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
        }
    }

	unique_prototype_rewards = {
		sp_naval_proximity_fuze_unique_reward_a = {
			fire_only_once = yes
			threshold = {
				min = 50
				max = 90
			}
			weight = { base = 100 }
			option = {
				token = sp_naval_proximity_fuze_preference_a
				iteration_output = {
					sub_unit_bonus = {
						light_cruiser = {
							anti_air_attack = 0.05
						}
						destroyer = {
							anti_air_attack = 0.05
						}
					}
				}
			}
			option = {
				token = sp_naval_proximity_fuze_preference_b
				iteration_output = {
					sub_unit_bonus = {
						light_cruiser = {
							anti_air_attack = 0.1
						}
						destroyer = {
							anti_air_attack = 0.1
						}
					}
					equipment_bonus = {
						screen_ship = {
							build_cost_ic = 0.1
							instant = yes
						}
					}
				}
			}
		}
	}
	
	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 = 2
	}
	resource_cost = {
		resources = { steel=6 tungsten=3 }
	}
    prototype_time = sp_time.prototype.medium

	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
				}
			}
        }
    }

	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 = {
			has_navy_size = {
				size > 199
			}
		}
	}

	resource_cost = {
		resources = { 
			steel = 8
		}
	}

	breakthrough_cost = {
		specialization_naval = 1
	}
	
	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 = tech_effect|sp_naval_underway_replenishment_pick_a
						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 = tech_effect|sp_naval_underway_replenishment_pick_b
						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.short
	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			
	}
}

sp_high_speed_light_engine = {
	specialization = specialization_naval
	project_tags = { sp_tag_surface_ship }
	allowed = {
        has_dlc = "Man the Guns"
    }
    available = {
		FROM = {
			has_tech = basic_ship_hull_light
			has_tech = fuel_oil_boiler
		}
    }
	resource_cost = {
		resources = { 
			steel = 6
			tungsten = 4
			chromium = 4
		}
	}	
    breakthrough_cost = {
		specialization_naval = 1
	}

    prototype_time = sp_time.prototype.short

	complexity = sp_complexity.small

    project_output = {
		enable_equipment_modules = {
			ship_superheater
		}
		country_effects = {
            custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = high_speed_light_engine
			}
			custom_override_tooltip = {	
				tooltip = tech_effect|high_speed_light_engine
				set_technology = {
					high_speed_light_engine = 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_submarine_snorkel = {
	specialization = specialization_naval
	project_tags = { sp_tag_surface_ship }
	allowed = {
        has_dlc = "Man the Guns"
    }
    available = {
		FROM = {
			has_tech = basic_ship_hull_submarine
		}
    }
	resource_cost = {
		resources = { 
			steel = 6
			chromium = 4
		}
	}	
    breakthrough_cost = {
		specialization_naval = 1
	}

    prototype_time = sp_time.prototype.short

	complexity = sp_complexity.small

    project_output = {
		enable_equipment_modules = {
			ship_sub_snorkel_0
		}
		country_effects = {
            custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = basic_submarine_snorkel
			}
        }
    }

	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_shipping_container = {
	specialization = specialization_naval
	project_tags = { sp_tag_surface_ship }
	allowed = {
        has_dlc = "Man the Guns"
    }
    available = {
		FROM = {
			has_tech = mtg_tank_landing_craft
		}
    }
	resource_cost = {
		resources = { 
			steel = 4
			chromium = 2
		}
	}	
    breakthrough_cost = {
		specialization_naval = 1
	}

    prototype_time = sp_time.prototype.medium

	complexity = sp_complexity.small

    project_output = {
		enable_equipment_modules = {
			shipping_container
		}
		equipment_bonus = {
			convoy_1 = {
				instant = yes
				build_cost_ic = -0.3
			}
		}
    }

	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			
	}
}