bm_penicillin_project = {
	specialization = specialization_land
	icon = GFX_sp_penicillin

	breakthrough_cost = {
		specialization_land = {
			base = 1
			modifier = {
				add = -1
				has_tech = support_weapons4
			}
		}
	}

	resource_cost = {
		resources = {
			chromium = 3
		}
	}

	ai_will_do = {
		base = 1
	}
	
	prototype_time = sp_time.prototype.short
	complexity = sp_complexity.small

	available = {
		FROM = {
			has_tech = tech_field_hospital3
			has_tech = support_weapons2
		}
	}

	generic_prototype_rewards = {
		bm_progress_reward_low
		bm_progress_loss_low
		bm_land_breakthrough_reward_low
		bm_land_breakthrough_reward_medium
		bm_land_breakthrough_reward_high
		bm_land_scientist_xp_reward_low
		bm_land_scientist_xp_reward_medium
		bm_land_scientist_xp_reward_high
		bm_land_scientist_xp_reward_very_high
	}

	project_output = {
		country_effects = {
			custom_effect_tooltip = {
				localization_key = bm_penicillin_project_tt
				ICON = GFX_bm_syringe_icon
				NAME = bm_sp_penicillin_technology
				DESC = bm_sp_penicillin_technology_desc
				STATS = tech_effect|bm_sp_penicillin_technology
			}			
			custom_effect_tooltip = bm_divider_2
			hidden_effect = {
				set_technology = {
					bm_sp_penicillin_technology = 1
					popup = no
				}
			}
			add_equipment_bonus = {
				project = FROM
				bonus = {
					support_equipment = {
						build_cost_ic = 0.05
						instant = yes
					}
				}
			}
			custom_effect_tooltip = bm_divider_2
			custom_effect_tooltip = {
				localization_key = bm_penicillin_project_tip_tt
				TECH_1 = support_weapons4
			}
		}
	}
}