bm_jacketed_bullets_project = {
	specialization = specialization_land
	icon = GFX_sp_jacketed_bullets

	breakthrough_cost = {
		specialization_land = 1
	}

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

	ai_will_do = {
		base = 1
	}

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

	available = {
		FROM = {
			has_tech = support_weapons
			has_tech = infantry_weapons
		}
	}

	generic_prototype_rewards = {
		bm_land_scientist_xp_reward_low
		bm_land_scientist_xp_reward_medium
		bm_progress_reward_low
		bm_progress_reward_medium
		bm_progress_loss_low
		bm_progress_loss_medium
		bm_land_breakthrough_reward_low
	}

	project_output = {
		country_effects = {
			hidden_effect = {
				custom_effect_tooltip = bm_jacketed_bullets_project_impact_name
				custom_effect_tooltip = bm_jacketed_bullets_project_impact_desc
				custom_effect_tooltip = bm_jacketed_bullets_project_piercer_name
				custom_effect_tooltip = bm_jacketed_bullets_project_piercer_desc
			}
			if = {
				limit = {
					has_country_flag = bm_jacketed_bullets_project_impact_flag
				}
				custom_effect_tooltip = {
					localization_key = bm_jacketed_bullets_project_impact_tt
					NAME = bm_jacketed_bullets_project_impact_name
					DESC = bm_jacketed_bullets_project_impact_desc
					ICON = GFX_bm_bm_impact_rounds_icon
				}
				add_equipment_bonus = {
					name = bm_jacketed_bullets_project_impact_bonus
					bonus = {
						infantry_equipment = {
							soft_attack = 0.15
							defense = 0.05
							build_cost_ic = 0.15
							instant = yes
						}
					}					
				}
			}
			else = {
				if = {
					limit = {
						has_country_flag = bm_jacketed_bullets_project_piercer_flag
					}
					custom_effect_tooltip = {
						localization_key = bm_jacketed_bullets_project_piercer_tt
						NAME = bm_jacketed_bullets_project_piercer_name
						DESC = bm_jacketed_bullets_project_piercer_desc
						ICON = GFX_bm_piercer_rounds_icon
					}
					add_equipment_bonus = {
						name = bm_jacketed_bullets_project_piercer_bonus
						bonus = {
							infantry_equipment = {
								hard_attack = 0.20
								ap_attack = 0.30
								build_cost_ic = 0.15
								instant = yes
							}
						}				
					}
				}
				else = {
					custom_effect_tooltip = bm_jacketed_bullets_by_the_end_tt
					custom_effect_tooltip = bm_divider_2
					custom_effect_tooltip = {
						localization_key = bm_jacketed_bullets_project_piercer_tt
						NAME = bm_jacketed_bullets_project_piercer_name
						DESC = bm_jacketed_bullets_project_piercer_desc
						ICON = GFX_bm_piercer_rounds_icon
					}
					effect_tooltip = {
						add_equipment_bonus = {
							project = FROM
							bonus = {
								infantry_equipment = {
									hard_attack = 0.20
									ap_attack = 0.30
									build_cost_ic = 0.15
									instant = yes
								}
							}				
						}						
					}
					custom_effect_tooltip = bm_divider
					custom_effect_tooltip = {
						localization_key = bm_jacketed_bullets_project_impact_tt
						NAME = bm_jacketed_bullets_project_impact_name
						DESC = bm_jacketed_bullets_project_impact_desc
						ICON = GFX_bm_bm_impact_rounds_icon
					}
					effect_tooltip = {
						add_equipment_bonus = {
							project = FROM
							bonus = {
								infantry_equipment = {
									soft_attack = 0.15
									defense = 0.05
									build_cost_ic = 0.15
									instant = yes
								}
							}					
						}
					}
				}
			}
		}
	}

	unique_prototype_rewards = {
		bm_jacketed_bullets_project_rewards = {
			fire_only_once = yes

			threshold = {
				min = 20
				max = 100
			}

			weight = {
				base = 1000
			}

			option = {
				token = bm_jacketed_bullets_project_impact_option

				iteration_output = {
					country_effects = {
						set_country_flag = bm_jacketed_bullets_project_impact_flag
						custom_effect_tooltip = {
							localization_key = bm_jacketed_bullets_project_impact_tt
							NAME = bm_jacketed_bullets_project_impact_name
							DESC = bm_jacketed_bullets_project_impact_desc
							ICON = GFX_bm_bm_impact_rounds_icon
						}
						effect_tooltip = {
							add_equipment_bonus = {
								name = bm_jacketed_bullets_project_impact_bonus
								bonus = {
									infantry_equipment = {
										soft_attack = 0.15
										defense = 0.05
										build_cost_ic = 0.15
										instant = yes				
									}
								}
							}
						}
					}
				}
			}
			option = {
				token = bm_jacketed_bullets_project_piercer_option

				iteration_output = {
					country_effects = {
						set_country_flag = bm_jacketed_bullets_project_piercer_flag
						custom_effect_tooltip = {
							localization_key = bm_jacketed_bullets_project_piercer_tt
							NAME = bm_jacketed_bullets_project_piercer_name
							DESC = bm_jacketed_bullets_project_piercer_desc
							ICON = GFX_bm_piercer_rounds_icon
						}
						effect_tooltip = {
							add_equipment_bonus = {
								name = bm_jacketed_bullets_project_piercer_bonus
								bonus = {
									infantry_equipment = {
										hard_attack = 0.20
										ap_attack = 0.30
										build_cost_ic = 0.15
										instant = yes
									}
								}
							}							
						}							
					}	
				}
			}
		}
	}
}