain.low
					specialization = specialization_naval 
				}
			}
		}
	}
}
moreSps_generic_scientist_air_xp_reward = {
	fire_only_once = no
	
	threshold = { 
		min = 0
		max = 100
	}
	
	weight = {
		base = 1
	}
	
	option = {
		token = moreSps_generic_scientist_air_xp_reward_option
				
		iteration_output = {
			scientist_effects = {
				add_scientist_xp = {
					experience = constant:sp_scientist_xp_gain.low
					specialization = specialization_air 
				}
			}
		}
	}
}
moreSps_generic_scientist_land_xp_reward = {
	fire_only_once = no
	
	threshold = { 
		min = 0
		max = 100
	}
	
	weight = {
		base = 1
	}
	
	option = {
		token = moreSps_generic_scientist_land_xp_reward_option
				
		iteration_output = {
			scientist_effects = {
				add_scientist_xp = {
					experience = constant:sp_scientist_xp_gain.low
					specialization = specialization_land 
				}
			}
		}
	}
}

moreSps_generic_nuclear_xp_reward = {
	fire_only_once = no
	
	threshold = { 
		min = 0
		max = 100
	}
	
	weight = {
		base = 1
	}
	
	option = {
		token = moreSps_generic_nuclear_xp_reward_option
				
		iteration_output = {
			country_effects = {
				random_list = {
					#Low Bonus
					40 = {
						add_political_power = 30
					}
					#Mid Bonus
					40 = {
						add_tech_bonus = {
							name = sp_nuclear_generic_reward_option_electronics_tech_bonus_name
							bonus = 0.15
							uses = 1
							category = electronics
						}
					}
					#High Bonus
					20 = {
						add_tech_bonus = {
							name = sp_nuclear_generic_reward_option_electronics_tech_bonus_name
							bonus = 0.15
							uses = 1
							category = electronics
						}
						add_political_power = 30
					}
				}
			}
		}
	}
}
moreSps_generic_naval_xp_reward = {
	fire_only_once = no
	
	threshold = { 
		min = 0
		max = 100
	}
	
	weight = {
		base = 1
	}
	
	option = {
		token = moreSps_generic_naval_xp_reward_option
				
		iteration_output = {
			country_effects = {
				navy_experience = 15
			}
		}
	}
}
moreSps_generic_air_xp_reward = {
	fire_only_once = no
	
	threshold = { 
		min = 0
		max = 100
	}
	
	weight = {
		base = 1
	}
	
	option = {
		token = moreSps_generict_air_xp_reward_option
				
		iteration_output = {
			country_effects = {
				air_experience = 15
			}
		}
	}
}
moreSps_generic_land_xp_reward = {
	fire_only_once = no
	
	threshold = { 
		min = 0
		max = 100
	}
	
	weight = {
		base = 1
	}
	
	option = {
		token = moreSps_generic_land_xp_reward_option
				
		iteration_output = {
			country_effects = {
				army_experience = 15
			}
		}
	}
}

moreSps_generic_breakthrough_reward = {
	fire_only_once = no
	
	threshold = { 
		min = 0
		max = 100
	}
	
	weight = {
		base = 2
	}
	
	option = {
		token = moreSps_generic_breakthrough_reward_option
				
		iteration_output = {
			country_effects = {
				FROM = { add_project_progress_ratio = constant:sp_progress.gain.low }
			}
		}
	}
}
moreSps_generic_breakthrough_loss_reward = {
	fire_only_once = no
	
	threshold = { 
		min = 0
		max = 70
	}
	
	weight = {
		base = 2
	}
	
	option = {
		token = moreSps_generic_breakthrough_loss_reward_option
				
		iteration_output = {
			country_effects = {
				FROM = { add_project_progress_ratio = constant:sp_progress.loss.low }
			}
		}
	}
}