bm_infantry_fighting_vehicle_project = {
	specialization = specialization_land
	icon = GFX_sp_infantry_fighting_vehicle
	project_tags = sp_tag_tank

	breakthrough_cost = {
		specialization_land = {
			base = 2
			modifier = {
				add = -1
				OR = {
					has_tech = antiair3
					has_tech = mechanised_infantry3
				}
			}
		}
	}

	resource_cost = {
		resources = {
			steel = 2
			tungsten = 1
		}
	}

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

	available = {
		if = {
			limit = {
				FROM = {
					is_ai = yes
				}
			}
			FROM = {
				always = no
			}
		}
		else = {
			FROM = {
				has_tech = mechanised_infantry2
				has_tech = antiair2
			}
		}
	}

	generic_prototype_rewards = {
		bm_progress_reward_low
		bm_progress_reward_medium
		bm_progress_reward_high
		bm_progress_loss_low
		bm_progress_loss_medium
		bm_progress_loss_high
		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
	}

	project_output = {
		country_effects = {
			custom_effect_tooltip = {
				localization_key = bm_infantry_fighting_vehicle_project_equipment
				NAME = bm_infantry_fighting_vehicle_equipment
				DESC = bm_infantry_fighting_vehicle_equipment_desc
				ICON = GFX_infantry_fighting_vehicle_eq_icon
			}
			custom_effect_tooltip = bm_divider
			custom_effect_tooltip = {
				localization_key = bm_infantry_fighting_vehicle_project_unit
				NAME = bm_mechanized_armored_infantry_company
				DESC = bm_mechanized_armored_infantry_company_desc
				ICON = GFX_bm_infantry_fighting_vehicle_unit_icon
			}
			custom_effect_tooltip = bm_divider_2
			custom_effect_tooltip = {
				localization_key = bm_infantry_fighting_vehicle_project_tip_tt
				TECH_1 = antiair3
				TECH_2 = mechanised_infantry3
			}
		}
		enable_subunits = {
			bm_mechanized_armored_infantry_company
		}
		enable_equipments = {
			bm_infantry_fighting_vehicle_equipment_0
		}
	}
}