bm_hydraulic_fracturing_project = {
	specialization = specialization_land
	icon = GFX_sp_hydraulic_fracturing

	breakthrough_cost = {
		specialization_land = {
			base = 1
			modifier = {
				add = -1
				has_tech = excavation5
			}
		}
	}

	resource_cost = {
		resources = {
			steel = 2
		}
	}

	visible = {
		NOT = {
			has_global_flag = wia_baby_mode
		}
	}

	ai_will_do = {
		base = 1
	}

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

	available = {
		FROM = {
			OR = {
				has_tech = modern_oil_processing
				has_tech = fuel_refining4
			}
		}
	}

	generic_prototype_rewards = {
		bm_progress_reward_low
		bm_progress_reward_medium
		bm_progress_loss_low
		bm_progress_loss_medium
		bm_land_breakthrough_reward_low
		bm_land_breakthrough_reward_medium
		bm_land_breakthrough_reward_high
		bm_land_scientist_xp_reward_low
		bm_land_scientist_xp_reward_medium
	}

	project_output = {
		country_effects = {
			custom_effect_tooltip = {
				localization_key = bm_hydraulic_fracturing_project_tt
				NAME = bm_sp_hydraulic_fracturing_dynamic_modifier
				DESC = bm_sp_hydraulic_fracturing_dynamic_modifier_desc
				ICON = GFX_bm_hydraulic_fracturing_icon
			}
			custom_effect_tooltip = bm_divider_2
			add_dynamic_modifier = {
				modifier = bm_sp_hydraulic_fracturing_dynamic_modifier
			}
			custom_effect_tooltip = bm_divider_2
			hidden_effect = {
				set_temp_variable_to_random = { 
					var = random_num
					min = 1
					max = 7
					integer = yes
				} 				
			}
			random_owned_controlled_state = {
				limit = {
					is_fully_controlled_by = ROOT
					is_owned_by = ROOT
				}
				add_resource = {
					type = oil
					amount = random_num
					show_state_in_tooltip = yes
				}
			}
			custom_effect_tooltip = bm_divider_2
			custom_effect_tooltip = {
				localization_key = bm_hydraulic_fracturing_project_tip_tt
				TECH_1 = excavation5
			}
		}
	}
}