bm_land_scientist_xp_reward_low = {
	fire_only_once = no

	threshold = {
		min = 0
		max = 100
	}

	weight = {
		base = 1
	}

	option = {
		token = bm_land_scientist_xp_reward_low_option
		iteration_output = {
			scientist_effects = {
				add_scientist_xp = {
					experience = constant:sp_scientist_xp_gain.low
					specialization = specialization_land	
				}
			}
		}
	}
}
bm_land_scientist_xp_reward_medium = {
	fire_only_once = no

	threshold = {
		min = 0
		max = 100
	}

	weight = {
		base = 1
	}

	option = {
		token = bm_land_scientist_xp_reward_medium_option
		iteration_output = {
			scientist_effects = {
				add_scientist_xp = {
					experience = constant:sp_scientist_xp_gain.medium
					specialization = specialization_land
				}
			}
		}
	}
}
bm_land_scientist_xp_reward_high = {
	fire_only_once = yes

	threshold = {
		min = 0
		max = 100
	}

	weight = {
		base = 1
	}

	option = {
		token = bm_land_scientist_xp_reward_high_option
		iteration_output = {
			scientist_effects = {
				add_scientist_xp = {
					experience = constant:sp_scientist_xp_gain.high
					specialization = specialization_land
				}
			}
		}
	}
}
bm_land_scientist_xp_reward_very_high = {
	fire_only_once = yes

	threshold = {
		min = 0
		max = 100
	}

	weight = {
		base = 1
	}

	option = {
		token = bm_land_scientist_xp_reward_very_high_option
		iteration_output = {
			scientist_effects = {
				add_scientist_xp = {
					experience = constant:sp_scientist_xp_gain.very_high
					specialization = specialization_land
				}
			}
		}
	}
}
bm_land_breakthrough_reward_low = {
	fire_only_once = no

	threshold = {
		min = 0
		max = 100
	}

	weight = {
		base = 2
	}

	option = {
		token = bm_land_breakthrough_reward_low_option
		iteration_output = {
			country_effects = {
				add_breakthrough_progress = {
					specialization = specialization_land
					value = sp_breakthrough_progress.low
				}
			}
		}
	}
}
bm_land_breakthrough_reward_medium = {
	fire_only_once = no

	threshold = {
		min = 0
		max = 100
	}

	weight = {
		base = 2
	}

	option = {
		token = bm_land_breakthrough_reward_medium_option
		iteration_output = {
			country_effects = {
				add_breakthrough_progress = {
					specialization = specialization_land
					value = sp_breakthrough_progress.medium
				}
			}
		}
	}
}
bm_land_breakthrough_reward_high = {
	fire_only_once = no

	threshold = {
		min = 0
		max = 100
	}

	weight = {
		base = 1
	}

	option = {
		token = bm_land_breakthrough_reward_high_option
		iteration_output = {
			country_effects = {
				add_breakthrough_progress = {
					specialization = specialization_land
					value = sp_breakthrough_progress.high
				}
			}
		}
	}
}

bm_air_scientist_xp_reward_low = {
	fire_only_once = no

	threshold = {
		min = 0
		max = 100
	}

	weight = {
		base = 1
	}

	option = {
		token = bm_air_scientist_xp_reward_low_option
		iteration_output = {
			scientist_effects = {
				add_scientist_xp = {
					experience = constant:sp_scientist_xp_gain.low
					specialization = specialization_air				
				}
			}
		}
	}
}
bm_air_scientist_xp_reward_medium = {
	fire_only_once = no

	threshold = {
		min = 0
		max = 100
	}

	weight = {
		base = 1
	}

	option = {
		token = bm_air_scientist_xp_reward_medium_option
		iteration_output = {
			scientist_effects = {
				add_scientist_xp = {
					experience = constant:sp_scientist_xp_gain.medium 
					specialization = specialization_air
				}
			}
		}
	}
}
bm_air_scientist_xp_reward_high = {
	fire_only_once = yes

	threshold = {
		min = 0
		max = 100
	}

	weight = {
		base = 1
	}

	option = {
		token = bm_air_scientist_xp_reward_high_option
		iteration_output = {
			scientist_effects = {
				add_scientist_xp = {
					experience = constant:sp_scientist_xp_gain.high
					specialization = specialization_air
				}
			}
		}
	}
}
bm_air_scientist_xp_reward_very_high = {
	fire_only_once = yes

	threshold = {
		min = 0
		max = 100
	}

	weight = {
		base = 1
	}

	option = {
		token = bm_air_scientist_xp_reward_very_high_option
		iteration_output = {
			scientist_effects = {
				add_scientist_xp = {
					experience = constant:sp_scientist_xp_gain.very_high
					specialization = specialization_air				
				}
			}
		}
	}
}
bm_air_breakthrough_reward_low = {
	fire_only_once = no

	threshold = {
		min = 0
		max = 100
	}

	weight = {
		base = 2
	}

	option = {
		token = bm_air_breakthrough_reward_low_option
		iteration_output = {
			country_effects = {
				add_breakthrough_progress = {
					specialization = specialization_air
					value = sp_breakthrough_progress.low
				}
			}
		}
	}
}
bm_air_breakthrough_reward_medium = {
	fire_only_once = no

	threshold = {
		min = 0
		max = 100
	}

	weight = {
		base = 2
	}

	option = {
		token = bm_air_breakthrough_reward_medium_option
		iteration_output = {
			country_effects = {
				add_breakthrough_progress = {
					specialization = specialization_air
					value = sp_breakthrough_progress.medium
				}
			}
		}
	}
}
bm_air_breakthrough_reward_high = {
	fire_only_once = no

	threshold = {
		min = 0
		max = 100
	}

	weight = {
		base = 1
	}

	option = {
		token = bm_air_breakthrough_reward_high_option
		iteration_output = {
			country_effects = {
				add_breakthrough_progress = {
					specialization = specialization_air
					value = sp_breakthrough_progress.high
				}
			}
		}
	}
}

bm_naval_scientist_xp_reward_low = {
	fire_only_once = no

	threshold = {
		min = 0
		max = 100
	}

	weight = {
		base = 1
	}

	option = {
		token = bm_naval_scientist_xp_reward_low_option
		iteration_output = {
			scientist_effects = {
				add_scientist_xp = {
					experience = constant:sp_scientist_xp_gain.low
					specialization = specialization_naval
				}
			}
		}
	}
}
bm_naval_scientist_xp_reward_medium = {
	fire_only_once = no

	threshold = {
		min = 0
		max = 100
	}

	weight = {
		base = 1
	}

	option = {
		token = bm_naval_scientist_xp_reward_medium_option
		iteration_output = {
			scientist_effects = {
				add_scientist_xp = {
					experience = constant:sp_scientist_xp_gain.medium
					specialization = specialization_naval			
				}
			}
		}
	}
}
bm_naval_scientist_xp_reward_high = {
	fire_only_once = yes

	threshold = {
		min = 0
		max = 100
	}

	weight = {
		base = 1
	}

	option = {
		token = bm_naval_scientist_xp_reward_high_option
		iteration_output = {
			scientist_effects = {
				add_scientist_xp = {
					experience = constant:sp_scientist_xp_gain.high
					specialization = specialization_naval			
				}
			}
		}
	}
}
bm_naval_scientist_xp_reward_very_high = {
	fire_only_once = yes

	threshold = {
		min = 0
		max = 100
	}

	weight = {
		base = 2
	}

	option = {
		token = bm_naval_scientist_xp_reward_very_high_option
		iteration_output = {
			scientist_effects = {
				add_scientist_xp = {
					experience = constant:sp_scientist_xp_gain.very_high
					specialization = specialization_naval			
				}
			}
		}
	}
}
bm_naval_breakthrough_reward_low = {
	fire_only_once = no

	threshold = {
		min = 0
		max = 100
	}

	weight = {
		base = 2
	}

	option = {
		token = bm_naval_breakthrough_reward_low_option
		iteration_output = {
			country_effects = {
				add_breakthrough_progress = {
					specialization = specialization_naval
					value = sp_breakthrough_progress.low
				}
			}
		}
	}
}
bm_naval_breakthrough_reward_medium = {
	fire_only_once = no

	threshold = {
		min = 0
		max = 100
	}

	weight = {
		base = 2
	}

	option = {
		token = bm_naval_breakthrough_reward_medium_option
		iteration_output = {
			country_effects = {
				add_breakthrough_progress = {
					specialization = specialization_naval
					value = sp_breakthrough_progress.medium
				}
			}
		}
	}
}
bm_naval_breakthrough_reward_high = {
	fire_only_once = no

	threshold = {
		min = 0
		max = 100
	}

	weight = {
		base = 1
	}

	option = {
		token = bm_naval_breakthrough_reward_high_option
		iteration_output = {
			country_effects = {
				add_breakthrough_progress = {
					specialization = specialization_naval
					value = sp_breakthrough_progress.high
				}
			}
		}
	}
}

bm_nuclear_breakthrough_reward_low = {
	fire_only_once = no

	threshold = {
		min = 0
		max = 100
	}

	weight = {
		base = 2
	}

	option = {
		token = bm_nuclear_breakthrough_reward_low_option
		iteration_output = {
			country_effects = {
				add_breakthrough_progress = {
					specialization = specialization_nuclear
					value = sp_breakthrough_progress.low
				}
			}
		}
	}
}
bm_nuclear_breakthrough_reward_medium = {
	fire_only_once = no

	threshold = {
		min = 0
		max = 100
	}

	weight = {
		base = 2
	}

	option = {
		token = bm_nuclear_breakthrough_reward_medium_option
		iteration_output = {
			country_effects = {
				add_breakthrough_progress = {
					specialization = specialization_nuclear
					value = sp_breakthrough_progress.medium
				}
			}
		}
	}
}
bm_nuclear_breakthrough_reward_high = {
	fire_only_once = no

	threshold = {
		min = 0
		max = 100
	}

	weight = {
		base = 1
	}

	option = {
		token = bm_nuclear_breakthrough_reward_high_option
		iteration_output = {
			country_effects = {
				add_breakthrough_progress = {
					specialization = specialization_nuclear
					value = sp_breakthrough_progress.high
				}
			}
		}
	}
}

bm_progress_reward_low = {
	fire_only_once = no

	threshold = {
		min = 0
		max = 100
	}

	weight = {
		base = 2
	}

	option = {
		token = bm_progress_reward_low_option
		iteration_output = {
			country_effects = {
				FROM = {
					add_project_progress_ratio = constant:sp_progress.gain.low
				}
			}
		}
	}
}
bm_progress_reward_medium = {
	fire_only_once = no

	threshold = {
		min = 0
		max = 100
	}

	weight = {
		base = 2
	}

	option = {
		token = bm_progress_reward_medium_option
		iteration_output = {
			country_effects = {
				FROM = {
					add_project_progress_ratio = constant:sp_progress.gain.medium
				}
			}
		}
	}
}
bm_progress_reward_high = {
	fire_only_once = no

	threshold = {
		min = 0
		max = 100
	}

	weight = {
		base = 1
	}

	option = {
		token = bm_progress_reward_high_option
		iteration_output = {
			country_effects = {
				FROM = {
					add_project_progress_ratio = constant:sp_progress.gain.high
				}
			}
		}
	}
}
bm_progress_loss_low = {
	fire_only_once = no

	threshold = {
		min = 0
		max = 100
	}

	weight = {
		base = 2
	}

	option = {
		token = bm_progress_loss_low_option
		iteration_output = {
			country_effects = {
				FROM = {
					add_project_progress_ratio = constant:sp_progress.loss.low
				}
			}
		}
	}
}
bm_progress_loss_medium = {
	fire_only_once = no

	threshold = {
		min = 0
		max = 100
	}

	weight = {
		base = 2
	}

	option = {
		token = bm_progress_loss_medium_option
		iteration_output = {
			country_effects = {
				FROM = {
					add_project_progress_ratio = constant:sp_progress.loss.medium
				}
			}
		}
	}
}
bm_progress_loss_high = {
	fire_only_once = no

	threshold = {
		min = 0
		max = 100
	}

	weight = {
		base = 1
	}

	option = {
		token = bm_progress_loss_high_option
		iteration_output = {
			country_effects = {
				FROM = {
					add_project_progress_ratio = constant:sp_progress.loss.high
				}
			}
		}
	}
}