bm_anti_tank_guided_missile_project = {
	specialization = specialization_land
	icon = GFX_sp_anti_tank_guided_missile
	project_tags = {
		sp_tag_rocket
		sp_tag_guided_bomb
		sp_tag_tank
	}

	breakthrough_cost = {
		specialization_land = 2
	}

	resource_cost = {
		resources = {
			tungsten = 2
			steel = 4
		}
	}

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

	available = {
		if = {
			limit = {
				FROM = {
					is_ai = yes
				}
			}
			FROM = {
				always = no
			}
		}
		else = {
			FROM = {
				has_tech = sp_rockets_improved_guidance
				has_tech = antitank5
			}
		}
	}

	generic_prototype_rewards = {
		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
		bm_progress_reward_low
		bm_progress_reward_medium
		bm_progress_reward_high
		bm_progress_loss_low
		bm_progress_loss_medium
		bm_progress_loss_high
	}

	project_output = {
		country_effects = {
			custom_effect_tooltip = {
				localization_key = bm_anti_tank_guided_missile_project_equipment
				NAME = bm_guided_anti_tank_launcher_equipment
				DESC = bm_guided_anti_tank_launcher_equipment_desc
				ICON = GFX_bm_guided_anti_tank_launcher_eq_icon
			}
			custom_effect_tooltip = bm_divider
			custom_effect_tooltip = {
				localization_key = bm_anti_tank_guided_missile_project_unit
				NAME = bm_guided_anti_armor_company
				DESC = bm_guided_anti_armor_company_desc
				ICON = GFX_bm_guided_anti_armor_company_unit_icon
			}
		}

		enable_subunits = {
			bm_guided_anti_armor_company
		}
		enable_equipments = {
			bm_guided_anti_tank_launcher_equipment_0
		}
	}
}