bm_streamline_locomotion_project = {
	specialization = specialization_land
	icon = GFX_sp_streamline_locomotion

	breakthrough_cost = {
		specialization_land = 0
	}

	resource_cost = {
		resources = {
			steel = 3
		}
	}

	ai_will_do = {
		base = 1
	}

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

	available = {
		FROM = {
			has_tech = basic_train
		}
	}

	visible = {
		NOT = {
			has_global_flag = wia_baby_mode
		}
	}

	generic_prototype_rewards = {
		bm_progress_reward_low
		bm_progress_reward_medium
		bm_progress_reward_high
		bm_progress_loss_low
		bm_progress_loss_medium
		bm_progress_loss_high
		bm_land_breakthrough_reward_low
		bm_land_breakthrough_reward_medium
		bm_land_scientist_xp_reward_low
	}

	project_output = {
		country_effects = {
			custom_effect_tooltip = {
				localization_key = bm_streamline_locomotion_project_tt
				ICON = GFX_bm_train_icon
				NAME = bm_streamline_locomotion_project
				DESC = bm_streamline_locomotion_project_tt_desc
			}
			add_equipment_bonus = {
				name = bm_streamline_locomotion_project_wartime_train_bonus
				bonus = {
					train_equipment_1 = {
						build_cost_ic = -0.10
						instant = yes
					}
					train_equipment_2 = {
						build_cost_ic = -0.20
						instant = yes
					}
				}
			}
			add_equipment_bonus = {
				name = bm_streamline_locomotion_project_armored_train_bonus
				bonus = {
					train_equipment_3 = {
						armor_value = 0.10
						air_attack = 0.15
						build_cost_ic = -0.10
						instant = yes
					}
				}
			}
			add_tech_bonus = {
				name = bm_streamline_locomotion_project
				bonus = 0.25
				uses = 1
				category = train_tech
			}
		}
	}
}