
 #####    ####   #    #  #####    ####
 #    #  #    #  ##  ##  #    #  #
 #####   #    #  # ## #  #####    ####
 #    #  #    #  #    #  #    #       #
 #    #  #    #  #    #  #    #  #    #
 #####    ####   #    #  #####    ####

sp_air_bouncing_bomb = {
	specialization = specialization_air
	icon = GFX_sp_air_bouncing_bomb

	project_tags = {
		sp_tag_aircraft
		sp_tag_bomb
	}

	allowed = {
		has_dlc = "Gotterdammerung"

	}

	available = {
		FROM = {
			if = { limit = { is_ai = yes }
				sp_air_bouncing_bomb_trigger = yes
			}
		}
		if = {
			limit = {
				has_dlc = "By Blood Alone"
			}
			FROM = {
				has_tech = heavy_bombs
			}
		}
		else = {
			OR = {
				FROM = { has_tech = tactical_bomber2 }
				FROM = { has_tech = strategic_bomber2 }
			}
		}
	}

	breakthrough_cost = {
		specialization_air = 1
	}

	resource_cost = {
		resources = {
			steel = 4
			aluminium = 4
			rubber = 2
		}
	}

	prototype_time = sp_time.prototype.short

	complexity = sp_complexity.medium

	project_output = {
		country_effects = {
			custom_effect_tooltip = sp_air_bouncing_bomb_completion_tt
		}
	}

	generic_prototype_rewards = {
		sp_air_political_interference_generic_reward
		sp_air_generic_aerodynamics_advancements_reward
		sp_air_generic_reward_scientist_xp_1
		sp_air_generic_reward_scientist_xp_2
		#sp_air_generic_reward_scientist_xp_3
		sp_air_generic_reward_air_xp_1
		sp_air_generic_reward_air_xp_2
		#sp_air_generic_reward_air_xp_3
		sp_air_generic_reward_major_progress_1
		sp_air_generic_reward_major_progress_2
		#sp_air_generic_reward_major_progress_3
		#sp_air_generic_reward_test_failure_1
		#sp_air_generic_reward_test_failure_2
		#sp_air_generic_reward_test_failure_3
	}

	unique_prototype_rewards = {
		sp_air_bouncing_bomb_backspin_mechanism_reward = {
			fire_only_once = yes

			threshold = {
				min = 0
				max = 80
			}

			weight = {
				base = 1
			}

			option = {
				token = sp_air_bouncing_bomb_backspin_mechanism_reward_option

				iteration_output = {
					country_effects = {
						FROM = { add_project_progress_ratio = constant:sp_progress.gain.medium }
					}
					scientist_effects = {
						add_scientist_xp = {
							experience = constant:sp_scientist_xp_gain.high
							specialization = specialization_air
						}
					}
				}
			}
		}

		sp_air_bouncing_bomb_training_accidents_reward = {
			fire_only_once = yes

			threshold = {
				min = 0
				max = 80
			}

			weight = {
				base = 1
			}

			option = {
				token = sp_air_bouncing_bomb_training_accidents_reward_option

				iteration_output = {
					country_effects = {
						FROM = { add_project_progress_ratio = -0.02 }
						air_experience = 25
					}
				}
			}
		}

		sp_air_bouncing_bomb_type_of_explosives_reward = {
			fire_only_once = yes

			threshold = {
				min = 0
				max = 80
			}

			weight = {
				base = 1
			}

			option = {
				token = sp_air_bouncing_bomb_type_of_explosives_reward_option

				iteration_output = {
					#country_effects = {
					#	FROM = { add_project_progress_ratio = 0.10 }
					#}
					scientist_effects = {
						add_scientist_xp = {
							experience = constant:sp_scientist_xp_gain.high
							specialization = specialization_air
						}
					}
				}
			}
		}

		sp_air_bouncing_bomb_aircraft_modifications_reward = {
			fire_only_once = yes

			threshold = {
				min = 0
				max = 80
			}

			weight = {
				base = 1
			}

			option = {
				token = sp_air_bouncing_bomb_aircraft_modifications_reward_option

				iteration_output = {
					country_effects = {
						FROM = { add_project_progress_ratio = constant:sp_progress.gain.low }
						air_experience = 5
					}
				}
			}
		}
	}
}


sp_air_earthshaker_bomb = {
	specialization = specialization_air
	icon = GFX_sp_air_earthshaker_bomb

	project_tags = {
		sp_tag_aircraft
		sp_tag_bomb
	}

	allowed = {
		has_dlc = "Gotterdammerung"
	}

	available = {
		FROM = {
			if = { limit = { is_ai = yes }
				sp_air_earthshaker_bomb_trigger = yes
			}
		}
		if = {
			limit = { has_dlc = "By Blood Alone" }
			FROM = {
				has_tech = heavy_bombs
			}
		}
		else = {
			FROM = {
				has_tech = strategic_bomber2
			}
		}
	}

	breakthrough_cost = {
		specialization_air = 1
	}

	resource_cost = {
		resources = {
			steel = 4
			tungsten = 8
		}
	}

	prototype_time = sp_time.prototype.medium

	complexity = sp_complexity.medium

	project_output = {
		country_effects = {
			custom_effect_tooltip = sp_air_earthshaker_bomb_completion_tt
		}
		enable_equipment_modules = {
			limit = { has_dlc = "By Blood Alone" }
			earthshaker_bomb_release
		}
	}

	generic_prototype_rewards = {
		sp_air_political_interference_generic_reward
		sp_air_generic_aerodynamics_advancements_reward
		sp_air_generic_reward_scientist_xp_1
		sp_air_generic_reward_scientist_xp_2
		sp_air_generic_reward_scientist_xp_3
		sp_air_generic_reward_air_xp_1
		sp_air_generic_reward_air_xp_2
		sp_air_generic_reward_air_xp_3
		sp_air_generic_reward_major_progress_1
		sp_air_generic_reward_major_progress_2
		sp_air_generic_reward_major_progress_3
		sp_air_generic_reward_test_failure_1
		sp_air_generic_reward_test_failure_2
		sp_air_generic_reward_test_failure_3
	}

	unique_prototype_rewards = {
		sp_air_earthshaker_bomb_unique_reward = {
			fire_only_once = yes

			threshold = {
				min = 40
				max = 90
			}

			weight = {
				base = 100
			}

			option = {
				token = sp_air_earthshaker_bomb_preference_naval_targetting

				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "By Blood Alone"}

							add_equipment_bonus = {
								name = sp_earthshaker_bomb_naval_targetting
								bonus = {
									large_plane_airframe = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA
										naval_strike_targetting = 0.1
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_earthshaker_bomb_naval_targetting
								bonus = {
									large_plane_airframe = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA
										naval_strike_targetting = 0.1
									}
								}
							}
						}
					}
				}
			}

			option = {
				token = sp_air_earthshaker_bomb_preference_raw_power
				default = yes
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "By Blood Alone"}

							add_equipment_bonus = {
								name = sp_earthshaker_bomb_power
								bonus = {
									large_plane_airframe = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA
										naval_strike_attack = 0.05
										air_bombing = 0.05
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_earthshaker_bomb_power
								bonus = {
									large_plane_airframe = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA
										naval_strike_attack = 0.05
										air_bombing = 0.05
									}
								}
							}
						}
					}
				}
			}

			option = {
				token = sp_air_earthshaker_bomb_preference_both

				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "By Blood Alone"}

							add_equipment_bonus = {
								name = sp_earthshaker_bomb_both
								bonus = {
									large_plane_airframe = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA
										naval_strike_targetting = 0.1
										naval_strike_attack = 0.05
										air_bombing = 0.05
										build_cost_ic = 0.05
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_earthshaker_bomb_both
								bonus = {
									large_plane_airframe = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA
										naval_strike_targetting = 0.1
										naval_strike_attack = 0.05
										air_bombing = 0.05
										build_cost_ic = 0.05
									}
								}
							}
						}
					}
				}
			}
		}
	}
}




   ##    #  #####    ####   #####     ##    ######  #####
  #  #   #  #    #  #    #  #    #   #  #   #         #
 #    #  #  #    #  #       #    #  #    #  #####     #
 ######  #  #####   #       #####   ######  #         #
 #    #  #  #   #   #    #  #   #   #    #  #         #
 #    #  #  #    #   ####   #    #  #    #  #         #

 sp_air_ejector_seat = {
	specialization = specialization_air
  icon = GFX_sp_air_ejector_seat

  project_tags = {
  sp_tag_aircraft
}

allowed = {
  has_dlc = "Gotterdammerung"

}

available = {
  # FROM = {
    # if = { limit = { is_ai = yes }
      # sp_air_bouncing_bomb_trigger = yes
    # }
  # }
  # if = {
    # limit = {
      # has_dlc = "By Blood Alone"
    # }
    FROM = {
      has_tech = air_improved_construction
    }
  # }
	}

	breakthrough_cost = {
		specialization_air = 1
	}

	resource_cost = {
		resources = {
    steel = 1
    aluminium = 2
		}
	}

  prototype_time = sp_time.prototype.short

  complexity = sp_complexity.small

	project_output = {
  # country_effects = {
# air_wing_xp_loss_when_killed_factor = -0.2
# }
country_effects = {
custom_effect_tooltip = {
  localization_key = ejection_seat_tt
}
hidden_effect = {
			set_technology = {
      ejection_seat = 1
}
}
}
}

generic_prototype_rewards = {
sp_air_political_interference_generic_reward
sp_air_generic_aerodynamics_advancements_reward
sp_air_generic_reward_scientist_xp_1
sp_air_generic_reward_scientist_xp_2
#sp_air_generic_reward_scientist_xp_3
sp_air_generic_reward_air_xp_1
sp_air_generic_reward_air_xp_2
#sp_air_generic_reward_air_xp_3
sp_air_generic_reward_major_progress_1
sp_air_generic_reward_major_progress_2
#sp_air_generic_reward_major_progress_3
#sp_air_generic_reward_test_failure_1
#sp_air_generic_reward_test_failure_2
#sp_air_generic_reward_test_failure_3
}

unique_prototype_rewards = {
# sp_air_bouncing_bomb_backspin_mechanism_reward = {
# fire_only_once = yes

# threshold = {
# min = 0
# max = 80
# }

# weight = {
# base = 1
# }

# option = {
# token = sp_air_bouncing_bomb_backspin_mechanism_reward_option

# iteration_output = {
# country_effects = {
  # FROM = { add_project_progress_ratio = constant:sp_progress.gain.medium }
# }
# scientist_effects = {
  # add_scientist_xp = {
    # experience = constant:sp_scientist_xp_gain.high
    # specialization = specialization_air
  # }
# }
# }
# }
# }

# sp_air_bouncing_bomb_training_accidents_reward = {
# fire_only_once = yes

# threshold = {
# min = 0
# max = 80
# }

# weight = {
# base = 1
# }

# option = {
# token = sp_air_bouncing_bomb_training_accidents_reward_option

# iteration_output = {
# country_effects = {
  # FROM = { add_project_progress_ratio = -0.02 }
  # air_experience = 25
# }
# }
# }
# }

# sp_air_bouncing_bomb_type_of_explosives_reward = {
# fire_only_once = yes

# threshold = {
# min = 0
# max = 80
# }

# weight = {
# base = 1
# }

# option = {
# token = sp_air_bouncing_bomb_type_of_explosives_reward_option

# iteration_output = {
# #country_effects = {
# #	FROM = { add_project_progress_ratio = 0.10 }
# #}
# scientist_effects = {
  # add_scientist_xp = {
    # experience = constant:sp_scientist_xp_gain.high
    # specialization = specialization_air
  # }
# }
# }
# }
# }

# sp_air_bouncing_bomb_aircraft_modifications_reward = {
# fire_only_once = yes

# threshold = {
# min = 0
# max = 80
# }

# weight = {
# base = 1
# }

# option = {
# token = sp_air_bouncing_bomb_aircraft_modifications_reward_option

# iteration_output = {
# country_effects = {
  # FROM = { add_project_progress_ratio = constant:sp_progress.gain.low }
  # air_experience = 5
# }
# }
# }
# }
}
}

sp_air_intercontinental_bomber = {
specialization = specialization_air
icon = GFX_sp_air_intercontinental_bomber

project_tags = sp_tag_aircraft

allowed = {
has_dlc = "Gotterdammerung"
}

available = {
FROM = {
if = { limit = { is_ai = yes }
sp_air_intercontinental_bomber_trigger = yes
}
}
FROM = {
if = {
limit = {
has_dlc = "By Blood Alone"
}
has_tech = improved_large_airframe
}
else = {
has_tech = strategic_bomber2
}
}
}

breakthrough_cost = {
specialization_air = 2
}

resource_cost = {
resources = {
aluminium = 24
rubber = 12
}
}

prototype_time = sp_time.prototype.medium

complexity = sp_complexity.medium

project_output = {
enable_equipments = {
large_plane_airframe_4
}

country_effects = {
if = {
limit = {
original_tag = EMP
has_country_flag = GER_amerikabomber_focke_wulf_flag
}
custom_effect_tooltip = GER_amerikabomber_focke_wulf_name
#SCRIPTED EFFECT BOOSTING AMERIKABOMBER
GER_amerika_bomber_focke_wulf_completion_SP_effects = yes

custom_effect_tooltip = generic_skip_one_line_tt
#SCRIPTED EFFECT BOOSTING MIO
mio:GER_focke_wulf_organization = {
GER_amerika_bomber_focke_wulf_completion_MIO_effects = yes
}
}
set_technology = {
				modern_large_airframe = 1
			}
		}
	}

	generic_prototype_rewards = {
		sp_air_political_interference_generic_reward
		sp_air_generic_aerodynamics_advancements_reward
		sp_air_generic_reward_scientist_xp_1
		sp_air_generic_reward_scientist_xp_2
		sp_air_generic_reward_scientist_xp_3
		sp_air_generic_reward_air_xp_1
		sp_air_generic_reward_air_xp_2
		sp_air_generic_reward_air_xp_3
		sp_air_generic_reward_major_progress_1
		sp_air_generic_reward_major_progress_2
		sp_air_generic_reward_major_progress_3
		sp_air_generic_reward_test_failure_1
		sp_air_generic_reward_test_failure_2
		sp_air_generic_reward_test_failure_3
	}

	unique_prototype_rewards = {
		sp_air_intercontinental_bomber_unique_reward = {
			fire_only_once = yes

			threshold = {
				min = 40
				max = 90
			}

			weight = {
				base = 100
			}

			option = {
				token = sp_air_intercontinental_bomber_preference_balanced

				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "By Blood Alone"}

							add_equipment_bonus = {
								name = sp_air_intercontinental_bomber_balanced
								bonus = {
                large_plane_airframe_5 = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA
  reliability = 0.05
}
large_plane_airframe_6 = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA
  reliability = 0.05
}
large_plane_airframe_7 = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA
  reliability = 0.05
}
large_plane_airframe_8 = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA
  reliability = 0.05
}
}
}
}
else = {
add_equipment_bonus = {
name = sp_air_intercontinental_bomber_balanced
bonus = {
									strat_bomber_intercontinental_equipment = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA
										reliability = 0.05
									}
								}
							}
						}
					}
				}
			}

			option = {
				token = sp_air_intercontinental_bomber_preference_bombing_payload

				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "By Blood Alone"}

							add_equipment_bonus = {
								name = sp_air_intercontinental_bomber_bombing_payload
								bonus = {
                large_plane_airframe_5 = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA
										air_bombing = 0.15
										air_defence	= -0.05
										air_attack = -0.1
									}
                  large_plane_airframe_6 = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA
								      air_bombing = 0.15
										air_defence	= -0.05
										air_attack = -0.1
									}
                  large_plane_airframe_7 = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA
                  air_bombing = 0.15
                  air_defence	= -0.05
                  air_attack = -0.1
								}
                large_plane_airframe_8 = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA
    air_bombing = 0.15
    air_defence	= -0.05
    air_attack = -0.1
  }
}
}
}
else = {
add_equipment_bonus = {
name = sp_air_intercontinental_bomber_bombing_payload

								bonus = {
									strat_bomber_intercontinental_equipment = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA
                  air_bombing = 0.15
air_defence	= -0.05
air_attack = -0.1
}
}
}
}
}
}
}

option = {
token = sp_air_intercontinental_bomber_preference_protection

iteration_output = {
country_effects = {
if = {
limit = { has_dlc = "By Blood Alone"}

add_equipment_bonus = {
name = sp_air_intercontinental_bomber_protection
bonus = {
large_plane_airframe_5 = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA
										air_defence = 0.15
										air_attack = -0.1
										air_bombing = -0.1
									}
                  large_plane_airframe_6 = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA
										air_defence = 0.15
										air_attack = -0.1
										air_bombing = -0.1
									}
                  large_plane_airframe_7 = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA
  air_defence = 0.15
  air_attack = -0.1
  air_bombing = -0.1
}
large_plane_airframe_8 = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA
  air_defence = 0.15
  air_attack = -0.1
  air_bombing = -0.1
}
}
}
}
else = {
add_equipment_bonus = {
name = sp_air_intercontinental_bomber_protection
bonus = {
strat_bomber_intercontinental_equipment = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA
  air_defence = 0.15
  air_attack = -0.1
  air_bombing = -0.1
}
								}
							}
						}
					}
				}
			}
		}
	}
}

sp_air_mothership_aircraft = {
	specialization = specialization_air
	icon = GFX_sp_air_mothership_aircraft

	project_tags = sp_tag_aircraft

	complexity = sp_complexity.medium

	allowed = {
		has_dlc = "Gotterdammerung"
	}

	generic_prototype_rewards = {
		sp_air_political_interference_generic_reward
		sp_air_generic_aerodynamics_advancements_reward
		sp_air_generic_reward_scientist_xp_1
		sp_air_generic_reward_scientist_xp_2
		sp_air_generic_reward_scientist_xp_3
		sp_air_generic_reward_air_xp_1
		sp_air_generic_reward_air_xp_2
		sp_air_generic_reward_air_xp_3
		sp_air_generic_reward_major_progress_1
		sp_air_generic_reward_major_progress_2
		sp_air_generic_reward_major_progress_3
		sp_air_generic_reward_test_failure_1
		#sp_air_generic_reward_test_failure_2
		sp_air_generic_reward_test_failure_3
	}

	available = {
		FROM = {
			if = { limit = { is_ai = yes }
				sp_air_mothership_aircraft_trigger = yes
			}
		}
		if = {
			limit = {
				has_dlc = "By Blood Alone"
			}
			FROM = {
				has_tech = improved_large_airframe
			}
		}
		else = {
			FROM = {
				has_tech = strategic_bomber2
			}
		}
	}

	breakthrough_cost = {
		specialization_air = 2
	}

	resource_cost = {
		resources = {
			aluminium = 18
			rubber = 8
		}
	}

	prototype_time = sp_time.prototype.long

	project_output = {
		country_effects = {
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = reinforced_wings_mothership
			}
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = miniature_fighters
			}
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = aerial_hangars
			}
			set_technology = {
				mothership_aircraft_tech_0 = 1
			}
		}

		enable_equipments = {
			mothership_airframe_0
		}
		enable_equipment_modules = {
			parasite_fighter_1
		}
	}

	unique_prototype_rewards = {
		sp_air_mothership_unique_reward = {
			fire_only_once = yes

			threshold = {
				min = 40
				max = 90
			}

			weight = {
				base = 100
			}

			option = {
				token = sp_air_mothership_preference_speed_agility

				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "By Blood Alone"}

							add_equipment_bonus = {
								name = sp_air_mothership_speed_agility
								bonus = {
									mothership_airframe = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA
										air_agility = 0.1
										maximum_speed = 0.1
										fuel_consumption = 0.15
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_air_mothership_speed_agility
								bonus = {
									mothership_airframe = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA
								      air_agility = 0.1
										maximum_speed = 0.1
										fuel_consumption = 0.15
									}
								}
							}
						}
					}
				}
			}

			option = {
				token = sp_air_mothership_preference_reliability
				default = yes
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "By Blood Alone"}

							add_equipment_bonus = {
								name = sp_air_mothership_balanced
								bonus = {
									mothership_airframe = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA
										reliability = 0.1
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_air_mothership_balanced
								bonus = {
									mothership_airframe = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA
										reliability = 0.1
									}
								}
							}
						}
					}
				}
			}

			option = {
				token = sp_air_mothership_preference_strength

				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "By Blood Alone"}

							add_equipment_bonus = {
								name = sp_air_mothership_strength
								bonus = {
									mothership_airframe = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA
										air_defence = 0.1
										air_attack = 0.1
										build_cost_ic = 0.1
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_air_mothership_strength
								bonus = {
									mothership_airframe = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA
										air_defence = 0.1
										air_attack = 0.1
										build_cost_ic = 0.1
									}
								}
							}
						}
					}
				}
			}
		}
	}
}

sp_variable_sweep_wings = {
	specialization = specialization_air
	icon = GFX_sp_variable_sweep_wings

  project_tags = {
		sp_tag_aircraft
		sp_tag_jet
	}

	complexity = sp_complexity.medium

	allowed = {
		has_dlc = "Gotterdammerung"
	}

	generic_prototype_rewards = {
		sp_air_political_interference_generic_reward
		sp_air_generic_aerodynamics_advancements_reward
		sp_air_generic_reward_scientist_xp_1
		sp_air_generic_reward_scientist_xp_2
		sp_air_generic_reward_scientist_xp_3
		sp_air_generic_reward_air_xp_1
		sp_air_generic_reward_air_xp_2
		sp_air_generic_reward_air_xp_3
		sp_air_generic_reward_major_progress_1
		sp_air_generic_reward_major_progress_2
		sp_air_generic_reward_major_progress_3
		sp_air_generic_reward_test_failure_1
		#sp_air_generic_reward_test_failure_2
		sp_air_generic_reward_test_failure_3
	}

	available = {
		# FROM = {
			# if = { limit = { is_ai = yes }
				# sp_air_mothership_aircraft_trigger = yes
			# }
		# }
		if = {
			limit = {
				has_dlc = "By Blood Alone"
			}
			FROM = {
				has_tech = air_modern_construction
			}
		}
	}

	breakthrough_cost = {
		specialization_air = 2
	}

	resource_cost = {
		resources = {
			aluminium = 18
			rubber = 8
		}
	}

	prototype_time = sp_time.prototype.long

	project_output = {

		enable_equipment_modules = {
			variable_sweep_wing
		}
	}

	# unique_prototype_rewards = {
		# sp_air_mothership_unique_reward = {
			# fire_only_once = yes

			# threshold = {
				# min = 40
				# max = 90
			# }

			# weight = {
				# base = 100
			# }

			# option = {
				# token = sp_air_mothership_preference_speed_agility

				# iteration_output = {
					# country_effects = {
						# if = {
							# limit = { has_dlc = "By Blood Alone"}

							# add_equipment_bonus = {
								# name = sp_air_mothership_speed_agility
								# bonus = {
									# mothership_airframe = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA
										# air_agility = 0.1
										# maximum_speed = 0.1
										# fuel_consumption = 0.15
									# }
								# }
							# }
						# }
						# else = {
							# add_equipment_bonus = {
								# name = sp_air_mothership_speed_agility
								# bonus = {
									# mothership_airframe = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA
								      # air_agility = 0.1
										# maximum_speed = 0.1
										# fuel_consumption = 0.15
									# }
								# }
							# }
						# }
					# }
				# }
			# }

			# option = {
				# token = sp_air_mothership_preference_reliability
				# default = yes
				# iteration_output = {
					# country_effects = {
						# if = {
							# limit = { has_dlc = "By Blood Alone"}

							# add_equipment_bonus = {
								# name = sp_air_mothership_balanced
								# bonus = {
									# mothership_airframe = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA
										# reliability = 0.1
									# }
								# }
							# }
						# }
						# else = {
							# add_equipment_bonus = {
								# name = sp_air_mothership_balanced
								# bonus = {
									# mothership_airframe = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA
										# reliability = 0.1
									# }
								# }
							# }
						# }
					# }
				# }
			# }

			# option = {
				# token = sp_air_mothership_preference_strength

				# iteration_output = {
					# country_effects = {
						# if = {
							# limit = { has_dlc = "By Blood Alone"}

							# add_equipment_bonus = {
								# name = sp_air_mothership_strength
								# bonus = {
									# mothership_airframe = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA
										# air_defence = 0.1
										# air_attack = 0.1
										# build_cost_ic = 0.1
									# }
								# }
							# }
						# }
						# else = {
							# add_equipment_bonus = {
								# name = sp_air_mothership_strength
								# bonus = {
									# mothership_airframe = { #SETUP IN CASE OF HAVING TO BALANCE DIFFERENTLY FOR NON-BBA AND BBA
										# air_defence = 0.1
										# air_attack = 0.1
										# build_cost_ic = 0.1
									# }
								# }
							# }
						# }
					# }
				# }
			# }
		# }
	# }
}


      #  ######  #####   ####
      #  #         #    #
      #  #####     #     ####
      #  #         #         #
 #    #  #         #    #    #
  ####   ######    #     ####



sp_air_jet_engine = {
	specialization = specialization_air
	icon = GFX_sp_air_jet_engine

	project_tags = {
		sp_tag_aircraft
		sp_tag_jet
	}

	available = {
		FROM = {
			if = { limit = { is_ai = yes }
				sp_air_jet_engine_trigger = yes
			}
		}
		FROM = {
			if = {
				limit = { has_dlc = "By Blood Alone" }
				has_tech = engines_2
				OR = {
					has_tech = improved_small_airframe
					has_tech = improved_medium_airframe
				}
			}
			else = {
				OR = {
					has_tech = fighter2
					has_tech = tactical_bomber2
				}
			}
		}
	}

	ai_will_do = {
		base = 1
		modifier = {
			factor = 3
			ROOT = { is_major = yes }
		}
		modifier = {
			factor = 4
			date > 1928.1.1
		}
		modifier = {
			factor = 5
			date > 1929.1.1
		}
		modifier = {
			factor = 6
			date > 1930.1.1
		}
	}

	breakthrough_cost = {
		specialization_air = 2
	}

	resource_cost = {
		resources = {
			chromium = 12
			aluminium = 4
			steel = 2
		}
	}

	prototype_time = sp_time.prototype.short

	complexity = sp_complexity.medium

	project_output = {

		country_effects = {
			if = {
				limit = {
				 	has_dlc = "Gotterdammerung"
				 }
				custom_effect_tooltip = {
					localization_key = SP_UNLOCK_TECH
					TECH = sp_centrifugal_jet_tech
				}
			}
			if =  {
				limit = {
					has_dlc = "By Blood Alone"
				}
				add_design_template_bonus = {
					name = air_equipment
					uses = 1
					cost_factor = 0.75
					equipment = small_plane_airframe
					equipment = medium_plane_airframe
					equipment = large_plane_airframe
				}
				add_design_template_bonus = {
					name = air_equipment
					uses = 1
					cost_factor = 0.5
					equipment = small_plane_airframe
					equipment = medium_plane_airframe
					equipment = large_plane_airframe
				}
			}
			else = {
				custom_effect_tooltip = {
					localization_key = SP_UNLOCK_TECH
					TECH = jet_fighter_equipment_1
				}
				custom_effect_tooltip = {
					localization_key = SP_UNLOCK_TECH
					TECH = jet_tac_bomber_equipment_1
				}
				add_equipment_bonus = {
					name = sp_air_jet_engine
					bonus = {
						medium_plane_airframe = {
							air_agility = 0.05
							maximum_speed = 0.05
							instant = yes
						}
					}
				}
				add_equipment_bonus = {
					name = sp_air_jet_engine
					bonus = {
						small_plane_airframe = {
							air_agility = 0.05
							maximum_speed = 0.05
							instant = yes
						}
					}
				}
			}
		}

		enable_equipment_modules = {
			limit = { has_dlc = "By Blood Alone" }
			jet_engine_1x
			jet_engine_2x
			jet_engine_3x
			jet_engine_4x
			jet_engine_6x
			aux_jet_engine
			aux_jet_engine_2x
			aux_jet_engine_4x
      #non_strategic_materials_jet_engine
		}

		enable_equipment_modules = {
			limit = { has_dlc = "No Step Back"}
			tank_gas_turbine_engine
		}
	}

	generic_prototype_rewards = {
		sp_air_political_interference_generic_reward
		sp_air_generic_aerodynamics_advancements_reward
		sp_air_generic_reward_scientist_xp_1
		sp_air_generic_reward_scientist_xp_2
		sp_air_generic_reward_scientist_xp_3
		sp_air_generic_reward_air_xp_1
		sp_air_generic_reward_air_xp_2
		sp_air_generic_reward_air_xp_3
		sp_air_generic_reward_major_progress_1
		sp_air_generic_reward_major_progress_2
		sp_air_generic_reward_major_progress_3
		sp_air_generic_reward_test_failure_1
		sp_air_generic_reward_test_failure_2
		sp_air_generic_reward_test_failure_3
	}

	unique_prototype_rewards = {
		sp_air_jet_engine_unique_reward = {
			fire_only_once = yes

			threshold = {
				min = 40
				max = 90
			}

			weight = {
				base = 100
			}

			option = {
				token = sp_air_jet_engine_preference_fighter

				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "By Blood Alone"}
							add_tech_bonus = {
								name = sp_air_light_air_tech_bonus
								bonus = 0.5
								uses = 1
								category = light_air
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_air_jet_engine_fighter
								bonus = {
									jet_tac_bomber_equipment = {
										air_ground_attack = -0.05
										air_range = -0.05
										build_cost_ic = 0.05
									}
								}
							}
							add_equipment_bonus = {
								name = sp_air_jet_engine_fighter
								bonus = {
									jet_fighter_equipment = {
										maximum_speed = 0.05
										air_agility = 0.05
										build_cost_ic = -0.05
									}
								}
							}
						}
					}
				}
			}


			option = {
				token = sp_air_jet_engine_preference_compromise
				default = yes
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "By Blood Alone"}


							add_tech_bonus = {
								name = sp_air_air_equipment_tech_bonus
								bonus = 0.25
								uses = 2
								category = air_equipment
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_air_jet_engine_compromise
								bonus = {
									jet_tac_bomber_equipment = {
										reliability = 0.03
									}
								}
							}
							add_equipment_bonus = {
								name = sp_air_jet_engine_compromise
								bonus = {
									jet_fighter_equipment = {
										reliability = 0.03
									}
								}
							}
						}
					}
				}
			}

			option = {
				token = sp_air_jet_engine_preference_bomber

				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "By Blood Alone"}
							add_tech_bonus = {
								name = sp_air_medium_air_tech_bonus
								bonus = 0.5
								uses = 1
								category = medium_air
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_air_jet_engine_bomber
								bonus = {
									jet_tac_bomber_equipment = {
										air_ground_attack = 0.05
										air_range = 0.05
										build_cost_ic = -0.05
									}
								}
							}
							add_equipment_bonus = {
								name = sp_air_jet_engine_bomber
								bonus = {
									jet_fighter_equipment = {
										maximum_speed = -0.05
										air_agility = -0.05
										build_cost_ic = 0.05
									}
								}
							}
						}
					}
				}
			}
		}
	}
}

sp_air_axial_jet_engine = {
	specialization = specialization_air
	icon = GFX_sp_air_axial_jet_engine

	project_tags = {
		sp_tag_aircraft
		sp_tag_jet
	}

	special_project_parent = {
		sp_air_jet_engine
	}

	available = {
		FROM = {
			if = {
				limit = { has_dlc = "By Blood Alone" }
				has_tech = engines_3
				OR = {
					has_tech = advanced_small_airframe
					has_tech = advanced_medium_airframe
				}
			}
			else = {
				OR = {
					has_tech = jet_fighter1
					has_tech = jet_tactical_bomber1
				}
			}
		}
	}

	ai_will_do = {
		base = 1
		modifier = {
			factor = 3
			ROOT = { is_major = yes }
		}
		modifier = {
			factor = 4
			date > 1930.1.1
		}
		modifier = {
			factor = 5
			date > 1931.1.1
		}
		modifier = {
			factor = 6
			date > 1932.1.1
		}
	}

	breakthrough_cost = {
		specialization_air = 2
	}

	resource_cost = {
		resources = {
			chromium = 18
			aluminium = 10
			steel = 4
		}
	}

	prototype_time = sp_time.prototype.short

	complexity = sp_complexity.medium

	project_output = {
		country_effects = {
			if = {
				limit = { has_dlc = "By Blood Alone" }
				custom_effect_tooltip = {
					localization_key = SP_UNLOCK_TECH
					TECH = modern_small_airframe
				}
				custom_effect_tooltip = {
					localization_key = SP_UNLOCK_TECH
					TECH = modern_medium_airframe
				}
				custom_effect_tooltip = {
					localization_key = SP_UNLOCK_TECH
					TECH = modern_large_airframe
				}

				add_design_template_bonus = {
					name = air_equipment
					uses = 1
					cost_factor = 0.75
					equipment = medium_plane_airframe
					equipment = small_plane_airframe
					equipment = large_plane_airframe
				}
				add_design_template_bonus = {
					name = air_equipment
					uses = 1
					cost_factor = 0.5
					equipment = small_plane_airframe
					equipment = medium_plane_airframe
					equipment = large_plane_airframe
				}
				set_technology = {
					jet_engines_2 = 1
				}
			}
			else = {
				custom_effect_tooltip = {
					localization_key = SP_UNLOCK_TECH
					TECH = jet_fighter_equipment_2
				}
				custom_effect_tooltip = {
					localization_key = SP_UNLOCK_TECH
					TECH = jet_tac_bomber_equipment_2
				}
				custom_effect_tooltip = {
					localization_key = SP_UNLOCK_TECH
					TECH = jet_strat_bomber_equipment_1
				}
				add_equipment_bonus = {
					name = sp_air_axial_jet_engine
					bonus = {
						medium_plane_airframe = {
							air_range = 0.1
							instant = yes
						}
					}
				}
				add_equipment_bonus = {
					name = sp_air_axial_jet_engine
					bonus = {
						small_plane_airframe = {
							air_range = 0.1
							instant = yes
						}
					}
				}
				add_equipment_bonus = {
					name = sp_air_axial_jet_engine
					bonus = {
						large_plane_airframe = {
							air_agility = 0.05
							maximum_speed = 0.05
							air_range = 0.1
							instant = yes
						}
					}
				}
			}
		}

		enable_equipment_modules = {
			limit = { has_dlc = "By Blood Alone"}
			jet_engine_2_1x
			jet_engine_2_2x
			jet_engine_2_3x
			jet_engine_2_4x
			jet_engine_2_6x
		}
	}

	generic_prototype_rewards = {
		sp_air_political_interference_generic_reward
		sp_air_generic_aerodynamics_advancements_reward
		sp_air_generic_reward_scientist_xp_1
		sp_air_generic_reward_scientist_xp_2
		sp_air_generic_reward_scientist_xp_3
		sp_air_generic_reward_air_xp_1
		sp_air_generic_reward_air_xp_2
		sp_air_generic_reward_air_xp_3
		sp_air_generic_reward_major_progress_1
		sp_air_generic_reward_major_progress_2
		sp_air_generic_reward_major_progress_3
		sp_air_generic_reward_test_failure_1
		sp_air_generic_reward_test_failure_2
		sp_air_generic_reward_test_failure_3
	}

	unique_prototype_rewards = {
		sp_air_axial_jet_engine_unique_reward = {
			fire_only_once = yes

			threshold = {
				min = 40
				max = 90
			}

			weight = {
				base = 100
			}

			option = {
				token = sp_air_axial_jet_engine_preference_fighter

				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "By Blood Alone"}
							add_tech_bonus = {
								name = sp_air_light_air_tech_bonus
								bonus = 0.5
								uses = 1
								category = light_air
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_air_jet_engine_fighter_2
								bonus = {
									jet_tac_bomber_equipment = {
										air_ground_attack = -0.03
										air_range = -0.03
										build_cost_ic = 0.03
									}
								}
							}
							add_equipment_bonus = {
								name = sp_air_jet_engine_fighter_2
								bonus = {
									jet_fighter_equipment = {
										maximum_speed = 0.03
										air_agility = 0.03
										build_cost_ic = -0.03
									}
								}
							}
						}
					}
				}
			}


			option = {
				token = sp_air_axial_jet_engine_preference_compromise
				default = yes
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "By Blood Alone"}

							add_tech_bonus = {
								name = sp_air_air_equipment_tech_bonus
								bonus = 0.33
								uses = 2
								category = air_equipment
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_air_jet_engine_compromise_2
								bonus = {
									jet_tac_bomber_equipment = {
										reliability = 0.05
									}
								}
							}
							add_equipment_bonus = {
								name = sp_air_jet_engine_compromise_2
								bonus = {
									jet_fighter_equipment = {
										reliability = 0.05
									}
								}
							}
						}
					}
				}
			}

			option = {
				token = sp_air_axial_jet_engine_preference_bomber

				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "By Blood Alone"}
							add_tech_bonus = {
								name = sp_air_medium_air_tech_bonus
								bonus = 0.5
								uses = 1
								category = medium_air
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_air_jet_engine_bomber_2
								bonus = {
									jet_tac_bomber_equipment = {
										air_ground_attack = 0.03
										air_range = 0.03
										build_cost_ic = -0.03
									}
								}
							}
							add_equipment_bonus = {
								name = sp_air_jet_engine_bomber_2
								bonus = {
									jet_fighter_equipment = {
										maximum_speed = -0.03
										air_agility = -0.03
										build_cost_ic = 0.03
									}
								}
							}
						}
					}
				}
			}
		}
	}
}

sp_air_supersonic_jet = {
	specialization = specialization_air
	icon = GFX_sp_air_supersonic_jet

	project_tags = {
		sp_tag_jet
	}

	special_project_parent = {
		sp_air_axial_jet_engine
	}

	complexity = sp_complexity.large

	allowed = {
		has_dlc = "Gotterdammerung"
	}

	ai_will_do = {
		base = 1
		modifier = {
			factor = 3
			ROOT = { is_major = yes }
		}
		modifier = {
			factor = 4
			date > 1933.1.1
		}
		modifier = {
			factor = 5
			date > 1934.1.1
		}
		modifier = {
			factor = 6
			date > 1935.1.1
		}
	}

	available = {
		FROM = {
			has_tech = air_advanced_construction
			has_tech = jet_engines_2
		}
	}

	breakthrough_cost = {
		specialization_air = 2
	}

	resource_cost = {
		resources = {
			aluminium = 24
			chromium = 16
			rubber = 8
		}
	}

	prototype_time = sp_time.prototype.long

	project_output = {
		country_effects = {
			if = {
				limit = { has_dlc = "By Blood Alone" }
				add_design_template_bonus = {
					name = sp_air_supersonic_jet_fighter_free_design
					uses = 1
					cost_factor = 1
					equipment = small_plane_airframe_6
				}
			}
			set_technology = {
				modern_small_airframe_3 = 1
				second_gen_jet_engines = 1
			}
		}

		enable_equipments = {
			small_plane_airframe_6
		}
	}

	generic_prototype_rewards = {
		sp_air_political_interference_generic_reward
		sp_air_generic_aerodynamics_advancements_reward
		sp_air_generic_reward_scientist_xp_1
		sp_air_generic_reward_scientist_xp_2
		sp_air_generic_reward_scientist_xp_3
		sp_air_generic_reward_air_xp_1
		sp_air_generic_reward_air_xp_2
		sp_air_generic_reward_air_xp_3
		sp_air_generic_reward_major_progress_1
		sp_air_generic_reward_major_progress_2
		sp_air_generic_reward_major_progress_3
		sp_air_generic_reward_test_failure_1
		sp_air_generic_reward_test_failure_2
		sp_air_generic_reward_test_failure_3
	}

	unique_prototype_rewards = {
		sp_air_supersonic_jet_unique_reward = {
			fire_only_once = yes

			threshold = {
				min = 40
				max = 90
			}

			weight = {
				base = 100
			}

			option = {
				token = sp_air_supersonic_jet_preference_cost_reduction

				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "By Blood Alone"}
							add_equipment_bonus = {
								name = sp_air_supersonic_jet_cost_reduction
								bonus = {
									small_plane_airframe = {
										air_range = -0.05
										maximum_speed = -0.05
										reliability = -0.1
										build_cost_ic = -0.1
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_air_supersonic_jet_cost_reduction
								bonus = {
									supersonic_fighter_equipment_1 = {
										air_range = -0.05
										maximum_speed = -0.05
										reliability = -0.1
										build_cost_ic = -0.1
									}
								}
							}
						}
					}
				}
			}


			option = {
				token = sp_air_supersonic_jet_preference_compromise
				default = yes
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "By Blood Alone"}
							add_equipment_bonus = {
								name = sp_air_supersonic_jet_compromise
								bonus = {
									small_plane_airframe = {
										reliability = 0.03
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_air_supersonic_jet_compromise
								bonus = {
									supersonic_fighter_equipment_1 = {
										reliability = 0.05
									}
								}
							}
						}
					}
				}
			}

			option = {
				token = sp_air_supersonic_jet_preference_cost_increase

				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "By Blood Alone"}
							add_equipment_bonus = {
								name = sp_air_supersonic_jet_cost_increase
								bonus = {
									small_plane_airframe = {
										reliability = 0.05
										build_cost_ic = 0.1
										air_agility = 0.05
										air_defence = 0.05
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_air_supersonic_jet_cost_increase
								bonus = {
									supersonic_fighter_equipment_1 = {
										reliability = 0.05
										build_cost_ic = 0.1
										air_agility = 0.05
										air_defence = 0.05
									}
								}
							}
						}
					}
				}
			}
		}
	}
}






 #    #  ######  #       #   ####    ####   #####   #####  ######  #####
 #    #  #       #       #  #    #  #    #  #    #    #    #       #    #
 ######  #####   #       #  #       #    #  #    #    #    #####   #    #
 #    #  #       #       #  #       #    #  #####     #    #       #####
 #    #  #       #       #  #    #  #    #  #         #    #       #   #
 #    #  ######  ######  #   ####    ####   #         #    ######  #    #



sp_air_helicopter = {
	specialization = specialization_air
	icon = GFX_sp_air_helicopter

	project_tags = {
		sp_tag_aircraft
		sp_tag_helicopter
	}

	available = {
		FROM = {
			if = { limit = { is_ai = yes }
				sp_air_helicopter_trigger = yes
			}
		}
		FROM = { has_tech = engines_2 }
	}

	allowed = {
		has_dlc = "Gotterdammerung"
	}

	breakthrough_cost = {
		specialization_air = 2
	}

	resource_cost = {
		resources = {
			aluminium = 12
			steel = 8
		}
	}

	prototype_time = sp_time.prototype.long

	complexity = sp_complexity.medium

	project_output = {
		country_effects = {
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = sp_helicopter_transport_pods_tech
			}
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = sp_helicopter_artillery_observers_tech
			}
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = sp_helicopter_med_evac_tech
			}
			set_technology = {
				nsb_gyrocopter = 1
			}
		}

		enable_equipments = {
    utility_helicopter_equipment_0
    scout_helicopter_equipment_0
		}

		enable_subunits = {
			helicopter_brigade
		}

		enable_equipment_modules = {
			limit = {
				has_dlc = "Gotterdammerung"
				has_dlc = "No Step Back"
			}
			lc_helipad #Module for Land Cruiser
		}
	}

	generic_prototype_rewards = {
		sp_air_scientist_xp_generic_reward
		sp_air_political_interference_generic_reward
		sp_air_generic_major_breakthrough_reward
		sp_air_generic_aerodynamics_advancements_reward
		sp_air_generic_reward_scientist_xp_1
		sp_air_generic_reward_scientist_xp_2
		sp_air_generic_reward_scientist_xp_3
		sp_air_generic_reward_air_xp_1
		sp_air_generic_reward_air_xp_2
		sp_air_generic_reward_air_xp_3
		sp_air_generic_reward_major_progress_1
		sp_air_generic_reward_major_progress_2
		sp_air_generic_reward_major_progress_3
		sp_air_generic_reward_test_failure_1
		sp_air_generic_reward_test_failure_2
		sp_air_generic_reward_test_failure_3
	}

	unique_prototype_rewards = {
		sp_air_helicopter_unique_reward = {
			fire_only_once = yes

			threshold = {
				min = 40
				max = 90
			}

			weight = {
				base = 100
			}

			option = {
				token = sp_air_helicopter_preference_speed

				iteration_output = {
					country_effects = {
						add_equipment_bonus = {
							name = sp_air_helicopter_speed
							bonus = {
								helicopter_equipment  = {
									maximum_speed = 0.1
									fuel_consumption = 0.05
									build_cost_ic = 0.05
								}
							}
						}
					}
				}
			}


			option = {
				token = sp_air_helicopter_preference_compromise
				default = yes
				iteration_output = {
					country_effects = {
						add_equipment_bonus = {
							name = sp_air_helicopter_compromise
							bonus = {
								helicopter_equipment  = {
									reliability = 0.05
								}
							}
						}
					}
				}
			}

			option = {
				token = sp_air_helicopter_preference_protection

				iteration_output = {
					country_effects = {
						add_equipment_bonus = {
							name = sp_air_helicopter_protection
							bonus = {
								helicopter_equipment  = {
									armor_value = 0.1
									defense = 0.1
									breakthrough = 0.1
									fuel_consumption = 0.15
									build_cost_ic = 0.1
								}
							}
						}
					}
				}
			}
		}
	}
}

sp_attack_helicopter = {
	specialization = specialization_air
	icon = GFX_sp_attack_helicopter

	project_tags = {
		sp_tag_aircraft
		sp_tag_helicopter
	}

	available = {
		# FROM = {
			# if = { limit = { is_ai = yes }
				# sp_air_helicopter_trigger = yes
			# }
		# }
		FROM = {
			is_special_project_completed = sp:sp_air_helicopter

















			has_tech = air_modern_construction
			has_tech = utility_helicopter_3
			has_tech = light_attack_helicopter_1
		}
	}

	allowed = {
		has_dlc = "Gotterdammerung"
	}

	breakthrough_cost = {
		specialization_air = 2
	}

	resource_cost = {
		resources = {
			aluminium = 12
			steel = 8
		}
	}

	prototype_time = sp_time.prototype.long

	complexity = sp_complexity.large

	project_output = {
		country_effects = {
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = attack_helicopter_1
			}
			set_technology = {
				attack_helicopter_1 = 1
			}
		}

		enable_equipments = {
			attack_helicopter_airframe_0
		}

		enable_equipment_modules = {
			tail_rotor
			helicopter_push_prop
			fenestron
			coaxial_rotors
			helicopter_large_wings
			helicopter_stub_wings
			helicopter_weapon_pylons
			helicopter_unified_cockpit
			helicopter_separated_armored_cockpit
			helicopter_tandem_cockpit
			automatic_hover_system
			helicopter_piston_engine
			helicopter_single_turboshaft_engine
			helicopter_twin_turboshaft_engine
		}
	}

	generic_prototype_rewards = {
		sp_air_scientist_xp_generic_reward
		sp_air_political_interference_generic_reward
		sp_air_generic_major_breakthrough_reward
		sp_air_generic_aerodynamics_advancements_reward
		sp_air_generic_reward_scientist_xp_1
		sp_air_generic_reward_scientist_xp_2
		sp_air_generic_reward_scientist_xp_3
		sp_air_generic_reward_air_xp_1
		sp_air_generic_reward_air_xp_2
		sp_air_generic_reward_air_xp_3
		sp_air_generic_reward_major_progress_1
		sp_air_generic_reward_major_progress_2
		sp_air_generic_reward_major_progress_3
		sp_air_generic_reward_test_failure_1
		sp_air_generic_reward_test_failure_2
		sp_air_generic_reward_test_failure_3
	}

	unique_prototype_rewards = {
		sp_air_helicopter_unique_reward = {
			fire_only_once = yes

			threshold = {
				min = 40
				max = 90
			}

			weight = {
				base = 100
			}

			option = {
				token = sp_air_helicopter_preference_speed

				iteration_output = {
					country_effects = {
						add_equipment_bonus = {
							name = sp_air_helicopter_speed
							bonus = {
								helicopter_equipment  = {
									maximum_speed = 0.1
									fuel_consumption = 0.05
									build_cost_ic = 0.05
								}
							}
						}
					}
				}
			}


			option = {
				token = sp_air_helicopter_preference_compromise
				default = yes
				iteration_output = {
					country_effects = {
						add_equipment_bonus = {
							name = sp_air_helicopter_compromise
							bonus = {
								helicopter_equipment  = {
									reliability = 0.05
								}
							}
						}
					}
				}
			}

			option = {
				token = sp_air_helicopter_preference_protection

				iteration_output = {
					country_effects = {
						add_equipment_bonus = {
							name = sp_air_helicopter_protection
							bonus = {
								helicopter_equipment  = {
									air_defence = 0.1
									fuel_consumption = 0.15
									build_cost_ic = 0.1
								}
							}
						}
					}
				}
			}
		}
	}
}


# ETT60 late-game airframe split projects
sp_air_third_generation_small_airframe = {
	specialization = specialization_air
	icon = GFX_sp_air_third_generation_small_airframe

	project_tags = {
		sp_tag_aircraft
		sp_tag_jet
	}

	allowed = {
		has_dlc = "Gotterdammerung"
	}

	special_project_parent = {
		sp_air_supersonic_jet
	}

	available = {
		FROM = {
			has_tech = modern_small_airframe_4
			is_special_project_completed = sp:sp_air_supersonic_jet
		}
	}

	ai_will_do = {
		base = 1
		modifier = { factor = 3 ROOT = { is_major = yes } }
		modifier = { factor = 3 date > 1943.1.1 }
	}

	breakthrough_cost = {
		specialization_air = 2
	}

	resource_cost = {
		resources = {
			aluminium = 18
			chromium = 8
			rubber = 6
		}
	}

	prototype_time = sp_time.prototype.medium
	complexity = sp_complexity.large

	project_output = {
		country_effects = {
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = modern_small_airframe_5
			}
			set_technology = {
				modern_small_airframe_5 = 1
				popup = no
			}
		}

		enable_equipments = {
			small_plane_airframe_8
			cv_small_plane_airframe_8
		}

	}

	generic_prototype_rewards = {
		sp_air_political_interference_generic_reward
		sp_air_generic_aerodynamics_advancements_reward
		sp_air_generic_reward_scientist_xp_1
		sp_air_generic_reward_scientist_xp_2
		sp_air_generic_reward_air_xp_1
		sp_air_generic_reward_air_xp_2
		sp_air_generic_reward_major_progress_1
		sp_air_generic_reward_major_progress_2
		sp_air_generic_reward_test_failure_1
		sp_air_generic_reward_test_failure_2
	}
}

sp_air_light_fighter_airframe = {
	specialization = specialization_air
	icon = GFX_sp_air_light_fighter_airframe

	project_tags = {
		sp_tag_aircraft
		sp_tag_jet
	}

	allowed = {
		has_dlc = "Gotterdammerung"
	}

	special_project_parent = {
		sp_air_supersonic_jet
	}

	available = {
		FROM = {
			has_tech = modern_small_airframe_4
			is_special_project_completed = sp:sp_air_supersonic_jet
		}
	}

	ai_will_do = {
		base = 1
		modifier = { factor = 3 ROOT = { is_major = yes } }
		modifier = { factor = 3 date > 1943.1.1 }
	}

	breakthrough_cost = {
		specialization_air = 2
	}

	resource_cost = {
		resources = {
			aluminium = 14
			chromium = 6
			rubber = 4
		}
	}

	prototype_time = sp_time.prototype.medium
	complexity = sp_complexity.medium

	project_output = {
		country_effects = {
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = light_fighter_airframe_1960
			}
			set_technology = {
				light_fighter_airframe_1960 = 1
				popup = no
			}
		}
		enable_equipments = {
			light_small_plane_airframe_8
			cv_light_small_plane_airframe_8
		}
	}

	generic_prototype_rewards = {
		sp_air_political_interference_generic_reward
		sp_air_generic_aerodynamics_advancements_reward
		sp_air_generic_reward_scientist_xp_1
		sp_air_generic_reward_scientist_xp_2
		sp_air_generic_reward_air_xp_1
		sp_air_generic_reward_air_xp_2
		sp_air_generic_reward_major_progress_1
		sp_air_generic_reward_major_progress_2
		sp_air_generic_reward_test_failure_1
		sp_air_generic_reward_test_failure_2
	}
}

sp_air_mach_2_heavy_interceptor = {
	specialization = specialization_air
	icon = GFX_sp_air_mach_2_heavy_interceptor

	project_tags = {
		sp_tag_aircraft
		sp_tag_jet
	}

	allowed = {
		has_dlc = "Gotterdammerung"
	}

	special_project_parent = {
		sp_air_supersonic_jet
	}

	available = {
		FROM = {
			has_tech = modern_medium_airframe_4
			is_special_project_completed = sp:sp_air_supersonic_jet
		}
	}

	ai_will_do = {
		base = 1
		modifier = { factor = 3 ROOT = { is_major = yes } }
		modifier = { factor = 3 date > 1943.1.1 }
	}

	breakthrough_cost = {
		specialization_air = 2
	}

	resource_cost = {
		resources = {
			aluminium = 18
			chromium = 10
			rubber = 6
		}
	}

	prototype_time = sp_time.prototype.medium
	complexity = sp_complexity.large

	project_output = {
		country_effects = {
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = mach_2_heavy_interceptor_airframe
			}
			set_technology = {
				mach_2_heavy_interceptor_airframe = 1
				popup = no
			}
		}
		enable_equipments = {
			mach_2_heavy_interceptor_airframe_equipment
		}
	}

	generic_prototype_rewards = {
		sp_air_political_interference_generic_reward
		sp_air_generic_aerodynamics_advancements_reward
		sp_air_generic_reward_scientist_xp_1
		sp_air_generic_reward_scientist_xp_2
		sp_air_generic_reward_air_xp_1
		sp_air_generic_reward_air_xp_2
		sp_air_generic_reward_major_progress_1
		sp_air_generic_reward_major_progress_2
		sp_air_generic_reward_test_failure_1
		sp_air_generic_reward_test_failure_2
	}
}

sp_air_mach_2_bomber = {
	specialization = specialization_air
	icon = GFX_sp_air_mach_2_bomber

	project_tags = {
		sp_tag_aircraft
		sp_tag_jet
	}

	allowed = {
		has_dlc = "Gotterdammerung"
	}

	special_project_parent = {
		sp_air_supersonic_jet
	}

	available = {
		FROM = {
			has_tech = modern_medium_airframe_4
			is_special_project_completed = sp:sp_air_supersonic_jet
		}
	}

	ai_will_do = {
		base = 1
		modifier = { factor = 3 ROOT = { is_major = yes } }
		modifier = { factor = 3 date > 1943.1.1 }
	}

	breakthrough_cost = {
		specialization_air = 2
	}

	resource_cost = {
		resources = {
			aluminium = 20
			chromium = 8
			rubber = 6
		}
	}

	prototype_time = sp_time.prototype.medium
	complexity = sp_complexity.large

	project_output = {
		country_effects = {
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = modern_medium_airframe_5
			}
			set_technology = {
				modern_medium_airframe_5 = 1
				popup = no
			}
		}
		enable_equipments = {
			medium_plane_airframe_8
			medium_plane_scout_plane_airframe_8
		}
	}

	generic_prototype_rewards = {
		sp_air_political_interference_generic_reward
		sp_air_generic_aerodynamics_advancements_reward
		sp_air_generic_reward_scientist_xp_1
		sp_air_generic_reward_scientist_xp_2
		sp_air_generic_reward_air_xp_1
		sp_air_generic_reward_air_xp_2
		sp_air_generic_reward_major_progress_1
		sp_air_generic_reward_major_progress_2
		sp_air_generic_reward_test_failure_1
		sp_air_generic_reward_test_failure_2
	}
}

sp_air_mach_2_strategic_bomber = {
	specialization = specialization_air
	icon = GFX_sp_air_mach_2_strategic_bomber

	project_tags = {
		sp_tag_aircraft
		sp_tag_jet
	}

	allowed = {
		has_dlc = "Gotterdammerung"
	}

	special_project_parent = {
		sp_air_supersonic_jet
	}

	available = {
		FROM = {
			has_tech = modern_large_airframe_4
			is_special_project_completed = sp:sp_air_supersonic_jet
			is_special_project_completed = sp:sp_air_intercontinental_bomber
		}
	}

	ai_will_do = {
		base = 1
		modifier = { factor = 4 ROOT = { is_major = yes } }
		modifier = { factor = 5 ROOT = { OR = { tag = USA tag = RUS } } }
		modifier = { factor = 4 date > 1943.1.1 }
	}

	breakthrough_cost = {
		specialization_air = 3
	}

	resource_cost = {
		resources = {
			aluminium = 28
			chromium = 12
			rubber = 8
		}
	}

	prototype_time = sp_time.prototype.long
	complexity = sp_complexity.large

	project_output = {
		country_effects = {
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = modern_large_airframe_5
			}
			set_technology = {
				modern_large_airframe_5 = 1
				popup = no
			}
		}
		enable_equipments = {
			large_plane_airframe_8
			large_plane_maritime_patrol_plane_airframe_8
		}
	}

	generic_prototype_rewards = {
		sp_air_political_interference_generic_reward
		sp_air_generic_aerodynamics_advancements_reward
		sp_air_generic_reward_scientist_xp_1
		sp_air_generic_reward_scientist_xp_2
		sp_air_generic_reward_air_xp_1
		sp_air_generic_reward_air_xp_2
		sp_air_generic_reward_major_progress_1
		sp_air_generic_reward_major_progress_2
		sp_air_generic_reward_test_failure_1
		sp_air_generic_reward_test_failure_2
	}
}

# ETT60 1960s role-specialized airframe projects

sp_air_supersonic_interceptor = {
	specialization = specialization_air
	icon = GFX_sp_air_supersonic_interceptor

	project_tags = {
		sp_tag_aircraft
		sp_tag_jet
	}

	allowed = { has_dlc = "Gotterdammerung" }

	special_project_parent = { sp_air_light_fighter_airframe }

	available = {
		FROM = {
			has_tech = light_fighter_airframe_1960
			is_special_project_completed = sp:sp_air_light_fighter_airframe
		}
	}

	ai_will_do = {
		base = 1
		modifier = { factor = 3 ROOT = { is_major = yes } }
		modifier = { factor = 3 ROOT = { OR = { tag = USA tag = RUS } } }
		modifier = { factor = 3 date > 1946.1.1 }
	}

	breakthrough_cost = {
		specialization_air = 2
	}

	resource_cost = {
		resources = {
			aluminium = 16
			chromium = 8
			rubber = 5
		}
	}

	prototype_time = sp_time.prototype.medium
	complexity = sp_complexity.medium

	project_output = {
		country_effects = {
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = supersonic_interceptor_airframe
			}
			set_technology = {
				supersonic_interceptor_airframe = 1
				popup = no
			}
		}
		enable_equipments = { supersonic_interceptor_airframe_0 }
	}

	generic_prototype_rewards = {
		sp_air_political_interference_generic_reward
		sp_air_generic_aerodynamics_advancements_reward
		sp_air_generic_reward_scientist_xp_1
		sp_air_generic_reward_scientist_xp_2
		sp_air_generic_reward_air_xp_1
		sp_air_generic_reward_air_xp_2
		sp_air_generic_reward_major_progress_1
		sp_air_generic_reward_major_progress_2
		sp_air_generic_reward_test_failure_1
		sp_air_generic_reward_test_failure_2
	}
}

sp_air_tactical_fighter_airframe = {
	specialization = specialization_air
	icon = GFX_sp_air_tactical_fighter_airframe

	project_tags = {
		sp_tag_aircraft
		sp_tag_jet
	}

	allowed = { has_dlc = "Gotterdammerung" }

	special_project_parent = { sp_air_third_generation_small_airframe }

	available = {
		FROM = {
			has_tech = modern_small_airframe_5
			is_special_project_completed = sp:sp_air_third_generation_small_airframe
		}
	}

	ai_will_do = {
		base = 1
		modifier = { factor = 3 ROOT = { is_major = yes } }
		modifier = { factor = 3 ROOT = { OR = { tag = USA tag = RUS } } }
		modifier = { factor = 3 date > 1948.1.1 }
	}

	breakthrough_cost = {
		specialization_air = 2
	}

	resource_cost = {
		resources = {
			aluminium = 18
			chromium = 8
			rubber = 6
		}
	}

	prototype_time = sp_time.prototype.medium
	complexity = sp_complexity.large

	project_output = {
		country_effects = {
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = tactical_fighter_airframe
			}
			set_technology = {
				tactical_fighter_airframe = 1
				popup = no
			}
		}
		enable_equipments = { tactical_fighter_airframe_equipment }
	}

	generic_prototype_rewards = {
		sp_air_political_interference_generic_reward
		sp_air_generic_aerodynamics_advancements_reward
		sp_air_generic_reward_scientist_xp_1
		sp_air_generic_reward_scientist_xp_2
		sp_air_generic_reward_air_xp_1
		sp_air_generic_reward_air_xp_2
		sp_air_generic_reward_major_progress_1
		sp_air_generic_reward_major_progress_2
		sp_air_generic_reward_test_failure_1
		sp_air_generic_reward_test_failure_2
	}
}

sp_air_penetration_fighter_airframe = {
	specialization = specialization_air
	icon = GFX_sp_air_penetration_fighter_airframe

	project_tags = {
		sp_tag_aircraft
		sp_tag_jet
	}

	allowed = { has_dlc = "Gotterdammerung" }

	special_project_parent = { sp_air_mach_2_heavy_interceptor }

	available = {
		FROM = {
			has_tech = mach_2_heavy_interceptor_airframe
			is_special_project_completed = sp:sp_air_mach_2_heavy_interceptor
		}
	}

	ai_will_do = {
		base = 1
		modifier = { factor = 3 ROOT = { is_major = yes } }
		modifier = { factor = 4 ROOT = { OR = { tag = USA tag = RUS } } }
		modifier = { factor = 3 date > 1948.1.1 }
	}

	breakthrough_cost = {
		specialization_air = 2
	}

	resource_cost = {
		resources = {
			aluminium = 22
			chromium = 12
			rubber = 8
		}
	}

	prototype_time = sp_time.prototype.long
	complexity = sp_complexity.large

	project_output = {
		country_effects = {
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = penetration_fighter_airframe
			}
			set_technology = {
				penetration_fighter_airframe = 1
				popup = no
			}
		}
		enable_equipments = { penetration_fighter_airframe_equipment }
	}

	generic_prototype_rewards = {
		sp_air_political_interference_generic_reward
		sp_air_generic_aerodynamics_advancements_reward
		sp_air_generic_reward_scientist_xp_1
		sp_air_generic_reward_scientist_xp_2
		sp_air_generic_reward_air_xp_1
		sp_air_generic_reward_air_xp_2
		sp_air_generic_reward_major_progress_1
		sp_air_generic_reward_major_progress_2
		sp_air_generic_reward_test_failure_1
		sp_air_generic_reward_test_failure_2
	}
}

sp_air_interdictor_bomber_airframe = {
	specialization = specialization_air
	icon = GFX_sp_air_interdictor_bomber_airframe

	project_tags = {
		sp_tag_aircraft
		sp_tag_jet
	}

	allowed = { has_dlc = "Gotterdammerung" }

	special_project_parent = { sp_air_mach_2_bomber }

	available = {
		FROM = {
			has_tech = modern_medium_airframe_5
			is_special_project_completed = sp:sp_air_mach_2_bomber
		}
	}

	ai_will_do = {
		base = 1
		modifier = { factor = 3 ROOT = { is_major = yes } }
		modifier = { factor = 4 ROOT = { OR = { tag = USA tag = RUS } } }
		modifier = { factor = 3 date > 1948.1.1 }
	}

	breakthrough_cost = {
		specialization_air = 2
	}

	resource_cost = {
		resources = {
			aluminium = 24
			chromium = 10
			rubber = 8
		}
	}

	prototype_time = sp_time.prototype.long
	complexity = sp_complexity.large

	project_output = {
		country_effects = {
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = interdictor_bomber_airframe
			}
			set_technology = {
				interdictor_bomber_airframe = 1
				popup = no
			}
		}
		enable_equipments = { interdictor_bomber_airframe_equipment }
	}

	generic_prototype_rewards = {
		sp_air_political_interference_generic_reward
		sp_air_generic_aerodynamics_advancements_reward
		sp_air_generic_reward_scientist_xp_1
		sp_air_generic_reward_scientist_xp_2
		sp_air_generic_reward_air_xp_1
		sp_air_generic_reward_air_xp_2
		sp_air_generic_reward_major_progress_1
		sp_air_generic_reward_major_progress_2
		sp_air_generic_reward_test_failure_1
		sp_air_generic_reward_test_failure_2
	}
}

sp_air_nuclear_powered_strategic_bomber = {
	specialization = specialization_air
	icon = GFX_sp_nuclear_reactor

	project_tags = {
		sp_tag_aircraft
		sp_tag_jet
		sp_tag_nuclear_power
	}

	allowed = { has_dlc = "Gotterdammerung" }

	special_project_parent = { sp_air_mach_2_strategic_bomber }

	available = {
		FROM = {
			has_tech = modern_large_airframe_5
			has_tech = nuclear_reactor
			is_special_project_completed = sp:sp_air_mach_2_strategic_bomber
		}
	}

	ai_will_do = {
		base = 1
		modifier = { factor = 3 ROOT = { is_major = yes } }
		modifier = { factor = 5 ROOT = { OR = { tag = USA tag = RUS } } }
		modifier = { factor = 3 date > 1948.1.1 }
	}

	breakthrough_cost = {
		specialization_air = 2
		specialization_nuclear = 2
	}

	resource_cost = {
		resources = {
			aluminium = 34
			chromium = 16
			rubber = 10
		}
	}

	prototype_time = sp_time.prototype.long
	complexity = sp_complexity.large

	project_output = {
		country_effects = {
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = nuclear_powered_strategic_bomber_airframe
			}
			set_technology = {
				nuclear_powered_strategic_bomber_airframe = 1
				popup = no
			}
		}
		enable_equipments = { nuclear_strategic_bomber_airframe_equipment }
	}

	generic_prototype_rewards = {
		sp_air_political_interference_generic_reward
		sp_air_generic_aerodynamics_advancements_reward
		sp_air_generic_reward_scientist_xp_1
		sp_air_generic_reward_scientist_xp_2
		sp_air_generic_reward_air_xp_1
		sp_air_generic_reward_air_xp_2
		sp_air_generic_reward_major_progress_1
		sp_air_generic_reward_major_progress_2
		sp_air_generic_reward_test_failure_1
		sp_air_generic_reward_test_failure_2
	}
}


sp_air_laser_targeting_pod = {
	specialization = specialization_air
	icon = GFX_sp_air_laser_targeting_pod

	project_tags = {
		sp_tag_aircraft
		sp_tag_guided_bomb
	}

	allowed = { has_dlc = "Gotterdammerung" }

	special_project_parent = { sp_air_supersonic_jet }

	available = {
		FROM = {
			has_tech = basic_guided_munitions
			has_tech = fire_control_radar_3
			is_special_project_completed = sp:sp_air_supersonic_jet
		}
	}

	ai_will_do = {
		base = 1
		modifier = { factor = 3 ROOT = { is_major = yes } }
		modifier = { factor = 3 ROOT = { OR = { tag = USA tag = RUS tag = ALK tag = REP } } }
		modifier = { factor = 3 date > 1950.1.1 }
	}

	breakthrough_cost = { specialization_air = 1 }

	resource_cost = {
		resources = {
			aluminium = 10
			tungsten = 4
			rubber = 3
		}
	}

	prototype_time = sp_time.prototype.medium
	complexity = sp_complexity.medium

	project_output = {
		country_effects = {
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = improved_guided_munitions
			}
			set_technology = {
				improved_guided_munitions = 1
				popup = no
			}
		}
		enable_equipment_modules = {
			limit = { has_dlc = "By Blood Alone" }
			laser_targeting_pod
		}
	}

	generic_prototype_rewards = {
		sp_air_political_interference_generic_reward
		sp_air_generic_aerodynamics_advancements_reward
		sp_air_generic_reward_scientist_xp_1
		sp_air_generic_reward_scientist_xp_2
		sp_air_generic_reward_air_xp_1
		sp_air_generic_reward_air_xp_2
		sp_air_generic_reward_major_progress_1
		sp_air_generic_reward_major_progress_2
		sp_air_generic_reward_test_failure_1
		sp_air_generic_reward_test_failure_2
	}
}

# ETT60 1970 airframe expansion projects

sp_air_light_multirole_fighter_airframe = {
	specialization = specialization_air
	icon = GFX_sp_air_light_multirole_fighter_airframe
	project_tags = { sp_tag_aircraft sp_tag_jet }
	allowed = { has_dlc = "Gotterdammerung" }
	special_project_parent = { sp_air_light_fighter_airframe }
	available = { FROM = { has_tech = light_fighter_airframe_1960 is_special_project_completed = sp:sp_air_light_fighter_airframe } }
	ai_will_do = {
		base = 1
		modifier = { factor = 3 ROOT = { is_major = yes } }
		modifier = { factor = 3 ROOT = { OR = { tag = USA tag = RUS } } }
		modifier = { factor = 3 date > 1949.1.1 }
	}
	breakthrough_cost = { specialization_air = 2 }
	resource_cost = { resources = { aluminium = 16 chromium = 8 rubber = 5 } }
	prototype_time = sp_time.prototype.medium
	complexity = sp_complexity.medium
	project_output = {
		country_effects = {
			custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = light_multirole_fighter_airframe }
			set_technology = { light_multirole_fighter_airframe = 1 popup = no }
		}
		enable_equipments = { multirole_fighter_airframe_equipment }
	}
	generic_prototype_rewards = {
		sp_air_political_interference_generic_reward
		sp_air_generic_aerodynamics_advancements_reward
		sp_air_generic_reward_scientist_xp_1
		sp_air_generic_reward_scientist_xp_2
		sp_air_generic_reward_air_xp_1
		sp_air_generic_reward_air_xp_2
		sp_air_generic_reward_major_progress_1
		sp_air_generic_reward_major_progress_2
		sp_air_generic_reward_test_failure_1
		sp_air_generic_reward_test_failure_2
	}
}

sp_air_air_superiority_fighter_airframe = {
	specialization = specialization_air
	icon = GFX_sp_air_air_superiority_fighter_airframe
	project_tags = { sp_tag_aircraft sp_tag_jet }
	allowed = { has_dlc = "Gotterdammerung" }
	special_project_parent = { sp_air_tactical_fighter_airframe }
	available = { FROM = { has_tech = tactical_fighter_airframe is_special_project_completed = sp:sp_air_tactical_fighter_airframe } }
	ai_will_do = {
		base = 1
		modifier = { factor = 4 ROOT = { is_major = yes } }
		modifier = { factor = 4 ROOT = { OR = { tag = USA tag = RUS } } }
		modifier = { factor = 3 date > 1954.1.1 }
	}
	breakthrough_cost = { specialization_air = 3 }
	resource_cost = { resources = { aluminium = 22 chromium = 12 rubber = 8 } }
	prototype_time = sp_time.prototype.long
	complexity = sp_complexity.large
	project_output = {
		country_effects = {
			custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = air_superiority_fighter_airframe }
			set_technology = { air_superiority_fighter_airframe = 1 popup = no }
		}
		enable_equipments = { air_superiority_fighter_airframe_equipment }
	}
	generic_prototype_rewards = {
		sp_air_political_interference_generic_reward
		sp_air_generic_aerodynamics_advancements_reward
		sp_air_generic_reward_scientist_xp_1
		sp_air_generic_reward_scientist_xp_2
		sp_air_generic_reward_air_xp_1
		sp_air_generic_reward_air_xp_2
		sp_air_generic_reward_major_progress_1
		sp_air_generic_reward_major_progress_2
		sp_air_generic_reward_test_failure_1
		sp_air_generic_reward_test_failure_2
	}
}

sp_air_fleet_defense_fighter_airframe = {
	specialization = specialization_air
	icon = GFX_sp_air_fleet_defense_fighter_airframe
	project_tags = { sp_tag_aircraft sp_tag_jet }
	allowed = { has_dlc = "Gotterdammerung" }
	special_project_parent = { sp_air_tactical_fighter_airframe }
	available = { FROM = { has_tech = tactical_fighter_airframe is_special_project_completed = sp:sp_air_tactical_fighter_airframe } }
	ai_will_do = {
		base = 1
		modifier = { factor = 3 ROOT = { is_major = yes } }
		modifier = { factor = 5 ROOT = { tag = USA } }
		modifier = { factor = 3 ROOT = { tag = EMP } }
		modifier = { factor = 3 date > 1954.1.1 }
	}
	breakthrough_cost = { specialization_air = 3 }
	resource_cost = { resources = { aluminium = 24 chromium = 12 rubber = 8 } }
	prototype_time = sp_time.prototype.long
	complexity = sp_complexity.large
	project_output = {
		country_effects = {
			custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = fleet_defense_fighter_airframe }
			set_technology = { fleet_defense_fighter_airframe = 1 popup = no }
		}
		enable_equipments = { fleet_defense_fighter_airframe_equipment }
	}
	generic_prototype_rewards = {
		sp_air_political_interference_generic_reward
		sp_air_generic_aerodynamics_advancements_reward
		sp_air_generic_reward_scientist_xp_1
		sp_air_generic_reward_scientist_xp_2
		sp_air_generic_reward_air_xp_1
		sp_air_generic_reward_air_xp_2
		sp_air_generic_reward_major_progress_1
		sp_air_generic_reward_major_progress_2
		sp_air_generic_reward_test_failure_1
		sp_air_generic_reward_test_failure_2
	}
}

sp_air_advanced_light_multirole_fighter_airframe = {
	specialization = specialization_air
	icon = GFX_sp_air_advanced_light_multirole_fighter_airframe
	project_tags = { sp_tag_aircraft sp_tag_jet }
	allowed = { has_dlc = "Gotterdammerung" }
	special_project_parent = { sp_air_light_multirole_fighter_airframe }
	available = { FROM = { has_tech = light_multirole_fighter_airframe is_special_project_completed = sp:sp_air_light_multirole_fighter_airframe } }
	ai_will_do = {
		base = 1
		modifier = { factor = 3 ROOT = { is_major = yes } }
		modifier = { factor = 4 ROOT = { OR = { tag = USA tag = RUS } } }
		modifier = { factor = 3 date > 1954.1.1 }
	}
	breakthrough_cost = { specialization_air = 3 }
	resource_cost = { resources = { aluminium = 20 chromium = 10 rubber = 7 } }
	prototype_time = sp_time.prototype.long
	complexity = sp_complexity.large
	project_output = {
		country_effects = {
			custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = advanced_light_multirole_fighter_airframe }
			set_technology = { advanced_light_multirole_fighter_airframe = 1 popup = no }
		}
		enable_equipments = { adv_multirole_fighter_airframe_equipment }
	}
	generic_prototype_rewards = {
		sp_air_political_interference_generic_reward
		sp_air_generic_aerodynamics_advancements_reward
		sp_air_generic_reward_scientist_xp_1
		sp_air_generic_reward_scientist_xp_2
		sp_air_generic_reward_air_xp_1
		sp_air_generic_reward_air_xp_2
		sp_air_generic_reward_major_progress_1
		sp_air_generic_reward_major_progress_2
		sp_air_generic_reward_test_failure_1
		sp_air_generic_reward_test_failure_2
	}
}

sp_air_advanced_cas_airframe = {
	specialization = specialization_air
	icon = GFX_sp_air_ground_attack_aircraft
	project_tags = { sp_tag_aircraft sp_tag_jet }
	allowed = { has_dlc = "Gotterdammerung" }
	special_project_parent = { sp_air_light_multirole_fighter_airframe }
	available = { FROM = { has_tech = light_multirole_fighter_airframe is_special_project_completed = sp:sp_air_light_multirole_fighter_airframe } }
	ai_will_do = {
		base = 1
		modifier = { factor = 3 ROOT = { is_major = yes } }
		modifier = { factor = 4 ROOT = { OR = { tag = USA tag = RUS } } }
		modifier = { factor = 3 date > 1954.1.1 }
	}
	breakthrough_cost = { specialization_air = 3 }
	resource_cost = { resources = { aluminium = 20 chromium = 8 rubber = 7 } }
	prototype_time = sp_time.prototype.long
	complexity = sp_complexity.large
	project_output = {
		country_effects = {
			custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = advanced_cas_airframe }
			set_technology = { advanced_cas_airframe = 1 popup = no }
		}
		enable_equipments = { advanced_cas_airframe_equipment }
	}
	generic_prototype_rewards = {
		sp_air_political_interference_generic_reward
		sp_air_generic_aerodynamics_advancements_reward
		sp_air_generic_reward_scientist_xp_1
		sp_air_generic_reward_scientist_xp_2
		sp_air_generic_reward_air_xp_1
		sp_air_generic_reward_air_xp_2
		sp_air_generic_reward_major_progress_1
		sp_air_generic_reward_major_progress_2
		sp_air_generic_reward_test_failure_1
		sp_air_generic_reward_test_failure_2
	}
}

sp_air_heavy_rotary_cannon = {
	specialization = specialization_air
	icon = GFX_sp_air_heavy_rotary_cannon
	project_tags = { sp_tag_aircraft sp_tag_jet }
	allowed = { has_dlc = "Gotterdammerung" }
	special_project_parent = { sp_air_advanced_cas_airframe }
	available = { FROM = { has_tech = advanced_cas_airframe is_special_project_completed = sp:sp_air_advanced_cas_airframe has_tech = aa_cannon_5 } }
	ai_will_do = {
		base = 1
		modifier = { factor = 3 ROOT = { is_major = yes } }
		modifier = { factor = 4 ROOT = { OR = { tag = USA tag = RUS } } }
		modifier = { factor = 3 date > 1954.1.1 }
	}
	breakthrough_cost = { specialization_air = 2 }
	resource_cost = { resources = { aluminium = 8 tungsten = 6 chromium = 4 } }
	prototype_time = sp_time.prototype.medium
	complexity = sp_complexity.medium
	project_output = {
		country_effects = { custom_effect_tooltip = sp_air_heavy_rotary_cannon_completion_tt }
		enable_equipment_modules = { heavy_rotary_cannon_module }
	}
	generic_prototype_rewards = {
		sp_air_political_interference_generic_reward
		sp_air_generic_aerodynamics_advancements_reward
		sp_air_generic_reward_scientist_xp_1
		sp_air_generic_reward_scientist_xp_2
		sp_air_generic_reward_air_xp_1
		sp_air_generic_reward_air_xp_2
		sp_air_generic_reward_major_progress_1
		sp_air_generic_reward_test_failure_1
	}
}

sp_low_rcs_studies = {
	specialization = specialization_air
	icon = GFX_sp_low_rcs_studies

	project_tags = {
		sp_tag_jet
	}

	complexity = sp_complexity.large

	allowed = {
		has_dlc = "Gotterdammerung"
	}

	generic_prototype_rewards = {
		sp_air_political_interference_generic_reward
		sp_air_generic_aerodynamics_advancements_reward
		sp_air_generic_reward_scientist_xp_1
		sp_air_generic_reward_scientist_xp_2
		sp_air_generic_reward_scientist_xp_3
		sp_air_generic_reward_air_xp_1
		sp_air_generic_reward_air_xp_2
		sp_air_generic_reward_air_xp_3
		sp_air_generic_reward_major_progress_1
		sp_air_generic_reward_major_progress_2
		sp_air_generic_reward_major_progress_3
		sp_air_generic_reward_test_failure_1
		#sp_air_generic_reward_test_failure_2
		sp_air_generic_reward_test_failure_3
	}

	visible = {
		FROM = {
			OR = {
				has_tech = air_modern_construction
				#has_tech = modern_small_airframe_4
				has_tech = plastics_3
				has_tech = postwar_radar_tech_4
			}
		}
	}

	available = {
		FROM = {
			has_tech = air_modern_construction
			#has_tech = modern_small_airframe_5
			has_tech = plastics_4
			has_tech = postwar_radar_tech_5
		}
	}

	breakthrough_cost = {
		specialization_air = 2
	}

	resource_cost = {
		resources = {
			chromium = 8
			aluminium = 8
			rubber = 8
		}
	}

	prototype_time = sp_time.prototype.medium

	project_output = {
		country_effects = {
			custom_effect_tooltip = sp_low_rcs_studies_completion_tt
		}
	}
}

sp_low_rcs_recon_plane = {
	specialization = specialization_air
	icon = GFX_sp_low_rcs_recon_plane

  project_tags = {
		sp_tag_jet
	}

	complexity = sp_complexity.large

	allowed = {
		has_dlc = "Gotterdammerung"
	}

	generic_prototype_rewards = {
		sp_air_political_interference_generic_reward
		sp_air_generic_aerodynamics_advancements_reward
		sp_air_generic_reward_scientist_xp_1
		sp_air_generic_reward_scientist_xp_2
		sp_air_generic_reward_scientist_xp_3
		sp_air_generic_reward_air_xp_1
		sp_air_generic_reward_air_xp_2
		sp_air_generic_reward_air_xp_3
		sp_air_generic_reward_major_progress_1
		sp_air_generic_reward_major_progress_2
		sp_air_generic_reward_major_progress_3
		sp_air_generic_reward_test_failure_1
		#sp_air_generic_reward_test_failure_2
		sp_air_generic_reward_test_failure_3
	}

	special_project_parent = {
		sp_low_rcs_studies
	}

	visible = {
		FROM = {
			is_special_project_completed = sp:sp_low_rcs_studies
		}
	}

	available = {
		FROM = {
			is_special_project_completed = sp:sp_low_rcs_studies
		}
	}

	breakthrough_cost = {
		specialization_air = 2
	}

	resource_cost = {
		resources = {
			chromium = 8
			aluminium = 8
			rubber = 8
		}
	}

	prototype_time = sp_time.prototype.long

	project_output = {
		enable_equipments = {
			stealth_scout_plane_equipment_1
		}

	}
}
