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 } } } resource_cost = { resources = { steel = 5 } } breakthrough_cost = { specialization_naval = 1 } prototype_time = sp_time.prototype.short complexity = sp_complexity.small project_output = { enable_equipment_modules = { ship_deck_space_bb } } unique_prototype_rewards = { sp_battlecarrier_unique_reward_a = { fire_only_once = yes threshold = { min = 25 max = 75 } weight = { base = 100 } option = { token = sp_battlecarrier_perference_a iteration_output = { sub_unit_bonus = { battlecarrier = { anti_air_attack = 0.1 armor_value = 0.1 max_strength = 0.1 } } } } option = { token = sp_battlecarrier_perference_b iteration_output = { sub_unit_bonus = { battlecarrier = { max_organisation = 15 } } } } } } 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 } resource_cost = { resources = { steel = 3 } } 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 } unique_prototype_rewards = { sp_subcarrier_unique_reward_a = { fire_only_once = yes threshold = { min = 25 max = 75 } weight = { base = 100 } option = { token = sp_subcarrier_perference_a iteration_output = { equipment_bonus = { vnr_ship_hull_cruiser_submarine = { instant = yes surface_detection = 0.15 sub_detection = 0.15 } } } } option = { token = sp_subcarrier_perference_b iteration_output = { equipment_bonus = { ship_hull_submarine = { instant = yes surface_detection = 0.05 sub_detection = 0.05 } } } } } } } sp_nuclear_torpedo = { specialization = specialization_naval project_tags = { sp_tag_submarine } ai_will_do = { base = 1 } allowed = { has_dlc = "Man the Guns" } available = { FROM = { has_tech = modern_ship_hull_submarine has_tech = nukes } } resource_cost = { resources = { steel=6 tungsten=3 chromium=6 } } breakthrough_cost = { specialization_naval = 2 } 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 } unique_prototype_rewards = { sp_nuclear_torpedo_unique_reward_a = { fire_only_once = yes threshold = { min = 50 max = 90 } weight = { base = 100 } option = { token = sp_nuclear_torpedo_preference_a iteration_output = { equipment_bonus = { vnr_ship_hull_submarine_5 = { instant = yes reliability = 0.05 } } } } option = { token = sp_nuclear_torpedo_preference_b iteration_output = { equipment_bonus = { vnr_ship_hull_submarine_5 = { instant = yes torpedo_attack = 0.05 reliability = -0.05 } } } } } } } sp_naval_proximity_fuze = { specialization = specialization_naval project_tags = { sp_tag_surface_ship } ai_will_do = { base = 1 } allowed = { has_dlc = "Man the Guns" } available = { FROM = { has_tech = radio_detection has_tech = naval_radio_guiding_system } } resource_cost = { resources = { steel=4 tungsten=2 } } breakthrough_cost = { specialization_naval = 1 } 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 } ai_will_do = { base = 1 } 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 = 1 } resource_cost = { resources = { steel=6 tungsten=3 } } prototype_time = sp_time.prototype.medium complexity = sp_complexity.medium 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 } } } } unique_prototype_rewards = { sp_super_heavy_guns_unique_reward_a = { fire_only_once = yes threshold = { min = 60 max = 90 } weight = { base = 100 } option = { token = sp_super_heavy_guns_preference_a iteration_output = { country_effects = { add_tech_bonus = { bonus = 0.75 uses = 1 technology = experimental_super_heavy_battery } sp:sp_super_heavy_guns = { add_project_progress_ratio = -0.25 } } } } option = { token = sp_super_heavy_guns_preference_b } } } 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.medium 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 } enable_equipment_modules = { ship_cruise_missile_sub_1 } } 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.long allowed = { has_dlc = "Gotterdammerung" } special_project_parent = { sp_naval_rocket_launching_submarine sp_nuclear_warheads } 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 } } sp_mega_carrier = { specialization = specialization_naval project_tags = { sp_tag_surface_ship } allowed = { has_dlc = "Gotterdammerung" } available = { FROM = { has_tech = super_carriers } } resource_cost = { resources = { steel = 16 chromium = 16 } } breakthrough_cost = { specialization_naval = 2 } prototype_time = sp_time.prototype.long complexity = sp_complexity.large project_output = { enable_equipments = { vnr_ship_hull_mega_carrier } enable_equipment_modules = { limit = { has_dlc = "Gotterdammerung" } ship_deck_space_mega } } 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_arsenal_ship = { specialization = specialization_naval project_tags = { sp_tag_surface_ship } allowed = { has_dlc = "Gotterdammerung" } available = { FROM = { has_tech = full_missile_ship } } resource_cost = { resources = { steel = 12 tungsten = 10 chromium = 14 } } breakthrough_cost = { specialization_naval = 2 } prototype_time = sp_time.prototype.medium complexity = sp_complexity.large project_output = { enable_equipments = { vnr_ship_hull_arsenal_ship } enable_equipment_modules = { ship_missile_launcher ship_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_early_informatization_system = { specialization = specialization_naval project_tags = { sp_tag_surface_ship } available = { FROM = { has_tech = naval_tactical_data_system } } resource_cost = { resources = { steel = 12 tungsten = 10 chromium = 14 } } breakthrough_cost = { specialization_naval = 2 } prototype_time = sp_time.prototype.medium complexity = sp_complexity.large project_output = { country_effects = { custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = phased_array_radar } custom_override_tooltip = { tooltip = tech_effect|phased_array_radar set_technology = { phased_array_radar = 1 popup = no } } custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = integrated_combat_system } custom_override_tooltip = { tooltip = tech_effect|integrated_combat_system set_technology = { integrated_combat_system = 1 popup = no } } } } unique_prototype_rewards = { sp_early_informatization_system_unique_reward_a = { fire_only_once = yes threshold = { min = 25 max = 75 } weight = { base = 100 } option = { token = sp_early_informatization_system_perference_a iteration_output = { country_effects = { add_tech_bonus = { bonus = 0.5 uses = 1 technology = tactical_data_link } } } } option = { token = sp_early_informatization_system_perference_b iteration_output = { country_effects = { add_tech_bonus = { bonus = 1 uses = 1 technology = tactical_data_link } sp:sp_early_informatization_system = { add_project_progress_ratio = -0.25 } } } } } } 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 } }