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vnr/src/common/special_projects/projects/naval_projects.txt
2025-03-25 04:03:57 +00:00

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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
}
}
}
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
}
}