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sp_battlecarrier = {
specialization = specialization_naval
project_tags = { sp_tag_surface_ship }
allowed = {
has_dlc = "Man the Guns"
}
available = {
FROM = {
has_tech = early_ship_hull_carrier
has_tech = early_ship_hull_heavy
has_navy_size = {
archetype = ship_hull_heavy
size > 0
}
}
}
breakthrough_cost = {
specialization_naval = 1
}
prototype_time = sp_time.prototype.short
complexity = sp_complexity.small
project_output = {
enable_equipment_modules = {
ship_deck_space_bb
}
}
generic_prototype_rewards = {
sp_naval_generic_reward_scientist_xp_1
sp_naval_generic_reward_scientist_xp_2
sp_naval_generic_reward_scientist_xp_3
sp_naval_generic_reward_navy_xp_1
sp_naval_generic_reward_navy_xp_2
sp_naval_generic_reward_navy_xp_3
sp_naval_generic_reward_major_progress_1
sp_naval_generic_reward_major_progress_2
sp_naval_generic_reward_major_progress_3
sp_naval_generic_reward_test_failure_1
sp_naval_generic_reward_test_failure_2
sp_naval_generic_reward_test_failure_3
}
}
sp_subcarrier = {
specialization = specialization_naval
project_tags = { sp_tag_submarine }
allowed = {
has_dlc = "Man the Guns"
}
available = {
FROM = {
has_tech = cruiser_submarines
has_tech = prototype_airplane_launcher
}
}
breakthrough_cost = {
specialization_naval = 1
}
prototype_time = sp_time.prototype.short
complexity = sp_complexity.small
project_output = {
enable_equipment_modules = {
sub_airplane_launcher_2
}
}
generic_prototype_rewards = {
sp_naval_generic_reward_scientist_xp_1
sp_naval_generic_reward_scientist_xp_2
sp_naval_generic_reward_scientist_xp_3
sp_naval_generic_reward_navy_xp_1
sp_naval_generic_reward_navy_xp_2
sp_naval_generic_reward_navy_xp_3
sp_naval_generic_reward_major_progress_1
sp_naval_generic_reward_major_progress_2
sp_naval_generic_reward_major_progress_3
sp_naval_generic_reward_test_failure_1
sp_naval_generic_reward_test_failure_2
sp_naval_generic_reward_test_failure_3
}
}
sp_nuclear_torpedo = {
specialization = specialization_naval
project_tags = { sp_tag_submarine }
allowed = {
has_dlc = "Man the Guns"
}
available = {
FROM = {
has_tech = modern_ship_hull_submarine
has_tech = nukes
}
}
breakthrough_cost = {
specialization_naval = 3
}
prototype_time = sp_time.prototype.long
complexity = sp_complexity.medium
project_output = {
enable_equipment_modules = {
sub_nuclear_torpedo
}
}
generic_prototype_rewards = {
sp_naval_generic_reward_scientist_xp_1
sp_naval_generic_reward_scientist_xp_2
sp_naval_generic_reward_scientist_xp_3
sp_naval_generic_reward_navy_xp_1
sp_naval_generic_reward_navy_xp_2
sp_naval_generic_reward_navy_xp_3
sp_naval_generic_reward_major_progress_1
sp_naval_generic_reward_major_progress_2
sp_naval_generic_reward_major_progress_3
sp_naval_generic_reward_test_failure_1
sp_naval_generic_reward_test_failure_2
sp_naval_generic_reward_test_failure_3
}
}
sp_vt_shell = {
specialization = specialization_naval
project_tags = { sp_tag_surface_ship }
allowed = {
has_dlc = "Man the Guns"
}
available = {
FROM = {
has_tech = radio_detection
has_tech = naval_radio_guiding_system
}
}
breakthrough_cost = {
specialization_naval = 2
}
prototype_time = sp_time.prototype.medium
complexity = sp_complexity.medium
project_output = {
enable_equipment_modules = {
ship_vt_shell
}
}
generic_prototype_rewards = {
sp_naval_generic_reward_scientist_xp_1
sp_naval_generic_reward_scientist_xp_2
sp_naval_generic_reward_scientist_xp_3
sp_naval_generic_reward_navy_xp_1
sp_naval_generic_reward_navy_xp_2
sp_naval_generic_reward_navy_xp_3
sp_naval_generic_reward_major_progress_1
sp_naval_generic_reward_major_progress_2
sp_naval_generic_reward_major_progress_3
sp_naval_generic_reward_test_failure_1
sp_naval_generic_reward_test_failure_2
sp_naval_generic_reward_test_failure_3
}
}
sp_super_heavy_guns = {
specialization = specialization_naval
project_tags = { sp_tag_surface_ship }
allowed = {
has_dlc = "Man the Guns"
}
visible = {
FROM = {
NOT = { has_tech = basic_super_heavy_battery }
}
}
available = {
FROM = {
has_tech = early_ship_hull_heavy
has_tech = basic_heavy_battery
}
}
breakthrough_cost = {
specialization_naval = 2
}
resource_cost = {
resources = {
steel = 5
}
}
prototype_time = sp_time.prototype.long
complexity = sp_complexity.large
project_output = {
country_effects = {
custom_effect_tooltip = {
localization_key = SP_UNLOCK_TECH
TECH = basic_super_heavy_battery
}
custom_override_tooltip = {
tooltip = tech_effect|basic_super_heavy_battery
set_technology = {
basic_super_heavy_battery = 1
popup = no
}
}
}
}
generic_prototype_rewards = {
sp_naval_generic_reward_scientist_xp_1
sp_naval_generic_reward_scientist_xp_2
sp_naval_generic_reward_scientist_xp_3
sp_naval_generic_reward_navy_xp_1
sp_naval_generic_reward_navy_xp_2
sp_naval_generic_reward_navy_xp_3
sp_naval_generic_reward_major_progress_1
sp_naval_generic_reward_major_progress_2
sp_naval_generic_reward_major_progress_3
sp_naval_generic_reward_test_failure_1
sp_naval_generic_reward_test_failure_2
sp_naval_generic_reward_test_failure_3
}
}
sp_naval_underway_replenishment = {
specialization = specialization_naval
project_tags = sp_tag_surface_ship
ai_will_do = {
base = 1
}
allowed = {
has_dlc = "Gotterdammerung"
}
available = {
FROM = {
OR = {
has_tech = base_strike
has_tech = fleet_in_being
}
}
}
resource_cost = {
resources = {
steel = 8
}
}
breakthrough_cost = {
specialization_naval = 2
}
complexity = sp_complexity.large
prototype_time = sp_time.prototype.medium
project_output = {
country_effects = {
custom_effect_tooltip = {
localization_key = SP_UNLOCK_TECH
TECH = sp_multi_product_supply_ships
}
set_rule = {
can_use_underway_replenishment = yes
}
}
enable_equipment_modules = {
}
enable_subunits = {
}
}
generic_prototype_rewards = {
sp_naval_generic_reward_scientist_xp_1
sp_naval_generic_reward_scientist_xp_2
sp_naval_generic_reward_scientist_xp_3
sp_naval_generic_reward_navy_xp_1
sp_naval_generic_reward_navy_xp_2
sp_naval_generic_reward_navy_xp_3
sp_naval_generic_reward_major_progress_1
sp_naval_generic_reward_major_progress_2
sp_naval_generic_reward_major_progress_3
sp_naval_generic_reward_test_failure_1
sp_naval_generic_reward_test_failure_2
sp_naval_generic_reward_test_failure_3
}
unique_prototype_rewards = {
sp_naval_underway_replenishment_unique_reward_a = {
fire_only_once = yes
threshold = {
min = 40
max = 90
}
weight = {
base = 100
}
option = {
token = sp_naval_underway_replenishment_preference_a
iteration_output = {
country_effects = {
custom_effect_tooltip = sp_naval_underway_replenishment_pick_a_tt
hidden_effect = {
set_technology = {
sp_naval_underway_replenishment_pick_a = 1
popup = no
}
}
}
}
}
option = {
token = sp_naval_underway_replenishment_preference_c
iteration_output = {
country_effects = {
#BASE UNDERWAY REPLENISHMENT
}
}
}
option = {
token = sp_naval_underway_replenishment_preference_b
iteration_output = {
country_effects = {
custom_effect_tooltip = sp_naval_underway_replenishment_pick_b_tt
hidden_effect = {
set_technology = {
sp_naval_underway_replenishment_pick_b = 1
popup = no
}
}
}
}
}
}
}
}
# Rocket Launching Submarine
sp_naval_rocket_launching_submarine = {
specialization = specialization_naval
project_tags = {
sp_tag_rocket
sp_tag_submarine
}
resource_cost = {
resources = {
steel = 12
chromium = 4
tungsten = 12
}
}
complexity = sp_complexity.medium
prototype_time = sp_time.prototype.long
special_project_parent = {
sp_rockets_ballistic_missile
}
available = {
FROM = {
has_tech = modern_ship_hull_submarine
}
}
breakthrough_cost = {
specialization_naval = 2
}
project_output = {
enable_equipment_modules = {
limit = {
has_dlc = "Gotterdammerung"
}
sub_missile_launcher
}
country_effects = {
custom_effect_tooltip = {
localization_key = SP_UNLOCK_TECH
TECH = missile_submarine
}
custom_override_tooltip = {
tooltip = tech_effect|missile_submarine
set_technology = {
missile_submarine = 1
popup = no
}
}
}
}
generic_prototype_rewards = {
sp_naval_generic_reward_scientist_xp_1
sp_naval_generic_reward_scientist_xp_2
sp_naval_generic_reward_scientist_xp_3
sp_naval_generic_reward_navy_xp_1
sp_naval_generic_reward_navy_xp_2
sp_naval_generic_reward_navy_xp_3
sp_naval_generic_reward_major_progress_1
sp_naval_generic_reward_major_progress_2
sp_naval_generic_reward_major_progress_3
sp_naval_generic_reward_test_failure_1
sp_naval_generic_reward_test_failure_2
sp_naval_generic_reward_test_failure_3
}
}
# Nuclear Missile Submarine
sp_naval_nuclear_missile_submarine = {
specialization = specialization_naval
project_tags = {
sp_tag_nuclear_warfare
sp_tag_submarine
}
resource_cost = {
resources = {
steel = 16
chromium = 16
}
}
complexity = sp_complexity.large
prototype_time = sp_time.prototype.very_long
allowed = {
has_dlc = "Gotterdammerung"
}
special_project_parent = {
sp_naval_rocket_launching_submarine
}
available = {
FROM = {
has_tech = sub_nuclear_engine
}
}
breakthrough_cost = {
specialization_naval = 2
}
project_output = {
enable_equipment_modules = {
slbm_launcher
}
}
generic_prototype_rewards = {
sp_naval_generic_reward_scientist_xp_1
sp_naval_generic_reward_scientist_xp_2
sp_naval_generic_reward_scientist_xp_3
sp_naval_generic_reward_navy_xp_1
sp_naval_generic_reward_navy_xp_2
sp_naval_generic_reward_navy_xp_3
sp_naval_generic_reward_major_progress_1
sp_naval_generic_reward_major_progress_2
sp_naval_generic_reward_major_progress_3
sp_naval_generic_reward_test_failure_1
sp_naval_generic_reward_test_failure_2
sp_naval_generic_reward_test_failure_3
sp_naval_generic_failure_nuclear_accident
}
}