                                                                                                                                          
 ######  #         ##    #    #  ######  #####  #    #  #####    ####   #    #  ######  #####       #####    ##    #    #  #    #   ####  
 #       #        #  #   ##  ##  #         #    #    #  #    #  #    #  #    #  #       #    #        #     #  #   ##   #  #   #   #      
 #####   #       #    #  # ## #  #####     #    ######  #    #  #    #  #    #  #####   #    #        #    #    #  # #  #  ####     ####  
 #       #       ######  #    #  #         #    #    #  #####   #    #  # ## #  #       #####         #    ######  #  # #  #  #         # 
 #       #       #    #  #    #  #         #    #    #  #   #   #    #  ##  ##  #       #   #         #    #    #  #   ##  #   #   #    # 
 #       ######  #    #  #    #  ######    #    #    #  #    #   ####   #    #  ######  #    #        #    #    #  #    #  #    #   ####  
                                                                                                                                          


sp_land_flamethrower_tank = {
	specialization = specialization_land
	#icon = GFX_sp_land_flamethrower_tank ### Automatically hooked-in since the GFX ID matches the project ID.

	project_tags = sp_tag_tank

	ai_will_do = {
		base = 1
	}

	allowed = {
		has_dlc = "No Step Back"
	}
	
	available = {
		FROM = {
			has_tech = tech_engineers
		}
	}

	breakthrough_cost = {
		specialization_land = 1
	}
	
	prototype_time = sp_time.prototype.short

	complexity = sp_complexity.small
	
	project_output = {
		country_effects = {
			hidden_effect = { #Update tooltip in Italian focus if anything changes here!!! (maybe change focus effects too if Italy starts with Flamethrower Tank)
				if = {
					limit = {
						has_dlc = "No Step Back"
						original_tag = ITA
						has_completed_focus = ITA_italian_tankettes
					}
					ITA_add_basic_light_flamethrower_template = yes
				}
			}

			add_design_template_bonus = {
				name = sp_land_flamethrower_tank
				uses = 1
				cost_factor = 1
				equipment = light_tank_flame_chassis
				equipment = medium_tank_flame_chassis
				equipment = heavy_tank_flame_chassis
			}

			add_design_template_bonus = {
				name = sp_land_flamethrower_tank
				uses = 2
				cost_factor = 0.5
				equipment = light_tank_flame_chassis
				equipment = medium_tank_flame_chassis
				equipment = heavy_tank_flame_chassis
			}

			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = sp_armored_advanced_flamethrower_tech	
			}
		}

		enable_equipment_modules = {
			flamethrower 
		}

		enable_equipment_modules = {
			limit = {
				has_dlc = "Gotterdammerung"
			}
			lc_flamethrower_turret
		}

		enable_subunits = { 
			light_flame_tank
			medium_flame_tank
			heavy_flame_tank
		}
	}

	generic_prototype_rewards = {
		sp_land_generic_reward_scientist_xp_1
		sp_land_generic_reward_scientist_xp_2
		sp_land_generic_reward_scientist_xp_3
		sp_land_generic_reward_army_xp_1
		sp_land_generic_reward_army_xp_2
		sp_land_generic_reward_army_xp_3
		sp_land_generic_reward_major_progress_1
		sp_land_generic_reward_major_progress_2
		sp_land_generic_reward_major_progress_3
		sp_land_generic_reward_test_failure_1
		sp_land_generic_reward_test_failure_2
		sp_land_generic_reward_test_failure_3
		sp_land_generic_reward_resource_scarcity
	}
}


  #####                                                                       #                                                         #     #                                                    
 #     #  #####   ######   ####   #    ##    #       #   ####   #####        # #    #####   #    #   ####   #####   ######  #####       #     #  ######  #    #  #   ####   #       ######   ####  
 #        #    #  #       #    #  #   #  #   #       #  #         #         #   #   #    #  ##  ##  #    #  #    #  #       #    #      #     #  #       #    #  #  #    #  #       #       #      
  #####   #    #  #####   #       #  #    #  #       #   ####     #        #     #  #    #  # ## #  #    #  #    #  #####   #    #      #     #  #####   ######  #  #       #       #####    ####  
       #  #####   #       #       #  ######  #       #       #    #        #######  #####   #    #  #    #  #####   #       #    #       #   #   #       #    #  #  #       #       #            # 
 #     #  #       #       #    #  #  #    #  #       #  #    #    #        #     #  #   #   #    #  #    #  #   #   #       #    #        # #    #       #    #  #  #    #  #       #       #    # 
  #####   #       ######   ####   #  #    #  ######  #   ####     #        #     #  #    #  #    #   ####   #    #  ######  #####          #     ######  #    #  #   ####   ######  ######   ####  
                                                                                                                                                                                                

sp_land_military_engineering_vehicles = {
	specialization = specialization_land

	project_tags = sp_tag_tank
	
	available = {
		FROM = {
			has_tech = tech_engineers
		}
	}
	
	prototype_time = sp_time.prototype.short

	complexity = sp_complexity.small

	breakthrough_cost = {
		specialization_land = 1
	}
	
	project_output = {
		enable_equipments = {
			armored_support_vehicle_1
		}

		enable_subunits = {
			assault_engineer
		}

		country_effects = {
			if = {
				limit = {
					has_dlc = "Gotterdammerung"
				}
				SP_create_variant_based_on_country_assault_engineer = yes
			}

			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = sp_armored_engineer_tech
			}
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = sp_armored_maintenance_tech
			}
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = sp_armored_signal_tech
			}
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = sp_armored_motorized_military_police_tech
			}
		}
	}

	generic_prototype_rewards = {
		sp_land_generic_reward_scientist_xp_1
		sp_land_generic_reward_scientist_xp_2
		sp_land_generic_reward_scientist_xp_3
		sp_land_generic_reward_army_xp_1
		sp_land_generic_reward_army_xp_2
		sp_land_generic_reward_army_xp_3
		sp_land_generic_reward_major_progress_1
		sp_land_generic_reward_major_progress_2
		sp_land_generic_reward_major_progress_3
		sp_land_generic_reward_test_failure_1
		sp_land_generic_reward_test_failure_2
		sp_land_generic_reward_test_failure_3
		sp_land_generic_reward_armor_tech_1
		sp_land_generic_reward_armor_tech_2
		sp_land_generic_reward_armor_tech_3
		sp_land_generic_reward_engine_bonus_1
		sp_land_generic_reward_engine_bonus_2
		sp_land_generic_reward_engine_bonus_3
		sp_land_generic_reward_resource_scarcity
	}
}




                                                                                             ##                                                                                                   
  ####   #    #  #####   ######  #####          #    #  ######    ##    #    #  #   #       #  #        #    #   ####   #####   ######  #####   #    #      #####    ##    #    #  #    #   ####  
 #       #    #  #    #  #       #    #         #    #  #        #  #   #    #   # #         ##         ##  ##  #    #  #    #  #       #    #  ##   #        #     #  #   ##   #  #   #   #      
  ####   #    #  #    #  #####   #    #  #####  ######  #####   #    #  #    #    #         ###         # ## #  #    #  #    #  #####   #    #  # #  #        #    #    #  # #  #  ####     ####  
      #  #    #  #####   #       #####          #    #  #       ######  #    #    #        #   # #      #    #  #    #  #    #  #       #####   #  # #        #    ######  #  # #  #  #         # 
 #    #  #    #  #       #       #   #          #    #  #       #    #   #  #     #        #    #       #    #  #    #  #    #  #       #   #   #   ##        #    #    #  #   ##  #   #   #    # 
  ####    ####   #       ######  #    #         #    #  ######  #    #    ##      #         ###  #      #    #   ####   #####   ######  #    #  #    #        #    #    #  #    #  #    #   ####  
                                                                                                                                                                                                  

sp_land_land_cruiser = {
	specialization = specialization_land

	project_tags = sp_tag_tank

	allowed = {
		has_dlc = "Gotterdammerung"
	}

	available = {
		if = {
			limit = {
				has_dlc = "No Step Back"
			}
			FROM = {
				has_tech = super_heavy_tank_chassis
			}
		}
		else = {
			FROM = {
				has_tech = super_heavy_tank
			}
		}
	}
	
	prototype_time = sp_time.prototype.medium

	complexity = sp_complexity.insane

	breakthrough_cost = {
		specialization_land = 3
	}

	resource_cost = {
		resources = { 
			steel = 16
			chromium = 8
		}
	}

	ai_will_do = {
		base = 1
		modifier = {
			factor = 0 
			OR = {
				FROM = { is_major = no } # Pointless unless we are big enough to do this
				FROM = { has_government = democratic }# Don't spend the tax payers' money on this, then they won't vote for you again
			}
		}
		modifier = {
			factor = 2
			FROM = { 
				original_tag = GER
				has_government = fascism
			}
			date > 1943.6.1
		}
	}
	
	project_output = {
		country_effects = {
			if = {
				limit = {
					has_dlc = "No Step Back"
				}
				add_design_template_bonus = {
					name = sp_land_land_cruiser
					uses = 1
					cost_factor = 1
					equipment = land_cruiser_chassis_1
				}
			}
			else = {
				add_equipment_to_stockpile = { 
					type = land_cruiser_equipment_1
					amount = 1
				}

				add_equipment_production = {
					equipment = {
						type = land_cruiser_equipment_1
					}
					requested_factories = 1 #optional
					progress = 0.35 #optional
					amount = 1
					efficiency = 30
				}
			}

			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = sp_armored_lc_naval_engine_conversion_tech	
			}
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = sp_armored_lc_transmission_improvements_tech	
			}
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = sp_armored_lc_specialized_field_manuals_tech	
			}
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = sp_armored_lc_weapon_fire_control_tech	
			}

			if = {
				limit = {
					has_dlc = "No Step Back"
				}
				custom_effect_tooltip = {
					localization_key = SP_UNLOCK_TECH
					TECH = sp_armored_lc_high_impact_obliterator_cannon_tech	
				}
			}
		}

		enable_subunits = {
			land_cruiser
		}

		enable_equipments = {
			limit = {
				has_dlc = "No Step Back"
			}
			land_cruiser_chassis_1
		}

		enable_equipments = {
			limit = {
				NOT = { has_dlc = "No Step Back" }
			}
			land_cruiser_equipment_1
		}

		enable_equipment_modules = {
			limit = {
				has_dlc = "No Step Back"
			}
			lc_heavy_naval_guns
			#lc_super_heavy_railway_gun #SP: SH RWG
			#lc_high_impact_obliterator_cannon #SP Tech: Obliterator Cannon
			#lc_heavy_anti_air_platform #Tech: AA III (last AA tech)
			lc_medium_naval_guns
			#lc_hull_mounted_railway_gun #Tech: RWG
			lc_super_heavy_howitzer
			#lc_heavy_high_velocity_cannons #Tech: AT III (Last AT tech)
			#lc_heavy_anti_air_battery #Tech: AA II (Second AA eq. tech)
			#lc_medium_cannon_turret #Tech: Arty II (Second Arty eq. Tech)
			#lc_assault_gun #Tech: Arty II (Second Arty eq. Tech)
			#lc_high_velocity_cannon_turret #Tech: AT I (First AT Tech)
			#lc_light_anti_air_battery #Tech: AA I (First AA Tech)
			#lc_flamethrower_turret #SP: Flamethrower Tank
			#lc_rocket_launcher #Tech: Rocket Arty I (First Rocket Arty Tech)
			#lc_radio_1 #Tech: Radio I
			#lc_radio_2 #Tech: Radio II
			#lc_radio_3 #Tech: Radio III
			#lc_command_center #SP Tech: Armored Signal Company
			#lc_radar #SP: Radar
			lc_aircraft_catapult
			#lc_helipad #SP: Helicopter
			#lc_armored_skirts #Tech: Tank Armor III
			#lc_bunker_emplacement #Tech: Improved Forts (II)
			#lc_obstacle_clearance_gear #Tech: Engineers II
			lc_internal_fuel_tanks
			lc_internal_ammunition_compartments
			lc_wet_ammunition_storage
			lc_smoke_generators
			lc_stabilizers
		}

		#MM: List of all modules for Debug purposes
		#enable_equipment_modules = {
		#	limit = {
		#		has_dlc = "No Step Back"
		#	}
		#	lc_heavy_naval_guns
		#	lc_super_heavy_railway_gun
		#	lc_high_impact_obliterator_cannon
		#	lc_heavy_anti_air_platform
		#	lc_medium_naval_guns
		#	lc_hull_mounted_railway_gun
		#	lc_super_heavy_howitzer
		#	lc_heavy_high_velocity_cannons
		#	lc_heavy_anti_air_battery
		#	lc_medium_cannon_turret
		#	lc_assault_gun
		#	lc_high_velocity_cannon_turret
		#	lc_light_anti_air_battery
		#	lc_flamethrower_turret
		#	lc_rocket_launcher
		#	lc_radio_1
		#	lc_radio_2
		#	lc_radio_3
		#	lc_command_center
		#	lc_radar
		#	lc_aircraft_catapult
		#	lc_helipad
		#	lc_armored_skirts
		#	lc_bunker_emplacement
		#	lc_obstacle_clearance_gear
		#	lc_internal_fuel_tanks
		#	lc_internal_ammunition_compartments
		#	lc_wet_ammunition_storage
		#	lc_smoke_generators
		#	lc_stabilizers
		#}
	}

	generic_prototype_rewards = {
		sp_land_generic_reward_scientist_xp_1
		sp_land_generic_reward_scientist_xp_2
		sp_land_generic_reward_scientist_xp_3
		sp_land_generic_reward_army_xp_1
		sp_land_generic_reward_army_xp_2
		sp_land_generic_reward_army_xp_3
		sp_land_generic_reward_major_progress_1
		sp_land_generic_reward_major_progress_2
		sp_land_generic_reward_major_progress_3
		sp_land_generic_reward_test_failure_1
		sp_land_generic_reward_test_failure_2
		sp_land_generic_reward_test_failure_3
		sp_land_generic_reward_armor_tech_1
		sp_land_generic_reward_armor_tech_2
		sp_land_generic_reward_armor_tech_3
		sp_land_generic_reward_armor_bonus_1
		sp_land_generic_reward_armor_bonus_2
		sp_land_generic_reward_armor_bonus_3
		sp_land_generic_reward_engine_bonus_1
		sp_land_generic_reward_engine_bonus_2
		sp_land_generic_reward_engine_bonus_3
		sp_land_generic_reward_resource_scarcity
		sp_land_generic_reward_critical_failure
	}

	unique_prototype_rewards = {
		sp_land_reward_land_cruiser_overheating = {
			fire_only_once = yes

			threshold = { 
				min = 0
				max = 100
			}

			weight = {
				base = 1
			}

			option = {
				token = sp_land_reward_option_land_cruiser_overheating
				
				iteration_output = {
					country_effects = {
						FROM = {
							add_project_progress_ratio = constant:sp_progress.loss.low
						}
					}
				}
			}
		}

		sp_land_reward_land_cruiser_chassis = {
			fire_only_once = yes

			threshold = { 
				min = 20
				max = 70
			}

			weight = {
				base = 4
			}

			option = {
				token = sp_land_reward_option_land_cruiser_chassis_redesign
				
				iteration_output = {
					equipment_bonus = {
						#name = sp_land_reward_option_land_cruiser_chassis_redesign_bonus_name
						land_cruiser_chassis_1 = {
							reliability = 0.05
						}
					}

					country_effects = {
						FROM = {
							add_project_progress_ratio = constant:sp_progress.loss.medium
						}
					}
				}
			}

			option = {
				token = sp_land_reward_option_land_cruiser_chassis_reinforce
				
				iteration_output = {
					equipment_bonus = {
						#name = sp_land_reward_option_land_cruiser_chassis_reinforce_bonus_name
						land_cruiser_chassis_1 = {
							reliability = -0.03
							armor_value = 0.05
						}
					}

					country_effects = {
						FROM = {
							add_project_progress_ratio = constant:sp_progress.loss.low
						}
					}
				}
			}

			option = {
				token = sp_land_reward_option_land_cruiser_chassis_lighter_materials
				
				iteration_output = {
					equipment_bonus = {
						#name = sp_land_reward_option_land_cruiser_chassis_lighter_materials_bonus_name
						land_cruiser_chassis_1 = {
							armor_value = -0.05
						}
					}
				}
			}
		}

		sp_land_reward_land_cruiser_engine = {
			fire_only_once = yes

			threshold = { 
				min = 20
				max = 70
			}

			weight = {
				base = 4
			}

			option = {
				token = sp_land_reward_option_land_cruiser_engine_leave
				
				iteration_output = {
					country_effects = {
						FROM = {
							add_project_progress_ratio = constant:sp_progress.loss.low
						}
					}
				}
			}

			option = {
				token = sp_land_reward_option_land_cruiser_engine_modify
				
				iteration_output = {
					equipment_bonus = {
						#name = sp_land_reward_option_land_cruiser_engine_modify_bonus_name
						land_cruiser_chassis_1 = {
							maximum_speed = 0.05
						}
					}

					country_effects = {
						FROM = {
							add_project_progress_ratio = constant:sp_progress.loss.medium
						}
					}
				}
			}

			option = {
				token = sp_land_reward_option_land_cruiser_engine_new
				
				iteration_output = {
					equipment_bonus = {
						#name = sp_land_reward_option_land_cruiser_engine_new_bonus_name
						land_cruiser_chassis_1 = {
							reliability = 0.05
							maximum_speed = 0.05
						}
					}

					country_effects = {
						FROM = {
							add_project_progress_ratio = constant:sp_progress.loss.high
						}
					}
				}
			}
		}

		sp_land_reward_land_cruiser_turret = {
			fire_only_once = yes

			threshold = { 
				min = 50
				max = 100
			}

			weight = {
				base = 4
			}

			option = {
				token = sp_land_reward_option_land_cruiser_turret_original
				
				iteration_output = {
				}
			}

			option = {
				token = sp_land_reward_option_land_cruiser_turret_simplify
				
				iteration_output = {
					equipment_bonus = {
						#name = sp_land_reward_option_land_cruiser_turret_simplify_bonus_name
						land_cruiser_chassis_1 = {
							breakthrough = -0.03
							build_cost_ic = -0.02
						}
					}

					country_effects = {
						FROM = {
							add_project_progress_ratio = constant:sp_progress.gain.low
						}
					}
				}
			}

			option = {
				token = sp_land_reward_option_land_cruiser_turret_redesign
				
				iteration_output = {
					equipment_bonus = {
						#name = sp_land_reward_option_land_cruiser_turret_redesign_bonus_name
						land_cruiser_chassis_1 = {
							breakthrough = 0.03
							maximum_speed = 0.03
							build_cost_ic = 0.05
						}
					}

					country_effects = {
						FROM = {
							add_project_progress_ratio = constant:sp_progress.loss.low
						}
					}
				}
			}
		}

		sp_land_reward_land_cruiser_track = {
			fire_only_once = yes

			threshold = { 
				min = 30
				max = 80
			}

			weight = {
				base = 4
			}

			option = {
				token = sp_land_reward_option_land_cruiser_track_current
				
				iteration_output = {
					country_effects = {
						FROM = {
							add_project_progress_ratio = constant:sp_progress.loss.low
						}
					}
				}
			}

			option = {
				token = sp_land_reward_option_land_cruiser_track_reduce_armor
				
				iteration_output = {
					equipment_bonus = {
						#name = sp_land_reward_option_land_cruiser_track_reduce_armor_bonus_name
						land_cruiser_chassis_1 = {
							armor_value = -0.03
						}
					}
				}
			}

			option = {
				token = sp_land_reward_option_land_cruiser_track_reinforce_track
				
				iteration_output = {
					equipment_bonus = {
						#name = sp_land_reward_option_land_cruiser_track_reinforce_track_bonus_name
						land_cruiser_chassis_1 = {
							reliability = 0.05
							build_cost_ic = 0.03
						}
					}

					country_effects = {
						FROM = {
							add_project_progress_ratio = constant:sp_progress.loss.medium
						}
					}
				}
			}
		}

		sp_land_reward_land_cruiser_communication = {
			fire_only_once = yes

			threshold = { 
				min = 60
				max = 100
			}

			weight = {
				base = 4
			}

			option = {
				token = sp_land_reward_option_land_cruiser_communication_current
				
				iteration_output = {
				}
			}

			option = {
				token = sp_land_reward_option_land_cruiser_communication_new
				
				iteration_output = {
					equipment_bonus = {
						#name = sp_land_reward_option_land_cruiser_communication_new_bonus_name
						land_cruiser_chassis_1 = {
							breakthrough = 0.03
						}
					}

					country_effects = {
						FROM = {
							add_project_progress_ratio = constant:sp_progress.loss.low
						}
					}
				}
			}

			option = {
				token = sp_land_reward_option_land_cruiser_communication_redesign
				
				iteration_output = {
					equipment_bonus = {
						#name = sp_land_reward_option_land_cruiser_communication_redesign_bonus_name
						land_cruiser_chassis_1 = {
							breakthrough = 0.03
							defense = 0.03
							build_cost_ic = 0.02
						}
					}

					country_effects = {
						FROM = {
							add_project_progress_ratio = constant:sp_progress.loss.medium
						}
					}
				}
			}
		}

		sp_land_reward_land_cruiser_assembly = {
			fire_only_once = yes

			threshold = { 
				min = 20
				max = 60
			}

			weight = {
				base = 4
			}

			option = {
				token = sp_land_reward_option_land_cruiser_assembly_all
				
				iteration_output = {
					equipment_bonus = {
						#name = sp_land_reward_option_land_cruiser_assembly_bonus_name
						land_cruiser_chassis_1 = {
							reliability = 0.07
							build_cost_ic = 0.05
						}
					}

					country_effects = {
						FROM = {
							add_project_progress_ratio = constant:sp_progress.loss.low
						}
					}
				}
			}

			option = {
				token = sp_land_reward_option_land_cruiser_assembly_key
				
				iteration_output = {
					equipment_bonus = {
						#name = sp_land_reward_option_land_cruiser_assembly_bonus_name
						land_cruiser_chassis_1 = {
							reliability = 0.03
						}
					}
				}
			}
		}

		sp_land_reward_land_cruiser_suspension = {
			fire_only_once = yes

			threshold = { 
				min = 30
				max = 100
			}

			weight = {
				base = 4
			}

			option = {
				token = sp_land_reward_option_land_cruiser_suspension_full
				
				iteration_output = {
					equipment_bonus = {
						#name = sp_land_reward_land_cruiser_suspension
						land_cruiser_chassis_1 = {
							maximum_speed = 0.03
							reliability = 0.03
							build_cost_ic = 0.05
						}
					}

					country_effects = {
						FROM = {
							add_project_progress_ratio = constant:sp_progress.gain.low
						}
					}
				}
			}

			option = {
				token = sp_land_reward_option_land_cruiser_suspension_rear
				
				iteration_output = {
					equipment_bonus = {
						#name = sp_land_reward_land_cruiser_suspension
						land_cruiser_chassis_1 = {
							reliability = 0.03
						}
					}
				}
			}
		}

		sp_land_reward_land_cruiser_ammunition = {
			fire_only_once = yes

			threshold = { 
				min = 50
				max = 100
			}

			weight = {
				base = 4
			}

			option = {
				token = sp_land_reward_option_land_cruiser_ammunition_current
				
				iteration_output = {
				}
			}

			option = {
				token = sp_land_reward_option_land_cruiser_ammunition_simplified
				
				iteration_output = {
					equipment_bonus = {
						#name = sp_land_reward_land_cruiser_ammunition
						land_cruiser_chassis_1 = {
							breakthrough = 0.03
							build_cost_ic = 0.02
						}
					}
				}
			}

			option = {
				token = sp_land_reward_option_land_cruiser_ammunition_new
				
				iteration_output = {
					equipment_bonus = {
						#name = sp_land_reward_land_cruiser_ammunition
						land_cruiser_chassis_1 = {
							breakthrough = 0.05
							reliability = 0.03
							build_cost_ic = 0.05
						}
					}

					country_effects = {
						FROM = {
							add_project_progress_ratio = constant:sp_progress.loss.low
						}
					}
				}
			}
		}
	}


}



                                                                                                                                                                                                        
   ##    #####   #    #    ##    #    #   ####   ######  #####         ##    #####   #####  #  #       #       ######  #####   #   #      #####   #####    ####        #  ######   ####   #####   ####  
  #  #   #    #  #    #   #  #   ##   #  #    #  #       #    #       #  #   #    #    #    #  #       #       #       #    #   # #       #    #  #    #  #    #       #  #       #    #    #    #      
 #    #  #    #  #    #  #    #  # #  #  #       #####   #    #      #    #  #    #    #    #  #       #       #####   #    #    #        #    #  #    #  #    #       #  #####   #         #     ####  
 ######  #    #  #    #  ######  #  # #  #       #       #    #      ######  #####     #    #  #       #       #       #####     #        #####   #####   #    #       #  #       #         #         # 
 #    #  #    #   #  #   #    #  #   ##  #    #  #       #    #      #    #  #   #     #    #  #       #       #       #   #     #        #       #   #   #    #  #    #  #       #    #    #    #    # 
 #    #  #####     ##    #    #  #    #   ####   ######  #####       #    #  #    #    #    #  ######  ######  ######  #    #    #        #       #    #   ####    ####   ######   ####     #     ####  
                                                                                                                                                                                               

sp_land_super_heavy_howitzer = {
	specialization = specialization_land

	project_tags = sp_tag_artillery

	allowed = {
		has_dlc = "Gotterdammerung"
	}
	
	available = {
		FROM = {
			has_tech = gw_artillery
		}
	}
	
	prototype_time = sp_time.prototype.short

	complexity = sp_complexity.medium

	breakthrough_cost = {
		specialization_land = 2
	}

	resource_cost = {
		resources = { 
			steel = 8
			tungsten = 4
		}
	}
	
	project_output = {
		enable_subunits = {
			super_heavy_artillery
		}

		enable_equipments = {
			super_heavy_artillery_equipment_1
		}

		country_effects = {
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH_WITH_EXTRA_TECH
				TECH = sp_artillery_rocket_assisted_projectiles_tech
				EXTRA_TECH = experimental_rockets
			}
		}
	}

	generic_prototype_rewards = {
		sp_land_generic_reward_scientist_xp_1
		sp_land_generic_reward_scientist_xp_2
		sp_land_generic_reward_scientist_xp_3
		sp_land_generic_reward_army_xp_1
		sp_land_generic_reward_army_xp_2
		sp_land_generic_reward_army_xp_3
		sp_land_generic_reward_major_progress_1
		sp_land_generic_reward_major_progress_2
		sp_land_generic_reward_major_progress_3
		sp_land_generic_reward_test_failure_1
		sp_land_generic_reward_test_failure_2
		sp_land_generic_reward_test_failure_3
		sp_land_generic_reward_artillery_tech_1
		sp_land_generic_reward_artillery_tech_2
		sp_land_generic_reward_artillery_tech_3
		sp_land_generic_reward_artillery_bonus_1
		sp_land_generic_reward_artillery_bonus_2
		sp_land_generic_reward_artillery_bonus_3
		sp_land_generic_reward_resource_scarcity
		sp_land_generic_reward_critical_failure
	}

	unique_prototype_rewards = {

		sp_land_reward_super_heavy_howitzer_focus_preference = {
			fire_only_once = yes

			threshold = { 
				min = 30
				max = 100
			}

			weight = {
				base = 50
			}

			option = {
				token = sp_land_reward_option_super_heavy_howitzer_focus_preference_balance
				
				iteration_output = {
					country_effects = {
						custom_effect_tooltip = {
							localization_key = generic_no_effects_to_equipment_tt
							EQUIPMENT = super_heavy_artillery_equipment_1
						}
					}
				}
			}

			option = {
				token = sp_land_reward_option_super_heavy_howitzer_focus_preference_firepower
				
				iteration_output = {
					equipment_bonus = {
						super_heavy_artillery_equipment_1 = {
							build_cost_ic = 0.1
							soft_attack = 0.05
							additional_collateral_damage = 0.1
						}
					}
					
					country_effects = {
					}
				}
			}

			option = {
				token = sp_land_reward_option_super_heavy_howitzer_focus_preference_production
				
				iteration_output = {
					equipment_bonus = {
						super_heavy_artillery_equipment_1 = {
							build_cost_ic = -0.15
							soft_attack = -0.05
							additional_collateral_damage = -0.1
						}
					}
					
					country_effects = {
					}
				}
			}
		}
	}
}

sp_land_self_propelled_super_heavy_howitzer = {
	specialization = specialization_land

	project_tags = sp_tag_artillery


	allowed = {
		has_dlc = "Gotterdammerung"
	}

	special_project_parent = {
		sp_land_military_engineering_vehicles
		sp_land_super_heavy_howitzer
	}
	
	prototype_time = sp_time.prototype.medium

	complexity = sp_complexity.medium

	breakthrough_cost = {
		specialization_land = 2
	}

	resource_cost = {
		resources = { 
			steel = 8
			tungsten = 6
			chromium = 2
		}
	}
	
	project_output = {
		country_effects = {
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = sp_artillery_purpose_built_gun_motor_carriages_tech
			}
		}
		
		enable_subunits = {
			self_propelled_super_heavy_artillery
		}

		enable_equipments = {
			self_propelled_super_heavy_artillery_equipment_1
		}
	}

	generic_prototype_rewards = {
		sp_land_generic_reward_scientist_xp_1
		sp_land_generic_reward_scientist_xp_2
		sp_land_generic_reward_scientist_xp_3
		sp_land_generic_reward_army_xp_1
		sp_land_generic_reward_army_xp_2
		sp_land_generic_reward_army_xp_3
		sp_land_generic_reward_major_progress_1
		sp_land_generic_reward_major_progress_2
		sp_land_generic_reward_major_progress_3
		sp_land_generic_reward_test_failure_1
		sp_land_generic_reward_test_failure_2
		sp_land_generic_reward_test_failure_3
		sp_land_generic_reward_artillery_tech_1
		sp_land_generic_reward_artillery_tech_2
		sp_land_generic_reward_artillery_tech_3
		sp_land_generic_reward_artillery_bonus_1
		sp_land_generic_reward_artillery_bonus_2
		sp_land_generic_reward_artillery_bonus_3
		sp_land_generic_reward_resource_scarcity
		sp_land_generic_reward_critical_failure
	}

	unique_prototype_rewards = {

		sp_land_reward_self_propelled_super_heavy_howitzer_focus_preference = {
			fire_only_once = yes

			threshold = { 
				min = 30
				max = 100
			}

			weight = {
				base = 50
			}

			option = {
				token = sp_land_reward_option_self_propelled_super_heavy_howitzer_focus_preference_balance
				
				iteration_output = {
					country_effects = {
						custom_effect_tooltip = {
							localization_key = generic_no_effects_to_equipment_tt
							EQUIPMENT = self_propelled_super_heavy_artillery_equipment_1
						}
					}
				}
			}

			option = {
				token = sp_land_reward_option_self_propelled_super_heavy_howitzer_focus_preference_firepower
				
				iteration_output = {
					equipment_bonus = {
						self_propelled_super_heavy_artillery_equipment_1 = {
							build_cost_ic = 0.1
							soft_attack = 0.05
							additional_collateral_damage = 0.1
						}
					}
				}
			}

			option = {
				token = sp_land_reward_option_self_propelled_super_heavy_howitzer_focus_preference_production
				
				iteration_output = {
					equipment_bonus = {
						self_propelled_super_heavy_artillery_equipment_1 = {
							build_cost_ic = -0.15
							soft_attack = -0.05
							additional_collateral_damage = -0.1
						}
					}
				}
			}
		}
	}
}

sp_land_super_heavy_railway_gun = {
	specialization = specialization_land

	project_tags = sp_tag_artillery

	allowed = {
		has_dlc = "No Step Back"
	}

	available = {
		FROM = {
			has_tech = railway_gun
		}
	}

	prototype_time = sp_time.prototype.long

	complexity = sp_complexity.medium

	breakthrough_cost = {
		specialization_land = 1
	}

	resource_cost = {
		resources = { 
			steel = 16
			tungsten = 8
			chromium = 8
		}
	}
	
	project_output = {
		enable_equipments = {
			super_heavy_railway_gun_equipment_1
		}

		enable_subunits = {
			super_heavy_railway_gun
		}

		enable_equipment_modules = {
			limit = {
				has_dlc = "Gotterdammerung"
			}
			lc_super_heavy_railway_gun
		}

		country_effects = {
			if = {
				limit = {
					original_tag = GER
				}
				create_railway_gun = {
					equipment = super_heavy_railway_gun_equipment_1
					name = "Dora"
				}
			}
			else = {
				create_railway_gun = {
					equipment = super_heavy_railway_gun_equipment_1
				}
			}
		}
	}

	generic_prototype_rewards = {
		sp_land_generic_reward_scientist_xp_1
		sp_land_generic_reward_scientist_xp_2
		sp_land_generic_reward_scientist_xp_3
		sp_land_generic_reward_army_xp_1
		sp_land_generic_reward_army_xp_2
		sp_land_generic_reward_army_xp_3
		sp_land_generic_reward_major_progress_1
		sp_land_generic_reward_major_progress_2
		sp_land_generic_reward_major_progress_3
		sp_land_generic_reward_test_failure_1
		sp_land_generic_reward_test_failure_2
		sp_land_generic_reward_test_failure_3
		sp_land_generic_reward_artillery_tech_1
		sp_land_generic_reward_artillery_tech_2
		sp_land_generic_reward_artillery_tech_3
		sp_land_generic_reward_artillery_bonus_1
		sp_land_generic_reward_artillery_bonus_2
		sp_land_generic_reward_artillery_bonus_3
		sp_land_generic_reward_resource_scarcity
		sp_land_generic_reward_critical_failure
	}
}

sp_land_multi_charge_large_caliber_gun = {
	specialization = specialization_land

	project_tags = sp_tag_artillery

	allowed = {
		has_dlc = "Gotterdammerung"
	}

	special_project_parent = {
		sp_land_super_heavy_howitzer
	}
		
	prototype_time = sp_time.prototype.medium

	complexity = sp_complexity.small

	breakthrough_cost = {
		specialization_land = 99
	}

	resource_cost = {
		resources = { 
			steel = 6
			tungsten = 4
			chromium = 2
		}
	}
	
	project_output = {
		country_effects = {
			custom_override_tooltip = {
				tooltip = {
					localization_key = SP_UNLOCK_BUILDING_ICON_DESC
					BUILDING = mega_gun_emplacement
					BUILDING_DESCRIPTION = mega_gun_emplacement_desc
					ICON_FRAME = 24
				}
				#hidden_effect = { #MM: Uncomment this if we get code support for implementing small scale of V-3
				#	if = {
				#		limit = {
				#			FROM = { has_project_flag = multi_charge_large_caliber_gun_small_size_flag }
				#		}
				#		add_equipment_bonus = {
				#			bonus = {
				#				explosive_ammo_equipment_1 = {
				#					air_range = -0.25
				#					air_bombing = -0.35
				#				}
				#			}
				#		}
				#		add_ideas = sp_multi_charge_large_caliber_gun_small_size_ns
				#	}
				#}
				set_technology = {
					land_multi_charge_large_caliber_gun_tech = 1
					popup = no
				}
			}
		}
	}

	generic_prototype_rewards = {
		sp_land_generic_reward_scientist_xp_1
		sp_land_generic_reward_scientist_xp_2
		sp_land_generic_reward_scientist_xp_3
		sp_land_generic_reward_army_xp_1
		sp_land_generic_reward_army_xp_2
		sp_land_generic_reward_army_xp_3
		sp_land_generic_reward_major_progress_1
		sp_land_generic_reward_major_progress_2
		sp_land_generic_reward_major_progress_3
		sp_land_generic_reward_test_failure_1
		sp_land_generic_reward_test_failure_2
		sp_land_generic_reward_test_failure_3
		sp_land_generic_reward_artillery_tech_1
		sp_land_generic_reward_artillery_tech_2
		sp_land_generic_reward_artillery_tech_3
		sp_land_generic_reward_artillery_bonus_1
		sp_land_generic_reward_artillery_bonus_2
		sp_land_generic_reward_artillery_bonus_3
		sp_land_generic_reward_resource_scarcity
	}

	unique_prototype_rewards = {

		sp_land_reward_multi_charge_large_caliber_gun_successful_test_firing = {
			fire_only_once = yes

			threshold = { 
				min = 0
				max = 70
			}

			weight = {
				base = 5
			}

			option = {
				token = sp_land_reward_option_multi_charge_large_caliber_gun_successful_test_firing
				
				iteration_output = {
					country_effects = {
						FROM = { add_project_progress_ratio = constant:sp_progress.gain.medium }
					}

					scientist_effects = {
						if = {
							limit = {
								has_scientist_level = {
									level < 5
									specialization = specialization_land
								}
							}
							add_scientist_xp = {
								experience = constant:sp_scientist_xp_gain.low
								specialization = specialization_land
							}
						}
					}
				}
			}
		}

		sp_land_reward_multi_charge_large_caliber_gun_test_failure = {
			fire_only_once = yes

			threshold = { 
				min = 0
				max = 70
			}

			weight = {
				base = 1
			}

			option = {
				token = sp_land_reward_option_multi_charge_large_caliber_gun_test_failure
				
				iteration_output = {
					facility_state_effects = {
						damage_building = {
							tags = facility
							damage = 0.25
							province = var:facility_province_id
						}
						damage_building = {
							type = infrastructure 
							damage = 0.15
						}
					}

					country_effects = {
						FROM = { add_project_progress_ratio = constant:sp_progress.loss.medium }
					}

					scientist_effects = {
						if = {
							limit = {
								has_scientist_level = {
									level < 5
									specialization = specialization_land
								}
							}
							add_scientist_xp = {
								experience = constant:sp_scientist_xp_gain.low
								specialization = specialization_land
							}
							injure_scientist_for_days = 60
						}
					}
				}
			}
		}

		sp_land_reward_multi_charge_large_caliber_gun_breakthrough_in_propulsion_technology = {
			fire_only_once = yes

			threshold = { 
				min = 60
				max = 100
			}

			weight = {
				base = 2
			}

			option = {
				token = sp_land_reward_option_multi_charge_large_caliber_gun_breakthrough_in_propulsion_technology
				
				iteration_output = {
					country_effects = {
						FROM = { add_project_progress_ratio = constant:sp_progress.gain.high }

						add_breakthrough_progress = {
							specialization = specialization_land
							value = sp_breakthrough_progress.low
						}
					}

					scientist_effects = {
						if = {
							limit = {
								NOT = { has_trait = scientist_trait_fast_learner }
							}
							random_list = {
								70 = {
									#No effect
								}
								30 = {
									add_scientist_trait = scientist_trait_fast_learner
								}
							}
						}
						else_if = {
							limit = {
								NOT = { has_trait = scientist_trait_bright }
							}
							random_list = {
								80 = {
									#No effect
								}
								20 = {
									add_scientist_trait = scientist_trait_bright
								}
							}
						}
					}
				}
			}
		}
	}
}


##     ## ########  ######      ###       ########  #######  ########  ######## 
###   ### ##       ##    ##    ## ##      ##       ##     ## ##     ##    ##    
#### #### ##       ##         ##   ##     ##       ##     ## ##     ##    ##    
## ### ## ######   ##   #### ##     ##    ######   ##     ## ########     ##    
##     ## ##       ##    ##  #########    ##       ##     ## ##   ##      ##    
##     ## ##       ##    ##  ##     ##    ##       ##     ## ##    ##     ##    
##     ## ########  ######   ##     ##    ##        #######  ##     ##    ##


sp_land_stronghold_network = {
	specialization = specialization_land

	project_tags = sp_tag_artillery

	allowed = {
		has_dlc = "Gotterdammerung"
	}
	
	available = {
		FROM = {
			has_tech = basic_fortification_tech
		}
	}
	
	prototype_time = sp_time.prototype.medium

	complexity = sp_complexity.large

	breakthrough_cost = {
		specialization_land = 2
	}

	resource_cost = {
		resources = { 
			steel = 4
			chromium = 2
			tungsten = 1
		}
	}
	
	project_output = {
		country_effects = {
			custom_override_tooltip = {
				tooltip = {
					localization_key = SP_UNLOCK_BUILDING_ICON_DESC
					BUILDING = stronghold_network
					BUILDING_DESCRIPTION = stronghold_network_desc
					ICON_FRAME = 23
				}
				set_technology = {
					stronghold_network_tech = 1
					popup = no
				}
			}
		}
	}

	generic_prototype_rewards = {
		sp_land_generic_reward_scientist_xp_1
		sp_land_generic_reward_scientist_xp_2
		sp_land_generic_reward_scientist_xp_3
		sp_land_generic_reward_army_xp_1
		sp_land_generic_reward_army_xp_2
		sp_land_generic_reward_army_xp_3
		sp_land_generic_reward_major_progress_1
		sp_land_generic_reward_major_progress_2
		sp_land_generic_reward_major_progress_3
		sp_land_generic_reward_test_failure_1
		sp_land_generic_reward_test_failure_2
		sp_land_generic_reward_test_failure_3
		sp_land_generic_reward_critical_failure
	}

	unique_prototype_rewards = {
		sp_land_reward_stronghold_network_structural_weakness_discovered = {
			fire_only_once = yes

			threshold = { 
				min = 20
				max = 70
			}

			weight = {
				base = 1
				modifier = {
					factor = 0
					has_project_flag = sp_land_stronghold_network_structural_weakness_discovered_flag #Used in other unique rewards to prevent multiple structural failures
				}
			}

			option = {
				token = sp_land_reward_option_stronghold_network_structural_weakness_discovered
				
				iteration_output = {
					country_effects = {
						FROM = {
							add_project_progress_ratio = constant:sp_progress.loss.medium
							set_project_flag = sp_land_stronghold_network_structural_weakness_discovered_flag #Used in other unique rewards to prevent multiple structural failures
						}
					}
				}
			}
		}

		sp_land_reward_stronghold_network_delayed_by_concrete_shortage = {
			fire_only_once = yes

			threshold = { 
				min = 0
				max = 90
			}

			weight = {
				base = 1
			}

			option = {
				token = sp_land_reward_option_stronghold_network_delayed_by_concrete_shortage
				
				iteration_output = {
					country_effects = {
						FROM = {
							add_project_progress_ratio = constant:sp_progress.loss.low
						}
					}

					scientist_effects = {
						add_scientist_xp = {
							experience = constant:sp_scientist_xp_gain.low
							specialization = specialization_land
						}
					}
				}
			}
		}

		sp_land_reward_stronghold_network_underground_rail_systems = {
			fire_only_once = yes

			threshold = { 
				min = 30
				max = 100
			}

			weight = {
				base = 2
			}

			option = {
				token = sp_land_reward_option_stronghold_network_delayed_by_concrete_shortage
				
				iteration_output = {
					country_effects = {
						add_tech_bonus = {
							name = sp_land_reward_stronghold_network_underground_rail_systems
							bonus = 0.1
							uses = 1
							category = cat_fortification
							category = engineers_tech
						}

						FROM = {
							add_project_progress_ratio = constant:sp_progress.gain.low
						}
					}
				}
			}
		}

		sp_land_reward_stronghold_network_integration_of_anti_blast_doors = {
			fire_only_once = yes

			threshold = { 
				min = 30
				max = 100
			}

			weight = {
				base = 2
			}

			option = {
				token = sp_land_reward_option_stronghold_network_integration_of_anti_blast_doors
				
				iteration_output = {
					country_effects = {
						FROM = {
							add_project_progress_ratio = constant:sp_progress.gain.low
						}
					}
				}
			}
		}

		sp_land_reward_stronghold_network_communication_system_overhaul = {
			fire_only_once = yes

			threshold = { 
				min = 50
				max = 100
			}

			weight = {
				base = 5
			}

			option = {
				token = sp_land_reward_option_stronghold_network_communication_system_overhaul_standardize
				
				iteration_output = {
					country_effects = {
						add_tech_bonus = {
							name = sp_land_reward_stronghold_network_communication_system_overhaul
							bonus = 0.25
							uses = 1
							category = cat_fortification
							category = construction_tech
						}
					}
				}
			}

			option = {
				token = sp_land_reward_option_stronghold_network_communication_system_overhaul_further_study
				
				iteration_output = {
					scientist_effects = {
						add_scientist_xp = {
							experience = constant:sp_scientist_xp_gain.medium
							specialization = specialization_land
						}
					}
				}
			}
		}

		sp_land_reward_stronghold_network_leadership_approach = {
			fire_only_once = yes

			threshold = { 
				min = 0
				max = 100
			}

			force_reward_if_available = yes
			weight = {
				base = 100 #Weight is still checked when more than 1 reward are supposed to be forced at the same time
			}

			option = {
				token = sp_land_reward_option_stronghold_network_leadership_approach_oversee_work_personally
				
				iteration_output = {
					country_effects = {
						FROM = {
							add_project_progress_ratio = constant:sp_progress.gain.low
							set_project_flag = sp_land_reward_stronghold_network_leadership_approach_field_flag #Unlocks possible specific rewards
						}
					}

					scientist_effects = {
						add_scientist_xp = {
							experience = constant:sp_scientist_xp_gain.low
							specialization = specialization_land
						}
					}
				}
			}

			option = {
				token = sp_land_reward_option_stronghold_network_leadership_approach_office_planning
				
				iteration_output = {
					country_effects = {
						add_breakthrough_progress = {
							specialization = specialization_land
							value = sp_breakthrough_progress.low
						}

						FROM = {
							set_project_flag = sp_land_reward_stronghold_network_leadership_approach_office_flag #Unlocks possible specific rewards
						}
					}
				}
			}
		}

		sp_land_reward_stronghold_network_breakthrough_in_concrete_reinforcement_01 = { #Scientist working from Office
			fire_only_once = yes

			threshold = { 
				min = 50
				max = 100
			}

			weight = {
				base = 0
				modifier = {
					add = 15
					has_project_flag = sp_land_reward_stronghold_network_leadership_approach_field_flag
				}
			}

			option = {
				token = sp_land_reward_option_stronghold_network_breakthrough_in_concrete_reinforcement_01_apply_and_document_discovery
				
				iteration_output = {
					country_effects = {
						add_tech_bonus = {
							name = sp_land_reward_stronghold_network_breakthrough_in_concrete_reinforcement_01
							bonus = 0.5
							uses = 1
							category = cat_fortification
							category = construction_tech
						}

						FROM = {
							add_project_progress_ratio = constant:sp_progress.gain.low
						}
					}
				}
			}

			option = {
				token = sp_land_reward_option_stronghold_network_breakthrough_in_concrete_reinforcement_01_use_in_current_project
				
				iteration_output = {
					country_effects = {
						FROM = {
							add_project_progress_ratio = constant:sp_progress.gain.medium
						}
					}
					scientist_effects = {
						add_scientist_xp = {
							experience = constant:sp_scientist_xp_gain.low
							specialization = specialization_land
						}
					}
				}
			}
		}

		sp_land_reward_stronghold_network_breakthrough_in_concrete_reinforcement_02 = { #Scientist working from Office
			fire_only_once = yes

			threshold = { 
				min = 50
				max = 100
			}

			weight = {
				base = 0
				modifier = {
					add = 15
					has_project_flag = sp_land_reward_stronghold_network_leadership_approach_office_flag
				}
			}

			option = {
				token = sp_land_reward_option_stronghold_network_breakthrough_in_concrete_reinforcement_01_apply_and_document_discovery #Intentional 01
				
				iteration_output = {
					country_effects = {
						add_tech_bonus = {
							name = sp_land_reward_stronghold_network_breakthrough_in_concrete_reinforcement_01 #Intentional 01
							bonus = 0.75
							uses = 1
							category = cat_fortification
							category = construction_tech
						}

						if = {
							limit = {
								any_scientist = {
									has_scientist_level = {
										level > 0
										specialization = specialization_land
									}
									is_active_scientist = no
								}
							}
							random_scientist = {
								limit = {
									has_scientist_level = {
										level > 0
										specialization = specialization_land
									}
									is_active_scientist = no
								}
								add_scientist_xp = {
									experience = constant:sp_scientist_xp_gain.high
									specialization = specialization_land
								}
							}
						}
					}
				}
			}

			option = {
				token = sp_land_reward_option_stronghold_network_breakthrough_in_concrete_reinforcement_01_use_in_current_project #Intentional 01
				
				iteration_output = {
					country_effects = {
						if = {
							limit = {
								any_scientist = {
									has_scientist_level = {
										level > 0
										specialization = specialization_land
									}
									is_active_scientist = no
								}
							}
							random_scientist = {
								limit = {
									has_scientist_level = {
										level > 0
										specialization = specialization_land
									}
									is_active_scientist = no
								}
								add_scientist_xp = {
									experience = constant:sp_scientist_xp_gain.medium
									specialization = specialization_land
								}
							}
						}

						FROM = {
							add_project_progress_ratio = constant:sp_progress.gain.low
						}
					}
				}
			}
		}

		sp_land_reward_option_stronghold_network_collapse_01 = { #Scientist working from Office
			fire_only_once = yes

			threshold = { 
				min = 60
				max = 100
			}

			weight = {
				base = 0
				modifier = {
					add = 10
					has_project_flag = sp_land_reward_stronghold_network_leadership_approach_field_flag
				}
				modifier = {
					factor = 0
					has_project_flag = sp_land_stronghold_network_structural_weakness_discovered_flag #Used in other unique rewards to prevent multiple structural failures
				}
			}

			option = {
				token = sp_land_reward_option_stronghold_network_collapse_01_prioritize_scientist
				
				iteration_output = {
					country_effects = {
						FROM = {
							add_project_progress_ratio = constant:sp_progress.loss.high
						}
					}
					scientist_effects = {
						injure_scientist_for_days = 30
					}
				}
			}

			option = {
				token = sp_land_reward_option_stronghold_network_collapse_01_prioritize_safety
				
				iteration_output = {
					country_effects = {
						FROM = {
							add_project_progress_ratio = constant:sp_progress.loss.medium
						}
					}
					scientist_effects = {
						injure_scientist_for_days = 60
					}
				}
			}

			option = {
				token = sp_land_reward_option_stronghold_network_collapse_01_continue_without_delay
				
				iteration_output = {
					country_effects = {
						FROM = {
							add_project_progress_ratio = constant:sp_progress.loss.low
						}
					}
					scientist_effects = {
						injure_scientist_for_days = 60
					}
					facility_state_effects = {
						add_dynamic_modifier = {
							modifier = sp_land_stronghold_network_collapse_workers_drafted
							days = 60
						}
					}
				}
			}
		}

		sp_land_reward_option_stronghold_network_collapse_02 = { #Scientist working from Office
			fire_only_once = yes

			threshold = { 
				min = 60
				max = 100
			}

			weight = {
				base = 0
				modifier = {
					add = 10
					has_project_flag = sp_land_reward_stronghold_network_leadership_approach_office_flag
				}
				modifier = {
					factor = 0
					has_project_flag = sp_land_stronghold_network_structural_weakness_discovered_flag #Used in other unique rewards to prevent multiple structural failures
				}
			}

			option = {
				token = sp_land_reward_option_stronghold_network_collapse_01_prioritize_safety #Intentional 01
				
				iteration_output = {
					country_effects = {
						FROM = {
							add_project_progress_ratio = constant:sp_progress.loss.medium
						}
					}
				}
			}

			option = {
				token = sp_land_reward_option_stronghold_network_collapse_01_continue_without_delay #Intentional 01
				
				iteration_output = {
					country_effects = {
						FROM = {
							add_project_progress_ratio = constant:sp_progress.loss.low
						}
					}
					facility_state_effects = {
						add_dynamic_modifier = {
							modifier = sp_land_stronghold_network_collapse_workers_drafted
							days = 60
						}
					}
				}
			}
		}
	}
}