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###################################################################################

# Cruiser Submarine
sp_naval_cruiser_submarine = {
	specialization = specialization_naval 

	project_tags = sp_tag_submarine
	
	complexity = sp_complexity.medium
	prototype_time = sp_time.prototype.medium 
	allowed = {
		#FREE PROJECT
	}

	special_project_parent = {
		
	}

	available = { 
		FROM = {
			if = {
				limit = {
					has_dlc = "Man the Guns"
				}  
				has_tech = early_ship_hull_submarine
			}
			else = {
				has_tech = early_submarine
			}

		}
	}

	breakthrough_cost = {
		specialization_naval = 1
	}

	resource_cost = {
		resources = { 
			steel = 8
		 }
	}
	
	project_output = {
		enable_equipments = {	
			limit = {
				has_dlc = "Man the Guns"
			}
			ship_hull_cruiser_submarine
		}
		enable_equipments = {	
			limit = {
				not = { has_dlc = "Man the Guns" }
			}
			cruiser_submarine
		}
		
		country_effects = {
			if = {
				limit = {
					has_dlc = "Man the Guns"
				}
				add_design_template_bonus = {
					name = sp_naval_cruiser_submarine_free_design
					uses = 1
					cost_factor = 1
					equipment = ship_hull_cruiser_submarine
				}
			}
		}
	}

	generic_prototype_rewards = {
		sp_naval_generic_reward_scientist_xp_1
		sp_naval_generic_reward_scientist_xp_2
		sp_naval_generic_reward_scientist_xp_3
		sp_naval_generic_reward_navy_xp_1
		sp_naval_generic_reward_navy_xp_2
		sp_naval_generic_reward_navy_xp_3
		sp_naval_generic_reward_major_progress_1
		sp_naval_generic_reward_major_progress_2
		sp_naval_generic_reward_major_progress_3
		sp_naval_generic_reward_test_failure_1
		sp_naval_generic_reward_test_failure_2
		sp_naval_generic_reward_test_failure_3
		sp_naval_generic_failure_torpedo_accident
	}
	
	unique_prototype_rewards = {

		sp_naval_cruiser_submarine_unique_reward_a = {
			fire_only_once = yes

			threshold = { 
				min = 40
				max = 90
			}

			weight = {
				base = 100
			}

			option = {
				token = sp_naval_cruiser_submarine_preference_a
				
				iteration_output = {
					country_effects = { 
						if = {
							limit = {
								NOT = {has_dlc = "Man the Guns"}
							}
							add_equipment_bonus = {
								name = sp_cruiser_submarine_eq_bonus_range
								bonus = {
									cruiser_submarine = {
										naval_range = 0.1
									}
								}
							}
						}
					}

					enable_equipment_modules = {
						limit = {
							has_dlc = "Man the Guns"
						}
						ship_extra_fuel_tank
					}
				}
			}

			option = {
				token = sp_naval_cruiser_submarine_preference_b
				
				iteration_output = {
					country_effects = { 
						if = {
							limit = {
								NOT = {has_dlc = "Man the Guns"}
							}
							add_equipment_bonus = {
								name = sp_cruiser_submarine_eq_bonus_raiding
								bonus = {
									cruiser_submarine = {
										convoy_raiding_coordination = 0.1
									}
								}
							}
						}
					}
					
					enable_equipment_modules = {
						limit = {
							has_dlc = "Man the Guns"
						}
						ship_light_battery_sub
					}
				}
			}
		}
	}
	
}

#Fleet Submarine
sp_naval_fleet_submarine = {
	specialization = specialization_naval
	

	project_tags = sp_tag_submarine

	allowed = {
		#FREE PROJECT
	}

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

	available = { 
		FROM = {
			if = {
				limit = {
					has_dlc = "Man the Guns"
				}  
				has_tech = basic_ship_hull_submarine
			}
			else = {
				has_tech = basic_submarine 
			}

		}
	}


	special_project_parent = {
		sp_naval_cruiser_submarine
	}
	resource_cost = {
		resources = { 
			steel = 12
			chromium = 4
		}
	}

	breakthrough_cost = {
		specialization_naval = 1
	}

	project_output = {
		country_effects = {
			if = {
				limit = {
					has_dlc = "Man the Guns"
				}
				add_design_template_bonus = {
					name = sp_naval_fleet_submarine_free_design
					uses = 1
					cost_factor = 1
					equipment = ship_hull_fleet_submarine
				}
			}
		}
		
		facility_state_effects = {
			
		}
		scientist_effects = {
			
		}
		enable_equipments = {	
			limit = {
				has_dlc = "Man the Guns"
			}
			ship_hull_fleet_submarine
		}
		enable_equipments = {	
			limit = {
				not = { has_dlc = "Man the Guns" }
			}
			fleet_submarine
		}				
	}

	generic_prototype_rewards = {
		sp_naval_generic_reward_scientist_xp_1
		sp_naval_generic_reward_scientist_xp_2
		sp_naval_generic_reward_scientist_xp_3
		sp_naval_generic_reward_navy_xp_1
		sp_naval_generic_reward_navy_xp_2
		sp_naval_generic_reward_navy_xp_3
		sp_naval_generic_reward_major_progress_1
		sp_naval_generic_reward_major_progress_2
		sp_naval_generic_reward_major_progress_3
		sp_naval_generic_reward_test_failure_1
		sp_naval_generic_reward_test_failure_2
		sp_naval_generic_reward_test_failure_3
		sp_naval_generic_failure_torpedo_accident
	}

	unique_prototype_rewards = {
		sp_naval_fleet_submarine_unique_reward_a = {
			fire_only_once = yes

			threshold = { 
				min = 40
				max = 90
			}

			weight = {
				base = 100
			}

			option = {
				token = sp_naval_fleet_submarine_preference_a
				
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "Man the Guns"}							
						
							add_equipment_bonus = {
								name = sp_fleet_submarine_eq_bonus_attack
								bonus = {
									ship_hull_fleet_submarine = {
										naval_speed = 0.05
										torpedo_attack = 0.05
										sub_visibility = -0.03										
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_fleet_submarine_eq_bonus_attack
								bonus = {
									fleet_submarine = {
										naval_speed = 0.05
										torpedo_attack = 0.05
										sub_visibility = -0.03										
									}
								}
							}						
						}
					}
				}
			}

			option = {
				token = sp_naval_fleet_submarine_preference_b
				
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "Man the Guns"}							
							add_equipment_bonus = {
								name = sp_fleet_submarine_eq_bonus_reliability
								bonus = {
									ship_hull_fleet_submarine = {
										reliability = 0.05
										max_strength = 0.05
										naval_weather_penalty_factor = -0.1									
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_fleet_submarine_eq_bonus_reliability
								bonus = {
									fleet_submarine = {
										reliability = 0.05
										max_strength = 0.05
										naval_weather_penalty_factor = -0.1									
									}
								}
							}						
						}
					}
				}
			}
		}	
	}
	
}

# Nuclear Powered Submarine
sp_naval_nuclear_submarine = {
	specialization = specialization_naval  
	
	project_tags = {
		sp_tag_nuclear_power
		sp_tag_submarine
	}

	complexity = sp_complexity.insane
	prototype_time = sp_time.prototype.long	
	allowed = {
		has_dlc = "Gotterdammerung"
	}

	special_project_parent = {
		sp_naval_fleet_submarine
		sp_nuclear_engines
	}

	available = { 
		
	}
	
	breakthrough_cost = {
		specialization_naval = 3
	}

	resource_cost = {
		resources = { 
			steel = 20
			chromium = 8
			tungsten = 8
		}
	}

	project_output = {
		country_effects = {
			if = {
				limit = {
					has_dlc = "Man the Guns"
				}
				add_design_template_bonus = {
					name = sp_naval_nuclear_submarine_free_design
					uses = 1
					cost_factor = 1
					equipment = ship_hull_nuclear_submarine
				}
			}
		}
		facility_state_effects = {
			
		}
		scientist_effects = {
			
		}
		enable_equipments = {
			limit = { has_dlc = "Man the Guns"}
			ship_hull_nuclear_submarine
		}
		enable_equipments = {
			limit = { 
				not = { has_dlc = "Man the Guns" }
			}
			nuclear_submarine
		}
	}

	generic_prototype_rewards = {
		sp_naval_generic_reward_scientist_xp_1
		sp_naval_generic_reward_scientist_xp_2
		sp_naval_generic_reward_scientist_xp_3
		sp_naval_generic_reward_navy_xp_1
		sp_naval_generic_reward_navy_xp_2
		sp_naval_generic_reward_navy_xp_3
		sp_naval_generic_reward_major_progress_1
		sp_naval_generic_reward_major_progress_2
		sp_naval_generic_reward_major_progress_3
		sp_naval_generic_reward_test_failure_1
		sp_naval_generic_reward_test_failure_2
		sp_naval_generic_reward_test_failure_3
		sp_naval_generic_failure_nuclear_accident
	}

	unique_prototype_rewards = {
		sp_naval_nuclear_submarine_unique_reward_a = {
			fire_only_once = yes

			threshold = { 
				min = 40
				max = 90
			}

			weight = {
				base = 100
			}

			option = {
				token = sp_naval_nuclear_submarine_preference_a
				
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "Man the Guns"}							
							add_equipment_bonus = {
								name = sp_nuclear_submarine_eq_bonus_ic_reduction
								bonus = {
									ship_hull_nuclear_submarine = {
										build_cost_ic = -0.1
										reliability = -0.05
										sub_visibility = 0.1
										naval_range = -0.1
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_nuclear_submarine_eq_bonus_ic_reduction
								bonus = {
									nuclear_submarine = {
										build_cost_ic = -0.1
										reliability = -0.05
										sub_visibility = 0.1
										naval_range = -0.1
									}
								}
							}						
						}
					}
				}
			}

			option = {
				token = sp_naval_nuclear_submarine_preference_b
				
				iteration_output = {
					country_effects = { 

					}
					
				}
			}

			option = {
				token = sp_naval_nuclear_submarine_preference_c
				
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "Man the Guns"}							
							add_equipment_bonus = {
								name = sp_nuclear_submarine_eq_bonus_quality
								bonus = {
									ship_hull_nuclear_submarine = {
										build_cost_ic = 0.1
										max_strength = 0.1
										reliability = 0.05
										sub_visibility = -0.05
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_nuclear_submarine_eq_bonus_quality
								bonus = {
									nuclear_submarine = {
										build_cost_ic = 0.1
										max_strength = 0.1
										reliability = 0.05
										sub_visibility = -0.05
									}
								}
							}						
						}
					}
				}
			}			
		}	
	}	
}

# Rocket Launching Submarine
sp_naval_rocket_launching_submarine = {
	specialization = specialization_naval 

	project_tags = {
		sp_tag_rocket
		sp_tag_submarine
	}
	
	resource_cost = {
		resources = { 
			steel = 12
			chromium = 4
			tungsten = 12
		}
	}	
	complexity = sp_complexity.medium 
	prototype_time = sp_time.prototype.long
	allowed = {
		has_dlc = "Gotterdammerung"
	}

	special_project_parent = {
		sp_naval_fleet_submarine
		sp_rockets_ballistic_missile
	}

	available = { 
		
	}

	breakthrough_cost = {
		specialization_naval = 2
	}
	
	 

	project_output = {
		country_effects = {
			
		}
		facility_state_effects = {
			
		}
		scientist_effects = {
			
		}
		enable_equipments = {
			limit = { 
				not = {has_dlc = "Man the Guns"}
			}
			rocket_submarine
		}

		enable_equipment_modules = {
			sub_missile_launcher
		}
	}

	generic_prototype_rewards = {
		sp_naval_generic_reward_scientist_xp_1
		sp_naval_generic_reward_scientist_xp_2
		sp_naval_generic_reward_scientist_xp_3
		sp_naval_generic_reward_navy_xp_1
		sp_naval_generic_reward_navy_xp_2
		sp_naval_generic_reward_navy_xp_3
		sp_naval_generic_reward_major_progress_1
		sp_naval_generic_reward_major_progress_2
		sp_naval_generic_reward_major_progress_3
		sp_naval_generic_reward_test_failure_1
		sp_naval_generic_reward_test_failure_2
		sp_naval_generic_reward_test_failure_3	
	}

	unique_prototype_rewards = {
		sp_naval_rocket_launching_submarine_unique_reward_a = {
			fire_only_once = yes

			threshold = { 
				min = 40
				max = 90
			}

			weight = {
				base = 100
			}

			option = {
				token = sp_naval_rocket_launching_submarine_preference_a
				
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "Man the Guns"}							
								add_equipment_bonus = {
									name = sp_rocket_submarine_eq_bonus_range_increase
									bonus = {
										ship_hull_fleet_submarine = {
											naval_range = 0.1
											sub_visibility = 0.05
											build_cost_ic = 0.07
										}
									}
								}
							}
						else = {
							add_equipment_bonus = {
								name = sp_rocket_submarine_eq_bonus_range_increase
								bonus = {
									rocket_submarine = {
										naval_range = 0.15
										sub_visibility = 0.05
										build_cost_ic = 0.1
									}
								}
							}						
						}
					}
				}
			}

			option = {
				token = sp_naval_rocket_launching_submarine_preference_b
				
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "Man the Guns"}							
								add_equipment_bonus = {
									name = sp_rocket_submarine_eq_bonus_reliability
									bonus = {
										ship_hull_fleet_submarine = {
											reliability = 0.03
										}
									}
								}
							}
						else = {
							add_equipment_bonus = {
								name = sp_rocket_submarine_eq_bonus_reliability
								bonus = {
									rocket_submarine = {
										reliability = 0.05
									}
								}
							}						
						}
					}
					
					 

				}
			}

			option = {
				token = sp_naval_rocket_launching_submarine_preference_c
				
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "Man the Guns"}							
								add_equipment_bonus = {
									name = sp_rocket_submarine_eq_bonus_stealth
									bonus = {
										ship_hull_fleet_submarine = {
											sub_visibility = -0.05
											naval_range = -0.05
											build_cost_ic = 0.1
										}
									}
								}
							}
						else = {
							add_equipment_bonus = {
								name = sp_rocket_submarine_eq_bonus_stealth
								bonus = {
									rocket_submarine = {
										sub_visibility = -0.15
										naval_range = -0.05
										build_cost_ic = 0.1
									}
								}
							}						
						}
					}
				}
			}			
		}	
	}

}

# Nuclear Missile Submarine
sp_naval_nuclear_missile_submarine = {
	specialization = specialization_naval 
	
	project_tags = {
		sp_tag_nuclear_warfare
		sp_tag_submarine
	}
	
	resource_cost = {
		resources = { 
			steel = 16
			chromium = 16
		}
	}	
	complexity = sp_complexity.large 
	prototype_time = sp_time.prototype.very_long 
	allowed = {
		has_dlc = "Gotterdammerung"
	}

	special_project_parent = {
		sp_naval_nuclear_submarine
		sp_naval_rocket_launching_submarine
	}

	available = { 
		
	}

	breakthrough_cost = {
		specialization_naval = 2
	}
	
	
	
	project_output = {
		country_effects = {
		
		}
		facility_state_effects = {
			
		}
		scientist_effects = {
			
		}
		enable_equipments = {
			limit = {
				NOT = { has_dlc = "Man the Guns" }
			}
			nuclear_missile_submarine
		}
		enable_equipment_modules = {
			limit = {
				 has_dlc = "Man the Guns" 
			}
			slbm_launcher
		}
		
	}

	generic_prototype_rewards = {
		sp_naval_generic_reward_scientist_xp_1
		sp_naval_generic_reward_scientist_xp_2
		sp_naval_generic_reward_scientist_xp_3
		sp_naval_generic_reward_navy_xp_1
		sp_naval_generic_reward_navy_xp_2
		sp_naval_generic_reward_navy_xp_3
		sp_naval_generic_reward_major_progress_1
		sp_naval_generic_reward_major_progress_2
		sp_naval_generic_reward_major_progress_3
		sp_naval_generic_reward_test_failure_1
		sp_naval_generic_reward_test_failure_2
		sp_naval_generic_reward_test_failure_3
		sp_naval_generic_failure_nuclear_accident
	}

	unique_prototype_rewards = {
		sp_naval_nuclear_missile_submarine_unique_reward_a = {
			fire_only_once = yes

			threshold = { 
				min = 40
				max = 90
			}

			weight = {
				base = 100
			}

			option = {
				token = sp_naval_nuclear_missile_submarine_preference_a
				
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "Man the Guns"}							
							add_equipment_bonus = {
								name = sp_nuclear_missile_submarine_eq_bonus_stealth
								bonus = {
									ship_hull_nuclear_submarine = {
										sub_visibility = -0.05
										surface_detection = 0.02
										build_cost_ic = 0.05
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_nuclear_missile_submarine_eq_bonus_stealth
								bonus = {
									nuclear_missile_submarine = {
										sub_visibility = -0.1
										surface_detection = 0.05
										build_cost_ic = 0.1
									}
								}
							}						
						}
					}
				}
			}

			option = {
				token = sp_naval_nuclear_missile_submarine_preference_b
				
				iteration_output = {
					country_effects = { 

					}
															 
				}
			}

			option = {
				token = sp_naval_nuclear_missile_submarine_preference_c
				
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "Man the Guns"}							
							add_equipment_bonus = {
								name = sp_nuclear_missile_submarine_eq_bonus_strength
								bonus = {
									ship_hull_nuclear_submarine = {
										max_strength = 0.02
										naval_weather_penalty_factor = -0.2
										build_cost_ic = 0.05
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_nuclear_missile_submarine_eq_bonus_strength
								bonus = {
									nuclear_missile_submarine = {
										max_strength = 0.05
										naval_weather_penalty_factor = -0.2
										build_cost_ic = 0.1
									}
								}
							}						
						}
					}
				}
			}			
		}	
	}

}

#Nuclear Torpedo
sp_naval_nuclear_torpedo = {
	specialization = specialization_naval


	project_tags = {
		sp_tag_submarine
		sp_tag_nuclear_warfare
	}
	
	resource_cost = {
		resources = { 
			steel = 8
			chromium = 12
			tungsten = 12
		}
	}
	
	complexity = sp_complexity.large
	prototype_time = sp_time.prototype.long

	allowed = {
		AND = {
			has_dlc= "Gotterdammerung"
			has_dlc = "Man the Guns"
		}
	}
	
	available = {
		FROM = { has_tech = modern_ship_torpedo_launcher }
	}

	special_project_parent = {
		sp_naval_nuclear_submarine
	}

	breakthrough_cost = {
		specialization_naval = 1
	}

	project_output = {
		country_effects = {

		}
		facility_state_effects = {
			
		}
		scientist_effects = {
			
		}
		enable_equipments = {
			
		}
		enable_equipment_modules = {
			ship_torpedo_sub_nuclear
		}
		
	}

	generic_prototype_rewards = {
		sp_naval_generic_reward_scientist_xp_1
		sp_naval_generic_reward_scientist_xp_2
		sp_naval_generic_reward_scientist_xp_3
		sp_naval_generic_reward_navy_xp_1
		sp_naval_generic_reward_navy_xp_2
		sp_naval_generic_reward_navy_xp_3
		sp_naval_generic_reward_major_progress_1
		sp_naval_generic_reward_major_progress_2
		sp_naval_generic_reward_major_progress_3
		sp_naval_generic_reward_test_failure_1
		sp_naval_generic_reward_test_failure_2
		sp_naval_generic_reward_test_failure_3
		sp_naval_generic_failure_nuclear_accident		
	}

	unique_prototype_rewards = {
		sp_naval_nuclear_torpedo_unique_reward_a = {
			fire_only_once = yes

			threshold = { 
				min = 40
				max = 90
			}

			weight = {
				base = 100
			}

			option = {
				token = sp_naval_nuclear_torpedo_preference_a
				
				iteration_output = {
					country_effects = {

					}
					
					equipment_bonus = {
						ship_hull_submarine = {
							naval_torpedo_hit_chance_factor = 0.02
							torpedo_attack = 0.1
							reliability = -0.1 
							instant = yes
						}
					}

				}
			}

			option = {
				token = sp_naval_nuclear_torpedo_preference_b
				
				iteration_output = {
					country_effects = { 

					}
					equipment_bonus = {
						ship_hull_submarine = {
							reliability = 0.1
							build_cost_ic = 0.1
							instant = yes
						}				

					}					 

				}
			}
		}	
	}

}

#Midget Submarine
sp_naval_midget_submarine = {
	specialization = specialization_naval


	project_tags = {
		sp_tag_submarine
	}

	allowed = {
		#FREE
	}
	
	available = { 
		FROM = {
			if = {
				limit = {
					has_dlc = "Man the Guns"
				}  
				has_tech = early_ship_hull_submarine
			}
			else = {
				has_tech = early_submarine
			}

		}
	}

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

	resource_cost = {
		resources = {
			steel = 6
		}
	}

	breakthrough_cost = {
		specialization_naval = 1
	}
	project_output = {
		enable_equipments = {	
			limit = {
				has_dlc = "Man the Guns"
			}
			ship_hull_midget_submarine
		}
		enable_equipments = {	
			limit = {
				not = {has_dlc = "Man the Guns"}
			}
			midget_submarine
		}

		country_effects = {
			if = {
				limit = {
					has_dlc = "Man the Guns"
				}
				add_design_template_bonus = {
					name = sp_naval_midget_submarine_free_design
					uses = 1
					cost_factor = 1
					equipment = ship_hull_midget_submarine
				}
			}
		}
	}

	generic_prototype_rewards = {
		sp_naval_generic_reward_scientist_xp_1
		sp_naval_generic_reward_scientist_xp_2
		sp_naval_generic_reward_scientist_xp_3
		sp_naval_generic_reward_navy_xp_1
		sp_naval_generic_reward_navy_xp_2
		sp_naval_generic_reward_navy_xp_3
		sp_naval_generic_reward_major_progress_1
		sp_naval_generic_reward_major_progress_2
		sp_naval_generic_reward_major_progress_3
		sp_naval_generic_reward_test_failure_1
		sp_naval_generic_reward_test_failure_2
		sp_naval_generic_reward_test_failure_3
		sp_naval_generic_failure_torpedo_accident		
	}

	unique_prototype_rewards = {
		sp_naval_midget_submarine_unique_reward_a = {
			fire_only_once = yes

			threshold = { 
				min = 40
				max = 90
			}

			weight = {
				base = 100
			}

			option = {
				token = sp_naval_midget_submarine_preference_a
				
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "Man the Guns"}							
						
							add_equipment_bonus = {
								name = sp_midget_submarine_eq_bonus_stealth
								bonus = {
									ship_hull_midget_submarine = {
										naval_range = -0.2
										sub_visibility = -0.1										
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_midget_submarine_eq_bonus_stealth
								bonus = {
									midget_submarine = {
										naval_range = -0.2
										sub_visibility = -0.1									
									}
								}
							}						
						}
					}
				}
			}

			option = {
				token = sp_naval_midget_submarine_preference_b
				
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "Man the Guns"}							
						
							add_equipment_bonus = {
								name = sp_midget_submarine_eq_bonus_reliability
								bonus = {
									ship_hull_midget_submarine = {
										reliability = 0.1										
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_midget_submarine_eq_bonus_reliability
								bonus = {
									midget_submarine = {
										reliability	= 0.1									
									}
								}
							}						
						}
					}
				} 
			}

			option = {
				token = sp_naval_midget_submarine_preference_c
				
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "Man the Guns"}							
						
							add_equipment_bonus = {
								name = sp_midget_submarine_eq_bonus_range
								bonus = {
									ship_hull_midget_submarine = {
										naval_range = 0.2
										sub_visibility = 0.1										
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_midget_submarine_eq_bonus_range
								bonus = {
									midget_submarine = {
										naval_range = 0.2
										sub_visibility = 0.1										
									}
								}
							}						
						}
					}
				}
			}
		}		
	}	
}

#Air-Independent Propulsion
sp_naval_aip_engine = {
	specialization = specialization_naval

	resource_cost = {
		resources = { 
			steel = 8
			chromium = 8
		}
	}

	project_tags = {
		sp_tag_surface_ship
		sp_tag_submarine
	}

	ai_will_do = {
		base = 1
	}

	allowed = {
		has_dlc = "Gotterdammerung"
	}
	
	available = { 
		FROM = {
			if = {
				limit = {
					has_dlc = "Man the Guns"
				}  
				has_tech = basic_ship_hull_submarine
			}
			else = {
				has_tech = basic_submarine 
			}

		}
	}
	
	breakthrough_cost = {
		specialization_naval = 2
	}
	
	complexity = sp_complexity.large 
	prototype_time = sp_time.prototype.medium
	
	project_output = {
		country_effects = {
			if = {
				limit = {
				NOT = {has_dlc = "Man the Guns"}
			}
			custom_effect_tooltip = {
					localization_key = sp_naval_aip_engine_non_mtg_tt
				}
			}
			
		}

		country_effects = {
			if = {
				limit = {
					has_dlc = "Man the Guns"
				}
				custom_effect_tooltip = {
					localization_key = SP_UNLOCK_TECH
					TECH = sp_aip_engine_improved_tech
				}
			}
			
		}
		enable_equipment_modules = {
			limit = {
				has_dlc = "Man the Guns"
			}
			 ship_engine_sub_aip_1
		}

		enable_subunits = { 
			
		}
	}

	generic_prototype_rewards = {
		sp_naval_generic_reward_scientist_xp_1
		sp_naval_generic_reward_scientist_xp_2
		sp_naval_generic_reward_scientist_xp_3
		sp_naval_generic_reward_navy_xp_1
		sp_naval_generic_reward_navy_xp_2
		sp_naval_generic_reward_navy_xp_3
		sp_naval_generic_reward_major_progress_1
		sp_naval_generic_reward_major_progress_2
		sp_naval_generic_reward_major_progress_3
		sp_naval_generic_reward_test_failure_1
		sp_naval_generic_reward_test_failure_2
		sp_naval_generic_reward_test_failure_3		
	}

	unique_prototype_rewards = {
		sp_naval_aip_engine_unique_reward_a = {
			fire_only_once = yes

			threshold = { 
				min = 40
				max = 90
			}

			weight = {
				base = 100
			}

			option = {
				token = sp_naval_aip_engine_preference_a
				
				iteration_output = {
					country_effects = {

					}
					
					equipment_bonus = {
						ship_hull_submarine = {
							sub_visibility = -0.1
							fuel_consumption = 0.1
							instant = yes
						}
					}

				}
			}

			option = {
				token = sp_naval_aip_engine_preference_b
				
				iteration_output = {
					country_effects = { 

					}
					equipment_bonus = {
						ship_hull_submarine = {
							naval_speed = 0.1
							fuel_consumption = 0.1
							instant = yes
						}				

					}					 

				}
			}

			option = {
				token = sp_naval_aip_engine_preference_c
				
				iteration_output = {
					country_effects = { 

					}
					equipment_bonus = {
						ship_hull_submarine = {
							fuel_consumption = -0.05
							instant = yes
						}				

					}					 

				}
			}

		}	
	}

}

#ANECHOIC TILES
sp_naval_anechoic_tiles = {
	specialization = specialization_naval


	project_tags = sp_tag_submarine

	ai_will_do = {
		base = 1
	}

	allowed = {
		has_dlc = "Gotterdammerung"
	}
	
	available = { 
		FROM = {
			if = {
				limit = {
					has_dlc = "Man the Guns"
				}  
				has_tech = basic_ship_hull_submarine
			}
			else = {
				has_tech = basic_submarine 
			}

		}
	}
	
	breakthrough_cost = {
		specialization_naval = 1
	}

	resource_cost = {
		resources = {
			rubber = 12
			steel = 8
		}
	}

	complexity = sp_complexity.medium 
	prototype_time = sp_time.prototype.medium 
		
	project_output = {
		country_effects = {
			if = {
				limit = {
				NOT = {has_dlc = "Man the Guns"}
			}
			custom_effect_tooltip = {
					localization_key = sp_naval_anechoic_tiles_non_mtg_tt
				}
			}
		}
		enable_equipment_modules = {	
			limit = { 
				has_dlc = "Man the Guns" 
			} 		
			ship_anechoic_tile
				
			}
		
		

		enable_subunits = { 
			
		}
	}

	generic_prototype_rewards = {
		sp_naval_generic_reward_scientist_xp_1
		sp_naval_generic_reward_scientist_xp_2
		sp_naval_generic_reward_scientist_xp_3
		sp_naval_generic_reward_navy_xp_1
		sp_naval_generic_reward_navy_xp_2
		sp_naval_generic_reward_navy_xp_3
		sp_naval_generic_reward_major_progress_1
		sp_naval_generic_reward_major_progress_2
		sp_naval_generic_reward_major_progress_3
		sp_naval_generic_reward_test_failure_1
		sp_naval_generic_reward_test_failure_2
		sp_naval_generic_reward_test_failure_3			
	}

	unique_prototype_rewards = {
		sp_naval_anechoic_tiles_unique_reward_a = {
			fire_only_once = yes

			threshold = { 
				min = 40
				max = 90
			}

			weight = {
				base = 100
			}

			option = {
				token = sp_naval_anechoic_tiles_preference_a
				
				iteration_output = {
					country_effects = {

					}

					equipment_bonus = {
						ship_hull_submarine = {
							build_cost_ic = 0.05
							surface_detection = 0.1 
							instant = yes
						}
					}

				}
			}

			option = {
				token = sp_naval_anechoic_tiles_preference_b
				
				iteration_output = {
					country_effects = { 

					}
					equipment_bonus = {
						ship_hull_submarine = {
							build_cost_ic = 0.1
							sub_visibility = -0.05
							instant = yes
						}				

					}					 

				}
			}

			option = {
				token = sp_naval_anechoic_tiles_preference_c
				
				iteration_output = {
					country_effects = {

					}

					equipment_bonus = {
						ship_hull_submarine = {
							 build_cost_ic = -0.05
							 instant = yes
						}
					}

				}
			}

		}	
	}

}

#########################################################

 ## #  # ###  ###  ##   ##  ###      ## #  # ### ###   ## 
#   #  # #  # #   #  # #  # #       #   #  #  #  #  # #   
 #  #  # ###  ##  #### #    ##       #  ####  #  ###   #  
  # #  # #  # #   #  # #  # #         # #  #  #  #      # 
##   ##  #  # #   #  #  ##  ###     ##  #  # ### #    ##  

#########################################################
#Torpedo Cruiser
sp_naval_torpedo_cruiser = {
	specialization = specialization_naval


	project_tags = sp_tag_surface_ship

	ai_will_do = {
		base = 1
	}

	allowed = {
		#FREE
	}
	available = {
		FROM = {
			if = {
				limit = {
					has_dlc = "Man the Guns"
				}  
				has_tech = early_ship_hull_cruiser
			}
			else = {
				has_tech = early_light_cruiser
			}

		}
			
	}
	
	complexity = sp_complexity.small
	prototype_time = sp_time.prototype.medium
	
	resource_cost = {
		resources = { 
			steel = 8
			tungsten = 2
			chromium = 2
		}
	}

	breakthrough_cost = {
		specialization_naval = 1
	}
	project_output = {
		country_effects = {
			if = {
				limit = {
					has_dlc = "Man the Guns"
				}
				add_design_template_bonus = {
					name = sp_naval_torpedo_cruiser_free_design
					uses = 1
					cost_factor = 1
					equipment = ship_hull_torpedo_cruiser
				}
			}
		}

	

		enable_equipments = {	
			limit = {
				has_dlc = "Man the Guns"
			}
			ship_hull_torpedo_cruiser
		}	
			

		enable_equipments = {	
			limit = {
				not = {has_dlc = "Man the Guns"}
			}
				torpedo_cruiser			
			}	
		
		enable_equipment_modules = {
			 
		}

		enable_subunits = { 
			
		}
		
	}
	generic_prototype_rewards = {
		sp_naval_generic_reward_scientist_xp_1
		sp_naval_generic_reward_scientist_xp_2
		sp_naval_generic_reward_scientist_xp_3
		sp_naval_generic_reward_navy_xp_1
		sp_naval_generic_reward_navy_xp_2
		sp_naval_generic_reward_navy_xp_3
		sp_naval_generic_reward_major_progress_1
		sp_naval_generic_reward_major_progress_2
		sp_naval_generic_reward_major_progress_3
		sp_naval_generic_reward_test_failure_1
		sp_naval_generic_reward_test_failure_2
		sp_naval_generic_reward_test_failure_3
		sp_naval_generic_reward_armor_tech_1
		sp_naval_generic_reward_armor_tech_2
		sp_naval_generic_reward_armor_tech_3
		sp_naval_generic_reward_artillery_tech_1
		sp_naval_generic_reward_artillery_tech_2
		sp_naval_generic_reward_artillery_tech_3
		sp_naval_generic_failure_torpedo_accident				
	}

	unique_prototype_rewards = {
		sp_naval_torpedo_cruiser_unique_reward_a = {
			fire_only_once = yes

			threshold = { 
				min = 40
				max = 90
			}

			weight = {
				base = 100
			}

			option = {
				token = sp_naval_torpedo_cruiser_preference_a
				
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "Man the Guns"}							
						
							add_equipment_bonus = {
								name = sp_torpedo_cruiser_eq_bonus_torpedo
								bonus = {
									ship_hull_torpedo_cruiser = {
										naval_torpedo_hit_chance_factor = 0.1
										torpedo_attack = 0.15										
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_torpedo_cruiser_eq_bonus_torpedo
								bonus = {
									torpedo_cruiser = {
										naval_torpedo_hit_chance_factor = 0.1
										torpedo_attack = 0.15									
									}
								}
							}						
						}
					}
				}
			}

			option = {
				token = sp_naval_torpedo_cruiser_preference_b
				
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "Man the Guns"}							
						
							add_equipment_bonus = {
								name = sp_torpedo_cruiser_eq_bonus_light_attack
								bonus = {
									ship_hull_torpedo_cruiser = {
										naval_light_gun_hit_chance_factor = 0.15
										lg_attack = 0.1
										lg_armor_piercing = 0.1										
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_torpedo_cruiser_eq_bonus_light_attack
								bonus = {
									torpedo_cruiser = {
										naval_light_gun_hit_chance_factor = 0.15
										lg_attack = 0.1
										lg_armor_piercing = 0.1										
									}
								}
							}						
						}
					}
				}
			}
		}	
	}

}


#Super Heavy Battleship
sp_naval_super_heavy_battleship = {
	specialization = specialization_naval
 

	project_tags = sp_tag_surface_ship

	ai_will_do = {
		base = 1
	}

	allowed = {
		#FREE
	}

	available = {
		FROM = {
			if = {
				limit = { 
					has_dlc = "Man the Guns"
					}
			has_tech = early_ship_hull_heavy
				
			}
			else = {
				has_tech = early_battleship
			}
		}
	}

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

	resource_cost = {
		resources = { 
			steel = 12
			chromium = 6
			tungsten = 6
		 }
	}

	breakthrough_cost = {
		specialization_naval = 1
	}
	project_output = {
		country_effects = {
			if = {
				limit = {
				NOT = {has_dlc = "Man the Guns"}
			}
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = heavy_battleship2
				}
										
			}
			else = {			
				add_design_template_bonus = {
					name = sp_naval_super_heavy_battleship_free_design
					uses = 1
					cost_factor = 1
					equipment = ship_hull_super_heavy_1
				}
			}
		}

		enable_equipments = {
			limit = {
				has_dlc = "Man the Guns"
			}
			ship_hull_super_heavy_1
		}
		enable_equipments = {
			limit = {
				not = {has_dlc = "Man the Guns"}
			}
			SH_battleship_1
		}

		enable_equipment_modules = {	
			limit = { has_dlc = "Man the Guns" } 		
			ship_armor_shbb
		}

		enable_subunits = { 
			
		}

		
	}
	generic_prototype_rewards = {
		sp_naval_generic_reward_scientist_xp_1
		sp_naval_generic_reward_scientist_xp_2
		sp_naval_generic_reward_scientist_xp_3
		sp_naval_generic_reward_navy_xp_1
		sp_naval_generic_reward_navy_xp_2
		sp_naval_generic_reward_navy_xp_3
		sp_naval_generic_reward_major_progress_1
		sp_naval_generic_reward_major_progress_2
		sp_naval_generic_reward_major_progress_3
		sp_naval_generic_reward_test_failure_1
		sp_naval_generic_reward_test_failure_2
		sp_naval_generic_reward_test_failure_3
		sp_naval_generic_reward_armor_tech_1
		sp_naval_generic_reward_armor_tech_2
		sp_naval_generic_reward_armor_tech_3
		sp_naval_generic_reward_artillery_tech_1
		sp_naval_generic_reward_artillery_tech_2
		sp_naval_generic_reward_artillery_tech_3				
	}

	unique_prototype_rewards = {
		sp_naval_super_heavy_battleship_unique_reward_a = {
			fire_only_once = yes

			threshold = { 
				min = 10
				max = 50
			}

			weight = {
				base = 100
			}

			option = {
				token = sp_naval_super_heavy_battleship_preference_a_a
				
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "Man the Guns"}							
						
							add_equipment_bonus = {
								name = sp_super_heavy_battleship_eq_bonus_heavy_attack
								bonus = {
									ship_hull_super_heavy_1 = {
										naval_heavy_gun_hit_chance_factor = 0.15
										hg_attack = 0.15
										hg_armor_piercing = 0.1										
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_super_heavy_battleship_eq_bonus_heavy_attack
								bonus = {
									SH_battleship_1 = {
										naval_heavy_gun_hit_chance_factor = 0.15
										hg_attack = 0.15
										hg_armor_piercing = 0.1										
									}
								}
							}						
						}
					}

				}
			}

			option = {
				token = sp_naval_super_heavy_battleship_preference_b_a
				
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "Man the Guns"}							
						
							add_equipment_bonus = {
								name = sp_super_heavy_battleship_eq_bonus_speed
								bonus = {
									ship_hull_super_heavy_1 = {
										naval_speed = 0.1
										surface_detection = 0.15
										surface_visibility = -0.05									
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_super_heavy_battleship_eq_bonus_speed
								bonus = {
									SH_battleship_1 = {
										naval_speed = 0.1
										surface_detection = 0.15
										surface_visibility = -0.05									
									}
								}
							}						
						}
					}					 
				}
			}
			
			option = {
				token = sp_naval_super_heavy_battleship_preference_c_a
				
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "Man the Guns"}							
						
							add_equipment_bonus = {
								name = sp_super_heavy_battleship_eq_bonus_light_attack
								bonus = {
									ship_hull_super_heavy_1 = {
										naval_light_gun_hit_chance_factor = 0.1
										lg_attack = 0.1
										lg_armor_piercing = 0.1								
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_super_heavy_battleship_eq_bonus_light_attack
								bonus = {
									SH_battleship_1 = {
										naval_light_gun_hit_chance_factor = 0.1
										lg_attack = 0.1
										lg_armor_piercing = 0.1								
									}
								}
							}						
						}
					}					 
				}
			}

		}

		sp_naval_super_heavy_battleship_unique_reward_b = {
			fire_only_once = yes

			threshold = { 
				min = 55
				max = 95
			}

			weight = {
				base = 100
			}

			option = {
				token = sp_naval_super_heavy_battleship_preference_a_b
				
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "Man the Guns"}							
						
							add_equipment_bonus = {
								name = sp_super_heavy_battleship_eq_bonus_armor
								bonus = {
									ship_hull_super_heavy_1 = {
										armor_value = 0.1
										max_strength = 0.1 							
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_super_heavy_battleship_eq_bonus_armor
								bonus = {
									SH_battleship_1 = {
										armor_value = 0.1
										max_strength = 0.1 						
									}
								}
							}						
						}
					}

				}
			}

			option = {
				token = sp_naval_super_heavy_battleship_preference_b_b
				
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "Man the Guns"}							
						
							add_equipment_bonus = {
								name = sp_super_heavy_battleship_eq_bonus_anti_air
								bonus = {
									ship_hull_super_heavy_1 = {
										anti_air_attack = 0.25
										reliability = 0.05							
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_super_heavy_battleship_eq_bonus_anti_air
								bonus = {
									SH_battleship_1 = {
										anti_air_attack = 0.25
										reliability = 0.05						
									}
								}
							}						
						}
					}
				}
			}
			
			option = {
				token = sp_naval_super_heavy_battleship_preference_c_b
				
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "Man the Guns"}							
						
							add_equipment_bonus = {
								name = sp_super_heavy_battleship_eq_bonus_anti_torpedo
								bonus = {
									ship_hull_super_heavy_1 = {
										naval_torpedo_enemy_critical_chance_factor = 0.15
										naval_torpedo_damage_reduction_factor = 0.15							
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_super_heavy_battleship_eq_bonus_anti_torpedo
								bonus = {
									SH_battleship_1 = {
										naval_torpedo_enemy_critical_chance_factor = 0.15
										naval_torpedo_damage_reduction_factor = 0.15					
									}
								}
							}						
						}
					}
				}
			}

		}

	}	
	
}

#Advanced Modern Super Battleship
sp_naval_modern_battleship = {
	specialization = specialization_naval 


	project_tags = sp_tag_surface_ship

	ai_will_do = {
		base = 1
	}

	allowed = {
	has_dlc = "Gotterdammerung"
	}
	
	available = {
		FROM = {
			if = {
				limit = { 
					has_dlc = "Man the Guns"
					}
			has_tech = advanced_ship_hull_heavy
				
			}
			else = {
				has_tech = advanced_battleship
			}
		}
	}
	
	complexity = sp_complexity.large
	prototype_time = sp_time.prototype.long
	
	
	resource_cost = {
		resources = { 
			steel = 24
			chromium = 18
			tungsten = 12
		 }
	}

	breakthrough_cost = {
		specialization_naval = 2
	}

	project_output = {
		country_effects = {
			if = {
				limit = {
					has_dlc = "Man the Guns"
				}
				add_design_template_bonus = {
					name = sp_naval_modern_battleship_free_design
					uses = 1
					cost_factor = 1
					equipment = ship_hull_heavy_modern
				}
			}
		}

		enable_equipments = {	
			limit = {
				has_dlc = "Man the Guns"
			}
				ship_hull_heavy_modern
		}
		enable_equipments = {	
			limit = {
				not = {has_dlc = "Man the Guns"}
			}
				modern_battleship
		}
		enable_equipment_modules = {
			 
		}

		enable_subunits = { 
			
		}

		
	}

	generic_prototype_rewards = {
		sp_naval_generic_reward_scientist_xp_1
		sp_naval_generic_reward_scientist_xp_2
		sp_naval_generic_reward_scientist_xp_3
		sp_naval_generic_reward_navy_xp_1
		sp_naval_generic_reward_navy_xp_2
		sp_naval_generic_reward_navy_xp_3
		sp_naval_generic_reward_major_progress_1
		sp_naval_generic_reward_major_progress_2
		sp_naval_generic_reward_major_progress_3
		sp_naval_generic_reward_test_failure_1
		sp_naval_generic_reward_test_failure_2
		sp_naval_generic_reward_test_failure_3
		sp_naval_generic_reward_armor_tech_1
		sp_naval_generic_reward_armor_tech_2
		sp_naval_generic_reward_armor_tech_3
		sp_naval_generic_reward_artillery_tech_1
		sp_naval_generic_reward_artillery_tech_2
		sp_naval_generic_reward_artillery_tech_3							
	}

	unique_prototype_rewards = {
		sp_naval_modern_battleship_unique_reward_a = {
			fire_only_once = yes

			threshold = { 
				min = 10
				max = 50
			}

			weight = {
				base = 100
			}

			option = {
				token = sp_naval_modern_battleship_preference_a_a
				
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "Man the Guns"}							
						
							add_equipment_bonus = {
								name = sp_modern_battleship_eq_bonus_heavy_attack
								bonus = {
									ship_hull_heavy_modern = {
										naval_heavy_gun_hit_chance_factor = 0.2
										hg_attack = 0.15
										hg_armor_piercing = 0.15									
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_modern_battleship_eq_bonus_heavy_attack
								bonus = {
									modern_battleship = {
										naval_heavy_gun_hit_chance_factor = 0.2
										hg_attack = 0.15
										hg_armor_piercing = 0.15									
									}
								}
							}						
						}
					}

				}
			}

			option = {
				token = sp_naval_modern_battleship_preference_b_a
				
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "Man the Guns"}							
						
							add_equipment_bonus = {
								name = sp_modern_battleship_eq_bonus_speed
								bonus = {
									ship_hull_heavy_modern = {
										naval_speed = 0.1
										surface_detection = 0.15
										surface_visibility = -0.07									
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_modern_battleship_eq_bonus_speed
								bonus = {
									modern_battleship = {
										naval_speed = 0.1
										surface_detection = 0.15
										surface_visibility = -0.07									
									}
								}
							}						
						}
					}
				}
			}
			
			option = {
				token = sp_naval_modern_battleship_preference_c_a
				
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "Man the Guns"}							
						
							add_equipment_bonus = {
								name = sp_modern_battleship_eq_bonus_light_attack
								bonus = {
									ship_hull_heavy_modern = {
										naval_light_gun_hit_chance_factor = 0.1
										lg_attack = 0.1
										lg_armor_piercing = 0.15									
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_modern_battleship_eq_bonus_light_attack
								bonus = {
									modern_battleship = {
										naval_light_gun_hit_chance_factor = 0.1
										lg_attack = 0.1
										lg_armor_piercing = 0.15									
									}
								}
							}						
						}
					}
				}
			}

		}

		sp_naval_modern_battleship_unique_reward_b = {
			fire_only_once = yes

			threshold = { 
				min = 55
				max = 95
			}

			weight = {
				base = 100
			}

			option = {
				token = sp_naval_modern_battleship_preference_a_b
				
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "Man the Guns"}							
						
							add_equipment_bonus = {
								name = sp_modern_battleship_eq_bonus_armor
								bonus = {
									ship_hull_heavy_modern = {
										armor_value = 0.15
										max_strength = 0.1 									
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_modern_battleship_eq_bonus_armor
								bonus = {
									modern_battleship = {
										armor_value = 0.15
										max_strength = 0.1 									
									}
								}
							}						
						}
					}
				}
			}

			option = {
				token = sp_naval_modern_battleship_preference_b_b
				
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "Man the Guns"}							
						
							add_equipment_bonus = {
								name = sp_modern_battleship_eq_bonus_anti_air
								bonus = {
									ship_hull_heavy_modern = {
										anti_air_attack = 0.25
										reliability = 0.07									
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_modern_battleship_eq_bonus_anti_air
								bonus = {
									modern_battleship = {
										anti_air_attack = 0.25
										reliability = 0.07									
									}
								}
							}						
						}
					}
				}
			}
			
			option = {
				token = sp_naval_modern_battleship_preference_c_b
				
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "Man the Guns"}							
						
							add_equipment_bonus = {
								name = sp_modern_battleship_eq_bonus_anti_torpedo
								bonus = {
									ship_hull_heavy_modern = {
										naval_torpedo_enemy_critical_chance_factor = 0.15
										naval_torpedo_damage_reduction_factor = 0.2									
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_modern_battleship_eq_bonus_anti_torpedo
								bonus = {
									modern_battleship = {
										naval_torpedo_enemy_critical_chance_factor = 0.15
										naval_torpedo_damage_reduction_factor = 0.2									
									}
								}
							}						
						}
					}
				}
			}

		}

	}
}

#Super Naval Carrier
sp_naval_modern_carrier = {
	specialization = specialization_naval


	project_tags = sp_tag_surface_ship

	ai_will_do = {
		base = 1
	}

	allowed = {
		has_dlc = "Gotterdammerung"
	}
	
	available = {
		FROM = {
			if = {
				limit = {
					has_dlc = "Man the Guns"
				}  
				has_tech = advanced_ship_hull_carrier
			}
			else = {
				has_tech = advanced_carrier
			}

		}

	}
	
	breakthrough_cost = {
		specialization_naval = 2
	}
	

	resource_cost = {
		resources = { 
			steel = 24
			chromium = 16
		}
	}

	complexity = sp_complexity.large
	prototype_time = sp_time.prototype.long	
	
	project_output = {
		country_effects = {
			if = {
				limit = {
					has_dlc = "Man the Guns"
				}
				add_design_template_bonus = {
					name = sp_naval_modern_carrier_free_design
					uses = 1
					cost_factor = 1
					equipment = ship_hull_carrier_modern
				}
			}
		}

		enable_equipments = {
			limit = {
				has_dlc = "Man the Guns"
			}
			ship_hull_carrier_modern
		}

		enable_equipments = {
			limit = {
				not = {has_dlc = "Man the Guns"}
			}
			modern_carrier
		}

		enable_equipment_modules = {
			 
		}

		enable_subunits = { 
			
		}
	}

	generic_prototype_rewards = {
		sp_naval_generic_reward_scientist_xp_1
		sp_naval_generic_reward_scientist_xp_2
		sp_naval_generic_reward_scientist_xp_3
		sp_naval_generic_reward_navy_xp_1
		sp_naval_generic_reward_navy_xp_2
		sp_naval_generic_reward_navy_xp_3
		sp_naval_generic_reward_major_progress_1
		sp_naval_generic_reward_major_progress_2
		sp_naval_generic_reward_major_progress_3
		sp_naval_generic_reward_test_failure_1
		sp_naval_generic_reward_test_failure_2
		sp_naval_generic_reward_test_failure_3
		sp_naval_generic_reward_armor_tech_1
		sp_naval_generic_reward_armor_tech_2
		sp_naval_generic_reward_armor_tech_3					
	}

unique_prototype_rewards = {
		sp_naval_modern_carrier_unique_reward_a = {
			fire_only_once = yes

			threshold = { 
				min = 10
				max = 50
			}

			weight = {
				base = 100
			}

			option = {
				token = sp_naval_modern_carrier_preference_a_a
				
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "Man the Guns"}							
						
							add_equipment_bonus = {
								name = sp_modern_carrier_eq_bonus_detection
								bonus = {
									ship_hull_carrier_modern = {
										surface_detection = 0.2
										sub_detection = 0.2
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_modern_carrier_eq_bonus_detection
								bonus = {
									modern_carrier = {
										surface_detection = 0.2
										sub_detection = 0.2						 
									}
								}
							}						
						}
					}
				}
			}

			option = {
				token = sp_naval_modern_carrier_preference_b_a
				
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "Man the Guns"}							
						
							add_equipment_bonus = {
								name = sp_modern_carrier_eq_bonus_speed
								bonus = {
									ship_hull_carrier_modern = {
										naval_speed = 0.1
										naval_weather_penalty_factor = -0.25
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_modern_carrier_eq_bonus_speed
								bonus = {
									modern_carrier = {
										naval_speed = 0.1
										naval_weather_penalty_factor = -0.25					 
									}
								}
							}						
						}
					}
				}
			}
			
			option = {
				token = sp_naval_modern_carrier_preference_c_a
				
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "Man the Guns"}							
						
							add_equipment_bonus = {
								name = sp_modern_carrier_eq_bonus_light_attack
								bonus = {
									ship_hull_carrier_modern = {
										naval_light_gun_hit_chance_factor = 0.1
										lg_attack = 0.15
										lg_armor_piercing = 0.15
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_modern_carrier_eq_bonus_light_attack
								bonus = {
									modern_carrier = {
										naval_light_gun_hit_chance_factor = 0.1
										lg_attack = 0.15
										lg_armor_piercing = 0.15					 
									}
								}
							}						
						}
					}
				}
			}

		}

		sp_naval_modern_carrier_unique_reward_b = {
			fire_only_once = yes

			threshold = { 
				min = 55
				max = 95
			}

			weight = {
				base = 100
			}

			option = {
				token = sp_naval_modern_carrier_preference_a_b
				
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "Man the Guns"}							
						
							add_equipment_bonus = {
								name = sp_modern_carrier_eq_bonus_armor
								bonus = {
									ship_hull_carrier_modern = {
										armor_value = 0.15
										max_strength = 0.1 
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_modern_carrier_eq_bonus_armor
								bonus = {
									modern_carrier = {
										armor_value = 0.15
										max_strength = 0.1 					 
									}
								}
							}						
						}
					}
				}
			}

			option = {
				token = sp_naval_modern_carrier_preference_b_b
				
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "Man the Guns"}							
						
							add_equipment_bonus = {
								name = sp_modern_carrier_eq_bonus_anti_air
								bonus = {
									ship_hull_carrier_modern = {
										anti_air_attack = 0.25
										reliability = 0.07
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_modern_carrier_eq_bonus_anti_air
								bonus = {
									modern_carrier = {
										anti_air_attack = 0.25
										reliability = 0.07					 
									}
								}
							}						
						}
					}
				}
			}
			
			option = {
				token = sp_naval_modern_carrier_preference_c_b
				
				iteration_output = {
					country_effects = {
						if = {
							limit = { has_dlc = "Man the Guns"}							
						
							add_equipment_bonus = {
								name = sp_modern_carrier_eq_bonus_anti_torpedo
								bonus = {
									ship_hull_carrier_modern = {
										naval_torpedo_enemy_critical_chance_factor = 0.15
										naval_torpedo_damage_reduction_factor = 0.2
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_modern_carrier_eq_bonus_anti_torpedo
								bonus = {
									modern_carrier = {
										naval_torpedo_enemy_critical_chance_factor = 0.15
										naval_torpedo_damage_reduction_factor = 0.2					 
									}
								}
							}						
						}
					}
				}
			}

		}

	}
}

#Underway Replenishment
sp_naval_underway_replenishment = {
	specialization = specialization_naval

	project_tags = sp_tag_surface_ship

	ai_will_do = {
		base = 1
	}

	allowed = {
		has_dlc = "Gotterdammerung"
	}
	
	available = {
		FROM = {
			OR = {
				has_tech = base_strike
				has_tech = fleet_in_being
			}
		}
 
	}

	resource_cost = {
		resources = { 
			steel = 8
		}
	}

	breakthrough_cost = {
		specialization_naval = 2
	}
	
	complexity = sp_complexity.large
	prototype_time = sp_time.prototype.medium 
	
	project_output = {
		country_effects = {
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = sp_multi_product_supply_ships
				}			
			set_rule = {
				can_use_underway_replenishment = yes
			}
			
		}

		enable_equipment_modules = {
			 
		}

		enable_subunits = { 
			
		}
	}

	generic_prototype_rewards = {
		sp_naval_generic_reward_scientist_xp_1
		sp_naval_generic_reward_scientist_xp_2
		sp_naval_generic_reward_scientist_xp_3
		sp_naval_generic_reward_navy_xp_1
		sp_naval_generic_reward_navy_xp_2
		sp_naval_generic_reward_navy_xp_3
		sp_naval_generic_reward_major_progress_1
		sp_naval_generic_reward_major_progress_2
		sp_naval_generic_reward_major_progress_3
		sp_naval_generic_reward_test_failure_1
		sp_naval_generic_reward_test_failure_2
		sp_naval_generic_reward_test_failure_3			
	}

	unique_prototype_rewards = {
		sp_naval_underway_replenishment_unique_reward_a = {
			fire_only_once = yes

			threshold = { 
				min = 40
				max = 90
			}

			weight = {
				base = 100
			}

			option = {
				token = sp_naval_underway_replenishment_preference_a
				
				iteration_output = {
					country_effects = { 
						custom_effect_tooltip = sp_naval_underway_replenishment_pick_a_tt
						hidden_effect = {
							set_technology = {
								sp_naval_underway_replenishment_pick_a = 1
								popup = no
							}
						}
					}
				}
			}
			
			option = {
				token = sp_naval_underway_replenishment_preference_c
				
				iteration_output = {
					country_effects = { 
						#BASE UNDERWAY REPLENISHMENT
					}					 

				}
			}

			option = {
				token = sp_naval_underway_replenishment_preference_b
				
				iteration_output = {
					country_effects = { 
						custom_effect_tooltip = sp_naval_underway_replenishment_pick_b_tt
						hidden_effect = {
							set_technology = {
								sp_naval_underway_replenishment_pick_b = 1
								popup = no
							}
						}
					}					 

				}
			}

			
		}	
	}	
}

#PROXIMITY FUZE

sp_naval_proximity_fuze = {
	specialization = specialization_naval


	project_tags = sp_tag_surface_ship

	ai_will_do = {
		base = 1
	}

	allowed = {
		has_dlc = "Gotterdammerung"
	}

	available = {
		FROM = {
			has_tech = improved_radio
		}	
	}
	
	resource_cost = {
		resources = { 
			steel = 12
			chromium = 4
			tungsten = 12
		}
	}

	complexity = sp_complexity.large 
	prototype_time = sp_time.prototype.long 
	
	breakthrough_cost = {
		specialization_naval = 2
	}

	project_output = {
		country_effects = {
			custom_effect_tooltip = sp_naval_proximity_fuze_custom_tt
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = sp_shock_hardening_techniques
				}	
			hidden_effect = {
				set_technology = {
					sp_naval_proximity_fuze_tech = 1
					popup = no
					}
			}
			
		}

		enable_equipment_modules = {
			 
		}

		enable_subunits = { 
			
		}
	}

	generic_prototype_rewards = {
		sp_naval_generic_reward_scientist_xp_1
		sp_naval_generic_reward_scientist_xp_2
		sp_naval_generic_reward_scientist_xp_3
		sp_naval_generic_reward_navy_xp_1
		sp_naval_generic_reward_navy_xp_2
		sp_naval_generic_reward_navy_xp_3
		sp_naval_generic_reward_major_progress_1
		sp_naval_generic_reward_major_progress_2
		sp_naval_generic_reward_major_progress_3
		sp_naval_generic_reward_test_failure_1
		sp_naval_generic_reward_test_failure_2
		sp_naval_generic_reward_test_failure_3			
	}

	unique_prototype_rewards = {
		sp_naval_proximity_fuzes_unique_reward_a = {
			fire_only_once = yes

			threshold = { 
				min = 40
				max = 90
			}

			weight = {
				base = 100
			}

			option = {
				token = sp_naval_proximity_fuzes_preference_a
				
				iteration_output = {
					country_effects = {

					}

					equipment_bonus = {
						anti_air_equipment = {
							build_cost_ic = -0.05
							instant = yes
						}

					}

				}
			}

			option = {
				token = sp_naval_proximity_fuzes_preference_b
				
				iteration_output = {
					country_effects = { 
						
					}
					equipment_bonus = {			
						anti_air_equipment = {
							air_attack = 0.15
							build_cost_ic = 0.05
							instant = yes
						}
					}					 

				}
			}
		}	
	}	

}
