bm_aa_missile_project = {
	specialization = specialization_air
	icon = GFX_sp_anti_air_missile
	project_tags = {
		sp_tag_rocket
		sp_tag_guided_bomb
	}
	
	breakthrough_cost = {
		specialization_air = {
			base = 1
			modifier = {
				add = -1
				OR = {
					has_tech = advanced_computing_machine
					has_tech = antiair5
				}
			}
		}
	}

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

	allowed = {
		has_dlc = "By Blood Alone"
	}

	visible = {
		NOT = {
			has_global_flag = wia_baby_mode
		}
	}
	
	available = {
		if = {
			limit = {
				FROM = {
					is_ai = yes
				}
			}
			FROM = {
				always = no
			}
		}
		else = {
			FROM = {
                has_tech = sp_rockets_improved_guidance
				has_tech = modern_small_airframe
			}
		}
	}

	generic_prototype_rewards = {
		bm_air_scientist_xp_reward_low
		bm_air_scientist_xp_reward_medium
		bm_air_scientist_xp_reward_high
		bm_air_scientist_xp_reward_very_high
		bm_progress_reward_low
		bm_progress_reward_medium
		bm_progress_reward_high
		bm_progress_loss_low
		bm_progress_loss_medium
		bm_progress_loss_high
	}

	project_output = {
		country_effects = {
			custom_effect_tooltip = {
				localization_key = bm_aa_missile_project_tt
				ICON = GFX_aa_missile_module_icon
				NAME = bm_aa_missile_1
				DESC = bm_aa_missile_1_desc
			}
			custom_effect_tooltip = bm_divider_2
			custom_effect_tooltip = {
				localization_key = bm_aa_missile_project_tip_tt
				TECH_1 = advanced_computing_machine
				TECH_2 = antiair5
			}
		}
		enable_equipment_modules = {
			bm_aa_missile_1
		}
	}


}