
sp_land_walkers = {
	specialization = specialization_land
	#icon = GFX_sp_land_flamethrower_tank ### Automatically hooked-in since the GFX ID matches the project ID.

	project_tags = sp_tag_tank

	ai_will_do = {
		base = 1
	}

	allowed = {
		has_dlc = "No Step Back"
	}
	
	available = {
	}

	breakthrough_cost = {
		specialization_land = 1
	}
	
	prototype_time = sp_time.prototype.short

	complexity = sp_complexity.small
	
	project_output = {
		country_effects = {
			add_design_template_bonus = {
				name = sp_land_walker
				uses = 1
				cost_factor = 1
				equipment = walker_chassis
			}

			add_design_template_bonus = {
				name = sp_land_walker
				uses = 2
				cost_factor = 0.5
				equipment = walker_chassis
			}

		}
		enable_equipments = {
			walker_chassis_0
		}
		enable_subunits = { 
			walkers_light
		}
	}

	generic_prototype_rewards = {
		sp_land_generic_reward_scientist_xp_1
		sp_land_generic_reward_scientist_xp_2
		sp_land_generic_reward_scientist_xp_3
		sp_land_generic_reward_army_xp_1
		sp_land_generic_reward_army_xp_2
		sp_land_generic_reward_army_xp_3
		sp_land_generic_reward_major_progress_1
		sp_land_generic_reward_major_progress_2
		sp_land_generic_reward_major_progress_3
		sp_land_generic_reward_test_failure_1
		sp_land_generic_reward_test_failure_2
		sp_land_generic_reward_test_failure_3
		sp_land_generic_reward_resource_scarcity
	}
}