This commit is contained in:
497
src/common/special_projects/projects/naval_projects.txt
Executable file
497
src/common/special_projects/projects/naval_projects.txt
Executable file
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sp_battlecarrier = {
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specialization = specialization_naval
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project_tags = { sp_tag_surface_ship }
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allowed = {
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has_dlc = "Man the Guns"
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}
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available = {
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FROM = {
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has_tech = early_ship_hull_carrier
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has_tech = early_ship_hull_heavy
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has_navy_size = {
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archetype = ship_hull_heavy
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size > 0
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}
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}
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}
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breakthrough_cost = {
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specialization_naval = 1
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}
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prototype_time = sp_time.prototype.short
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complexity = sp_complexity.small
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project_output = {
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enable_equipment_modules = {
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ship_deck_space_bb
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}
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}
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generic_prototype_rewards = {
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sp_naval_generic_reward_scientist_xp_1
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sp_naval_generic_reward_scientist_xp_2
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sp_naval_generic_reward_scientist_xp_3
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sp_naval_generic_reward_navy_xp_1
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sp_naval_generic_reward_navy_xp_2
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sp_naval_generic_reward_navy_xp_3
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sp_naval_generic_reward_major_progress_1
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sp_naval_generic_reward_major_progress_2
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sp_naval_generic_reward_major_progress_3
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sp_naval_generic_reward_test_failure_1
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sp_naval_generic_reward_test_failure_2
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sp_naval_generic_reward_test_failure_3
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}
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}
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sp_subcarrier = {
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specialization = specialization_naval
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project_tags = { sp_tag_submarine }
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allowed = {
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has_dlc = "Man the Guns"
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}
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available = {
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FROM = {
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has_tech = cruiser_submarines
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has_tech = prototype_airplane_launcher
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}
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}
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breakthrough_cost = {
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specialization_naval = 1
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}
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prototype_time = sp_time.prototype.short
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complexity = sp_complexity.small
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project_output = {
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enable_equipment_modules = {
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sub_airplane_launcher_2
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}
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}
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generic_prototype_rewards = {
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sp_naval_generic_reward_scientist_xp_1
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sp_naval_generic_reward_scientist_xp_2
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sp_naval_generic_reward_scientist_xp_3
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sp_naval_generic_reward_navy_xp_1
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sp_naval_generic_reward_navy_xp_2
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sp_naval_generic_reward_navy_xp_3
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sp_naval_generic_reward_major_progress_1
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sp_naval_generic_reward_major_progress_2
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sp_naval_generic_reward_major_progress_3
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sp_naval_generic_reward_test_failure_1
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sp_naval_generic_reward_test_failure_2
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sp_naval_generic_reward_test_failure_3
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}
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}
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sp_nuclear_torpedo = {
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specialization = specialization_naval
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project_tags = { sp_tag_submarine }
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allowed = {
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has_dlc = "Man the Guns"
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}
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available = {
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FROM = {
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has_tech = modern_ship_hull_submarine
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has_tech = nukes
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}
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}
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breakthrough_cost = {
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specialization_naval = 3
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}
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prototype_time = sp_time.prototype.long
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complexity = sp_complexity.medium
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project_output = {
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enable_equipment_modules = {
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sub_nuclear_torpedo
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}
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}
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generic_prototype_rewards = {
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sp_naval_generic_reward_scientist_xp_1
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sp_naval_generic_reward_scientist_xp_2
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sp_naval_generic_reward_scientist_xp_3
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sp_naval_generic_reward_navy_xp_1
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sp_naval_generic_reward_navy_xp_2
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sp_naval_generic_reward_navy_xp_3
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sp_naval_generic_reward_major_progress_1
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sp_naval_generic_reward_major_progress_2
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sp_naval_generic_reward_major_progress_3
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sp_naval_generic_reward_test_failure_1
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sp_naval_generic_reward_test_failure_2
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sp_naval_generic_reward_test_failure_3
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}
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}
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sp_vt_shell = {
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specialization = specialization_naval
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project_tags = { sp_tag_surface_ship }
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allowed = {
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has_dlc = "Man the Guns"
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}
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available = {
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FROM = {
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has_tech = radio_detection
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has_tech = naval_radio_guiding_system
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}
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}
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breakthrough_cost = {
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specialization_naval = 2
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}
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prototype_time = sp_time.prototype.medium
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complexity = sp_complexity.medium
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project_output = {
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enable_equipment_modules = {
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ship_vt_shell
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}
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}
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generic_prototype_rewards = {
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sp_naval_generic_reward_scientist_xp_1
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sp_naval_generic_reward_scientist_xp_2
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sp_naval_generic_reward_scientist_xp_3
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sp_naval_generic_reward_navy_xp_1
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sp_naval_generic_reward_navy_xp_2
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sp_naval_generic_reward_navy_xp_3
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sp_naval_generic_reward_major_progress_1
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sp_naval_generic_reward_major_progress_2
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sp_naval_generic_reward_major_progress_3
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sp_naval_generic_reward_test_failure_1
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sp_naval_generic_reward_test_failure_2
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sp_naval_generic_reward_test_failure_3
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}
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}
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sp_super_heavy_guns = {
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specialization = specialization_naval
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project_tags = { sp_tag_surface_ship }
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allowed = {
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has_dlc = "Man the Guns"
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}
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visible = {
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FROM = {
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NOT = { has_tech = basic_super_heavy_battery }
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}
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}
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available = {
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FROM = {
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has_tech = early_ship_hull_heavy
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has_tech = basic_heavy_battery
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}
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}
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breakthrough_cost = {
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specialization_naval = 2
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}
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resource_cost = {
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resources = {
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steel = 5
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}
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}
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prototype_time = sp_time.prototype.long
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complexity = sp_complexity.large
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project_output = {
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country_effects = {
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custom_effect_tooltip = {
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localization_key = SP_UNLOCK_TECH
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TECH = basic_super_heavy_battery
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}
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custom_override_tooltip = {
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tooltip = tech_effect|basic_super_heavy_battery
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set_technology = {
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basic_super_heavy_battery = 1
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popup = no
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}
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}
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}
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}
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generic_prototype_rewards = {
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sp_naval_generic_reward_scientist_xp_1
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sp_naval_generic_reward_scientist_xp_2
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sp_naval_generic_reward_scientist_xp_3
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sp_naval_generic_reward_navy_xp_1
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sp_naval_generic_reward_navy_xp_2
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sp_naval_generic_reward_navy_xp_3
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sp_naval_generic_reward_major_progress_1
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sp_naval_generic_reward_major_progress_2
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sp_naval_generic_reward_major_progress_3
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sp_naval_generic_reward_test_failure_1
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sp_naval_generic_reward_test_failure_2
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sp_naval_generic_reward_test_failure_3
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}
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}
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sp_naval_underway_replenishment = {
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specialization = specialization_naval
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project_tags = sp_tag_surface_ship
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ai_will_do = {
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base = 1
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}
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allowed = {
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has_dlc = "Gotterdammerung"
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}
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available = {
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FROM = {
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OR = {
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has_tech = base_strike
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has_tech = fleet_in_being
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}
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}
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}
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resource_cost = {
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resources = {
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steel = 8
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}
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}
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breakthrough_cost = {
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specialization_naval = 2
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}
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complexity = sp_complexity.large
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prototype_time = sp_time.prototype.medium
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project_output = {
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country_effects = {
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custom_effect_tooltip = {
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localization_key = SP_UNLOCK_TECH
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TECH = sp_multi_product_supply_ships
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}
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set_rule = {
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can_use_underway_replenishment = yes
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}
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}
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enable_equipment_modules = {
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}
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enable_subunits = {
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}
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}
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generic_prototype_rewards = {
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sp_naval_generic_reward_scientist_xp_1
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sp_naval_generic_reward_scientist_xp_2
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sp_naval_generic_reward_scientist_xp_3
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sp_naval_generic_reward_navy_xp_1
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sp_naval_generic_reward_navy_xp_2
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sp_naval_generic_reward_navy_xp_3
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sp_naval_generic_reward_major_progress_1
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sp_naval_generic_reward_major_progress_2
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sp_naval_generic_reward_major_progress_3
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sp_naval_generic_reward_test_failure_1
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sp_naval_generic_reward_test_failure_2
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sp_naval_generic_reward_test_failure_3
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}
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unique_prototype_rewards = {
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sp_naval_underway_replenishment_unique_reward_a = {
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fire_only_once = yes
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threshold = {
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min = 40
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max = 90
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}
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weight = {
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base = 100
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}
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option = {
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token = sp_naval_underway_replenishment_preference_a
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iteration_output = {
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country_effects = {
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custom_effect_tooltip = sp_naval_underway_replenishment_pick_a_tt
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hidden_effect = {
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set_technology = {
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sp_naval_underway_replenishment_pick_a = 1
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popup = no
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}
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}
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}
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}
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}
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option = {
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token = sp_naval_underway_replenishment_preference_c
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iteration_output = {
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country_effects = {
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#BASE UNDERWAY REPLENISHMENT
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}
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}
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}
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option = {
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token = sp_naval_underway_replenishment_preference_b
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iteration_output = {
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country_effects = {
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custom_effect_tooltip = sp_naval_underway_replenishment_pick_b_tt
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hidden_effect = {
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set_technology = {
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sp_naval_underway_replenishment_pick_b = 1
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popup = no
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}
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}
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}
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}
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}
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}
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}
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}
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# Rocket Launching Submarine
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sp_naval_rocket_launching_submarine = {
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specialization = specialization_naval
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project_tags = {
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sp_tag_rocket
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sp_tag_submarine
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}
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resource_cost = {
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resources = {
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steel = 12
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chromium = 4
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tungsten = 12
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}
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}
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complexity = sp_complexity.medium
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prototype_time = sp_time.prototype.long
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special_project_parent = {
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sp_rockets_ballistic_missile
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}
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available = {
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FROM = {
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has_tech = modern_ship_hull_submarine
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}
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}
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breakthrough_cost = {
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specialization_naval = 2
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}
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project_output = {
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enable_equipment_modules = {
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limit = {
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has_dlc = "Gotterdammerung"
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}
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sub_missile_launcher
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}
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country_effects = {
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custom_effect_tooltip = {
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localization_key = SP_UNLOCK_TECH
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TECH = missile_submarine
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}
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custom_override_tooltip = {
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tooltip = tech_effect|missile_submarine
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set_technology = {
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missile_submarine = 1
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popup = no
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}
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}
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}
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}
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generic_prototype_rewards = {
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sp_naval_generic_reward_scientist_xp_1
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sp_naval_generic_reward_scientist_xp_2
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sp_naval_generic_reward_scientist_xp_3
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sp_naval_generic_reward_navy_xp_1
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sp_naval_generic_reward_navy_xp_2
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sp_naval_generic_reward_navy_xp_3
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sp_naval_generic_reward_major_progress_1
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sp_naval_generic_reward_major_progress_2
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sp_naval_generic_reward_major_progress_3
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sp_naval_generic_reward_test_failure_1
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sp_naval_generic_reward_test_failure_2
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sp_naval_generic_reward_test_failure_3
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}
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}
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# Nuclear Missile Submarine
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sp_naval_nuclear_missile_submarine = {
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specialization = specialization_naval
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project_tags = {
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sp_tag_nuclear_warfare
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sp_tag_submarine
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}
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resource_cost = {
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resources = {
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steel = 16
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chromium = 16
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}
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}
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complexity = sp_complexity.large
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prototype_time = sp_time.prototype.very_long
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allowed = {
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has_dlc = "Gotterdammerung"
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}
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special_project_parent = {
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sp_naval_rocket_launching_submarine
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}
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available = {
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FROM = {
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has_tech = sub_nuclear_engine
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}
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}
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breakthrough_cost = {
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specialization_naval = 2
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}
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project_output = {
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enable_equipment_modules = {
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slbm_launcher
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}
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}
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generic_prototype_rewards = {
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sp_naval_generic_reward_scientist_xp_1
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sp_naval_generic_reward_scientist_xp_2
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sp_naval_generic_reward_scientist_xp_3
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sp_naval_generic_reward_navy_xp_1
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sp_naval_generic_reward_navy_xp_2
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sp_naval_generic_reward_navy_xp_3
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sp_naval_generic_reward_major_progress_1
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sp_naval_generic_reward_major_progress_2
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sp_naval_generic_reward_major_progress_3
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sp_naval_generic_reward_test_failure_1
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sp_naval_generic_reward_test_failure_2
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sp_naval_generic_reward_test_failure_3
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sp_naval_generic_failure_nuclear_accident
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}
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}
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Reference in New Issue
Block a user