# Available requirements:
#
#	SKILLS
#	skill = 2
#
#	LEADER
#	leader = scientist
#	leader = admiral
#	leader = general
#	leader = ruler
#	leader = governor
#	
#	MILITARY SHIPS
#	shipclass_military = 1
#	
#	CIVILIAN SHIPS
#	shipclass_constructor = 2
#	shipclass_science_ship = 1
#	shipclass_colonizer = 2
#	
#	ARMIES
#	shipclass_transport = 1
#	assault_armies = 2
#	defense_armies = 1
#	
#	STATIONS
#	research_station = yes
#	mining_station = yes
#	observation_station = yes
#
#	SCOPES
#	abort_trigger
#	this = country (project owner)
#	from = event scope (planet or ship, MIGHT NOT EXIST)
#	fromfrom = project creation scope (usually equals location)
#	
#	on_success
#	this = event scope (ship or planet)
#	from = project creation scope (usually equals location)
#	
#	on_fail
#	this = country (project owner)
#	from = project creation scope (usually equals location)

#培育母树技术研究
special_project = {
	key = "PRO_CULTIVATION_OF_MOTHER_LIFE_TREE_RESEACH"
	picture = GFX_evt_genetic_modification
	icon = "gfx/interface/icons/situation_log/situation_log_radar.dds"
	cost = 10000
#	days_to_research = 180

	tech_department = society_technology
#	location = no
#	timelimit = -1

	event_scope = planet_event
	
	requirements = {
		
	}
	
	on_success = {	   
		owner = { country_event = { id = harmonious_planet.22 } }
	}
	
	on_fail = {
	}
}

#培育母树
special_project = {
	key = "PRO_CULTIVATION_OF_MOTHER_LIFE_TREE"
	picture = GFX_evt_genetic_modification
	icon = "gfx/interface/icons/situation_log/situation_log_radar.dds"
	
	cost = {
		base = 8000
		scaled_modifier = {
			limit = {
					has_building = building_mother_life_tree
			}
			scope = this
			add = 2000
			calc = planets_in_country
		}
	}
	
#	days_to_research = 180

	tech_department = society_technology
#	location = no
	timelimit = 90

	event_scope = planet_event
	
	requirements = {
		
	}
	
	on_success = {	   
		planet_event = { id = harmonious_planet.23 } }
	}
	
	on_fail = {
	}
}