bm_seismic_exploration_project = {
	specialization = specialization_land
	icon = GFX_sp_seismic_exploration

	breakthrough_cost = {
		specialization_land = {
			base = 1
			modifier = {
				add = -1
				OR = {
					has_tech = concentrated_industry5
					has_tech = dispersed_industry5
				}
			}
		}
	}

	resource_cost = {
		resources = {
			steel = 3
			aluminium = 2
			chromium = 2
		}
	}

	ai_will_do = {
		base = 1
	}

	visible = {
		NOT = {
			has_global_flag = wia_baby_mode
		}
	}

	prototype_time = 45
	complexity = sp_complexity.small

	available = {		
		FROM = {
			has_tech = excavation5
		}
	}

	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_scientist_xp_reward_low
		bm_land_scientist_xp_reward_medium
	}

	project_output = {
		country_effects = {
			custom_effect_tooltip = {
				localization_key = bm_seismic_exploration_project_tt
				NAME = bm_seismic_exploration_dynamic_modifier
				DESC = bm_seismic_exploration_dynamic_modifier_desc
				ICON = GFX_bm_seismograph_icon
			}
			custom_effect_tooltip = bm_divider_2
			add_dynamic_modifier = {
				modifier = bm_seismic_exploration_dynamic_modifier
			}
			custom_effect_tooltip = bm_divider_2
			custom_effect_tooltip = {
				localization_key = bm_seismic_exploration_project_tip_tt
				TECH_1 = concentrated_industry5
				TECH_2 = dispersed_industry5
			}
		}
	}

	unique_prototype_rewards = {
		bm_seismic_exploration_project_reward = {
			fire_only_once = yes

			threshold = {
				min = 30
				max = 90
			}

			weight = {
				base = 1000
			}

			option = {
				token = bm_seismic_exploration_project_reward_option

				iteration_output = {
					scientist_effects = {
						if = {
							limit = {
								has_scientist_level = {
									level < 3
									specialization = specialization_land
								}
							}
							random_list = {
								50 = {
									injure_scientist_for_days = 40
								}
								30 = {
									injure_scientist_for_days = 20
								}
								30 = {
									#No Effect
								}
							}
						}						
					}
				}
			}
		}
	}
}