focus_tree = {
	id = generic_focus
	
	country = {
		factor = 1
	}
	
	default = yes
	reset_on_civilwar = no
	
	default = yes
	focus = {
		id = industrial_effort
		icon = GFX_goal_generic_air_production
		cost = 10
		x = 14
		y = 0
			ai_will_do = {
					factor = 100
				}
			completion_reward = {
					random_owned_controlled_state = {
							limit = {
									free_building_slots = {
											building = industrial_complex
											size > 0
											include_locked = yes
										}
									OR = {
											is_in_home_area = yes
											NOT = {
													owner = {
															any_owned_state = {
																	free_building_slots = {
																			building = industrial_complex
																			size > 0
																			include_locked = yes
																		}
																	is_in_home_area = yes
																}
														}
												}
										}
								}
							add_extra_state_shared_building_slots = 1
							add_building_construction = {
									type = industrial_complex
									level = 1
									instant_build = yes
								}
						}
					random_owned_controlled_state = {
							limit = {
									free_building_slots = {
											building = arms_factory
											size > 0
											include_locked = yes
										}
									OR = {
											is_in_home_area = yes
											NOT = {
													owner = {
															any_owned_state = {
																	free_building_slots = {
																			building = arms_factory
																			size > 0
																			include_locked = yes
																		}
																	is_in_home_area = yes
																}
														}
												}
										}
								}
							add_extra_state_shared_building_slots = 1
							add_building_construction = {
									type = arms_factory
									level = 1
									instant_build = yes
								}
						}
				}

	}
	focus = {
		id = political_effort
		icon = GFX_goal_generic_demand_territory
		cost = 10
		x = 26
		y = 0
			completion_reward = {
					add_political_power = 150
				}
			ai_will_do = {
					factor = 6
				}

	}
	focus = {
		id = army_effort
		icon = GFX_goal_generic_allies_build_infantry
		cost = 10
		prerequisite = {
			focus = industrial_effort
		}
		x = 2
		y = 1
			available_if_capitulated = yes
			completion_reward = {
					army_experience = 10
					add_doctrine_cost_reduction = {
							name = land_doc_bonus
							cost_reduction = 0.5
							uses = 1
							category = land_doctrine
						}
				}

	}
	focus = {
		id = doctrine_effort
		icon = GFX_goal_generic_army_doctrines
		cost = 10
		prerequisite = {
			focus = army_effort
		}
		x = 0
		y = 1
		relative_position_id = army_effort
			available_if_capitulated = yes
			completion_reward = {
					army_experience = 10
					add_doctrine_cost_reduction = {
							name = land_doc_bonus
							cost_reduction = 0.5
							uses = 1
							category = land_doctrine
						}
				}

	}
	focus = {
		id = equipment_effort
		icon = GFX_goal_generic_small_arms
		cost = 10
		prerequisite = {
			focus = army_effort
		}
		x = 0
		y = 2
			available_if_capitulated = yes
			completion_reward = {
					army_experience = 10
					add_tech_bonus = {
							name = infantry_artillery_bonus
							bonus = 1.0
							uses = 1
							category = infantry_weapons
							category = artillery
						}
				}

	}
	focus = {
		id = equipment_effort_2
		icon = GFX_goal_generic_army_artillery
		cost = 10
		prerequisite = {
			focus = equipment_effort
		}
		x = 0
		y = 3
			available_if_capitulated = yes
			completion_reward = {
					army_experience = 10
					add_tech_bonus = {
							name = infantry_artillery_bonus
							bonus = 1.0
							uses = 1
							category = infantry_weapons
							category = artillery
						}
				}

	}
	focus = {
		id = equipment_effort_3
		icon = GFX_goal_generic_army_artillery2
		cost = 10
		prerequisite = {
			focus = equipment_effort_2
		}
		x = 0
		y = 4
			available_if_capitulated = yes
			completion_reward = {
					army_experience = 10
					add_tech_bonus = {
							name = infantry_artillery_bonus
							ahead_reduction = 2
							uses = 1
							category = infantry_weapons
							category = artillery
						}
				}

	}
	focus = {
		id = doctrine_effort_2
		icon = GFX_goal_generic_army_doctrines
		cost = 10
		prerequisite = {
			focus = doctrine_effort
		}
		x = 2
		y = 3
			available_if_capitulated = yes
			completion_reward = {
					army_experience = 10
					add_doctrine_cost_reduction = {
							name = land_doc_bonus
							cost_reduction = 0.5
							uses = 1
							category = land_doctrine
						}
				}

	}
	focus = {
		id = motorization_effort
		icon = GFX_goal_generic_army_motorized
		cost = 10
		prerequisite = {
			focus = army_effort
		}
		x = 4
		y = 2

			available_if_capitulated = yes
			completion_reward = {
					add_tech_bonus = {
							name = motorized_bonus
							bonus = 0.75
							uses = 1
							technology = motorised_infantry
						}
				}

	}
	focus = {
		id = mechanization_effort
		icon = GFX_goal_generic_build_tank
		cost = 10
		prerequisite = {
			focus = motorization_effort
		}
		x = 4
		y = 3
			available_if_capitulated = yes
			completion_reward = {
					army_experience = 10
					add_tech_bonus = {
							name = motorized_bonus
							ahead_reduction = 2
							uses = 1
							category = motorized_equipment
						}
				}

	}
	focus = {
		id = special_forces
		icon = GFX_goal_generic_special_forces
		cost = 10
		prerequisite = {
			focus = equipment_effort_2
		}
		prerequisite = {
			focus = doctrine_effort_2
		}
		prerequisite = {
			focus = mechanization_effort
		}
		x = 2
		y = 4
			available_if_capitulated = yes
			completion_reward = {
					army_experience = 20
					add_ideas = special_forces
					add_tech_bonus = {
							name = special_forces_bonus
							bonus = 1.0
							uses = 2
							technology = paratroopers2
							technology = paratroopers3
							technology = marines2
							technology = marines3
							technology = tech_mountaineers2
							technology = tech_mountaineers3
						}
				}

	}
	focus = {
		id = armor_effort
		icon = GFX_goal_generic_army_tanks
		cost = 10
		prerequisite = {
			focus = mechanization_effort
		}
		x = 4
		y = 4
			available_if_capitulated = yes
			completion_reward = {
					army_experience = 10
					add_tech_bonus = {
							name = armor_bonus
							bonus = 1.0
							uses = 2
							category = armor
						}
				}

	}
	focus = {
		id = naval_effort
		icon = GFX_goal_generic_construct_naval_dockyard
		cost = 10
		prerequisite = {
			focus = industrial_effort
		}
		x = 7
		y = 1
			available_if_capitulated = yes
			ai_will_do = {
					factor = 25
				}
			available = {
					any_state = {
							is_coastal = yes
							is_controlled_by = ROOT
						}
				}
			completion_reward = {
					navy_experience = 50
					if = {
							limit = {
									NOT = {
											any_owned_state = {
													dockyard > 0
													free_building_slots = {
															building = dockyard
															size > 2
															include_locked = yes
														}
												}
										}
									any_owned_state = {
											is_coastal = yes
										}
								}
							random_owned_controlled_state = {
									limit = {
											is_coastal = yes
											free_building_slots = {
													building = dockyard
													size > 2
													include_locked = yes
												}
										}
									add_extra_state_shared_building_slots = 3
									add_building_construction = {
											type = dockyard
											level = 3
											instant_build = yes
										}
								}
							set_country_flag = naval_effort_built
						}
					if = {
							limit = {
									NOT = {
											has_country_flag = naval_effort_built
										}
									any_owned_state = {
											dockyard > 0
											free_building_slots = {
													building = dockyard
													size > 2
													include_locked = yes
												}
										}
								}
							random_owned_controlled_state = {
									limit = {
											dockyard > 0
											free_building_slots = {
													building = dockyard
													size > 2
													include_locked = yes
												}
										}
									add_extra_state_shared_building_slots = 3
									add_building_construction = {
											type = dockyard
											level = 3
											instant_build = yes
										}
								}
							set_country_flag = naval_effort_built
						}
					if = {
							limit = {
									NOT = {
											has_country_flag = naval_effort_built
										}
									NOT = {
											any_owned_state = {
													free_building_slots = {
															building = dockyard
															size > 2
															include_locked = yes
														}
												}
										}
								}
							random_state = {
									limit = {
											controller = {
													tag = ROOT
												}
											free_building_slots = {
													building = dockyard
													size > 2
													include_locked = yes
												}
										}
									add_extra_state_shared_building_slots = 3
									add_building_construction = {
											type = dockyard
											level = 3
											instant_build = yes
										}
								}
						}
				}

	}
	focus = {
		id = flexible_navy
		icon = GFX_goal_generic_build_navy
		cost = 10
		prerequisite = {
			focus = naval_effort
		}
		mutually_exclusive = {
			focus = large_navy
		}
		x = 6
		y = 2
			available_if_capitulated = yes
			ai_will_do = {
					factor = 1
					modifier = {
							factor = 0
							all_owned_state = {
									OR = {
											is_coastal = no
											dockyard < 1
										}
								}
						}
				}
			completion_reward = {
			add_doctrine_cost_reduction = {
				name = sub_op_bonus
				cost_reduction = 0.5
				uses = 3
				technology = convoy_interdiction_ti
				technology = unrestricted_submarine_warfare
				technology = wolfpacks
				technology = advanced_submarine_warfare
				technology = combined_operations_raiding
			}
		}

	}
	focus = {
		id = submarine_effort
		icon = GFX_goal_generic_navy_submarine
		cost = 10
		prerequisite = {
			focus = flexible_navy
		}
		x = 6
		y = 3
			available_if_capitulated = yes
			ai_will_do = {
					factor = 1
					modifier = {
							factor = 0
							all_owned_state = {
									OR = {
											is_coastal = no
											dockyard < 1
										}
								}
						}
				}
		completion_reward = {
			add_tech_bonus = {
				name = ss_bonus
				bonus = 0.75
				ahead_reduction = 1
				uses = 2
				category = ss_tech
			}
		}

	}
	focus = {
		id = destroyer_effort
		icon = GFX_goal_generic_wolf_pack
		cost = 10
		prerequisite = {
			focus = submarine_effort
		}
		x = 6
		y = 4
			available_if_capitulated = yes
			ai_will_do = {
					factor = 1
					modifier = {
							factor = 0
							all_owned_state = {
									OR = {
											is_coastal = no
											dockyard < 1
										}
								}
						}
				}
		completion_reward = {
			navy_experience = 25
			add_tech_bonus = {
				name = dd_bonus
				bonus = 0.75
				ahead_reduction = 1
				uses = 2
				category = dd_tech
			}
		}

	}
	focus = {
		id = large_navy
		icon = GFX_goal_generic_navy_doctrines_tactics
		cost = 10
		prerequisite = {
			focus = naval_effort
		}
		mutually_exclusive = {
			focus = flexible_navy
		}
		x = 8
		y = 2
			available_if_capitulated = yes
			ai_will_do = {
					factor = 1
					modifier = {
							factor = 0
							all_owned_state = {
									OR = {
											is_coastal = no
											dockyard < 1
										}
								}
						}
				}
			completion_reward = {
			add_doctrine_cost_reduction = {
				name = fleet_in_being_bonus
				cost_reduction = 0.5
				uses = 3
				category = fleet_in_being_tree
			}
		}

	}
	focus = {
		id = cruiser_effort
		icon = GFX_goal_generic_navy_cruiser
		cost = 10
		prerequisite = {
			focus = large_navy
		}
		x = 8
		y = 3
			available_if_capitulated = yes
			ai_will_do = {
					factor = 1
					modifier = {
							factor = 0
							all_owned_state = {
									OR = {
											is_coastal = no
											dockyard < 1
										}
								}
						}
				}
		completion_reward = {
			add_tech_bonus = {
				name = cr_bonus
				bonus = 0.75
				ahead_reduction = 1
				uses = 2
				category = cl_tech
				category = ca_tech
			}
		}
	}
	focus = {
		id = capital_ships_effort
		icon = GFX_goal_generic_navy_battleship
		cost = 10
		prerequisite = {
			focus = cruiser_effort
		}
		x = 8
		y = 4
			available_if_capitulated = yes
			ai_will_do = {
					factor = 1
					modifier = {
							factor = 0
							all_owned_state = {
									OR = {
											is_coastal = no
											dockyard < 1
										}
								}
						}
				}
			completion_reward = {
					navy_experience = 25
					add_tech_bonus = {
							name = capital_ships_bonus
							bonus = 1.0
							ahead_reduction = 1
							uses = 1
							category = bc_tech
							category = bb_tech
							category = cv_tech
						}
				}

	}
	focus = {
		id = aviation_effort
		icon = GFX_goal_generic_build_airforce
		cost = 10
		prerequisite = {
			focus = industrial_effort
		}
		x = 13
		y = 1
			ai_will_do = {
					factor = 5
				}
			available_if_capitulated = yes
			completion_reward = {
					air_experience = 25
					if = {
							limit = {
									capital_scope = {
											NOT = {
													free_building_slots = {
															building = air_base
															size > 1
														}
												}
										}
								}
							random_owned_controlled_state = {
									limit = {
											free_building_slots = {
													building = air_base
													size > 1
												}
										}
									add_building_construction = {
											type = air_base
											level = 2
											instant_build = yes
										}
									ROOT = {
											set_country_flag = aviation_effort_AB
										}
								}
						}
					if = {
							limit = {
									capital_scope = {
											free_building_slots = {
													building = air_base
													size > 1
												}
										}
								}
							capital_scope = {
									add_building_construction = {
											type = air_base
											level = 2
											instant_build = yes
										}
									ROOT = {
											set_country_flag = aviation_effort_AB
										}
								}
						}
					add_doctrine_cost_reduction = {
							name = air_doc_bonus
							cost_reduction = 0.5
							uses = 2
							category = air_doctrine
						}
				}

	}
	focus = {
		id = NAV_effort
		icon = GFX_goal_generic_air_naval_bomber
		cost = 10
		prerequisite = {
			focus = naval_effort
		}
		prerequisite = {
			focus = aviation_effort
		}
		x = 10
		y = 2
			available_if_capitulated = yes
			completion_reward = {
					add_tech_bonus = {
							name = nav_bomber_bonus
							bonus = 1.0
							ahead_reduction = 1
							uses = 1
							category = naval_bomber
						}
				}

	}
	focus = {
		id = fighter_focus
		icon = GFX_goal_generic_air_fighter
		cost = 10
		prerequisite = {
			focus = aviation_effort
		}
		mutually_exclusive = {
			focus = bomber_focus
		}
		x = 12
		y = 2
			available_if_capitulated = yes
		completion_reward = {
		air_experience = 25
			add_tech_bonus = {
				name = fighter_bonus
				bonus = 0.75
				uses = 2
				category = light_fighter
				category = cat_heavy_fighter
			}
		}

	}
	focus = {
		id = bomber_focus
		icon = GFX_goal_generic_air_bomber
		cost = 10
		prerequisite = {
			focus = aviation_effort
		}
		mutually_exclusive = {
			focus = fighter_focus
		}
		x = 14
		y = 2
			available_if_capitulated = yes

		completion_reward = {
		air_experience = 25
			add_tech_bonus = {
				name = bomber_bonus
				bonus = 1.0
				uses = 2
				category = cat_strategic_bomber
				category = tactical_bomber
			}
		}

	}
	focus = {
		id = aviation_effort_2
		icon = GFX_goal_generic_air_doctrine
		cost = 10
		prerequisite = {
			focus = bomber_focus
			focus = fighter_focus
		}
		x = 13
		y = 3
			available_if_capitulated = yes

			completion_reward = {
					air_experience = 50
							random_owned_controlled_state = {
									limit = {
											free_building_slots = { building = air_base size > 0 }
										}
									add_building_construction = {
											type = air_base
											level = 1
											instant_build = yes
										}
									ROOT = { set_country_flag = aviation_effort_2_AB }
								}
			add_doctrine_cost_reduction = {
				name =  air_doc_bonus
				cost_reduction = 0.5
				uses = 2
				category = air_doctrine
			}
		}
	}
	focus = {
		id = CAS_effort
		icon = GFX_goal_generic_CAS
		cost = 10
		prerequisite = {
			focus = aviation_effort_2
		}
		x = 12
		y = 4
			available_if_capitulated = yes
		completion_reward = {
			add_tech_bonus = {
				name = CAS_bonus
				bonus = 1.0
				ahead_reduction = 1
				uses = 1
				category = cas_bomber
			}
		}
	}
	focus = {
		id = extra_tech_slot
		icon = GFX_focus_research
		cost = 10
		prerequisite = {
			focus = industrial_effort
		}
		x = 15
		y = 1
			ai_will_do = {
					factor = 35
				}
			available = {
					num_of_factories > 5
					amount_research_slots < 6
				}
			completion_reward = {
					add_research_slot = 1
				}

	}
	focus = {
		id = extra_tech_slot_2
		icon = GFX_focus_research
		cost = 10
		prerequisite = {
			focus = extra_tech_slot
		}
		x = 15
		y = 3
			completion_reward = {
					add_research_slot = 1
							add_tech_bonus = {
									name = electronics_bonus
									bonus = 0.5
									uses = 1
									category = electronics
								}
							add_tech_bonus = {
									name = industrial_bonus
									bonus = 0.5
									uses = 1
									category = industry
								}
				}
			available = {
					num_of_factories > 50
										amount_research_slots < 6
				}

	}
	focus = {
		id = rocket_effort
		icon = GFX_focus_rocketry
		cost = 10
		prerequisite = {
			focus = aviation_effort_2
		}
		prerequisite = {
			focus = extra_tech_slot_2
		}
		x = 14
		y = 4
			available_if_capitulated = yes
			completion_reward = {
			add_tech_bonus = {
				name = jet_rocket_bonus
				ahead_reduction = 2
				uses = 2
				category = rocketry
				category = jet_technology
			}
		}
		ai_will_do = {
			factor = 1
		}

	}
	focus = {
		id = production_effort
		icon = GFX_goal_generic_construct_mil_factory
		cost = 10
		prerequisite = {
			focus = industrial_effort
		}
		x = 17
		y = 1
			ai_will_do = {
					factor = 50
				}
			completion_reward = {
					random_owned_controlled_state = {
							limit = {
									free_building_slots = {
											building = arms_factory
											size > 0
											include_locked = yes
										}
									OR = {
											is_in_home_area = yes
											NOT = {
													owner = {
															any_owned_state = {
																	free_building_slots = {
																			building = arms_factory
																			size > 0
																			include_locked = yes
																		}
																	is_in_home_area = yes
																}
														}
												}
										}
								}
							add_extra_state_shared_building_slots = 1
							add_building_construction = {
									type = arms_factory
									level = 1
									instant_build = yes
								}
						}
				}

	}
	focus = {
		id = production_effort_2
		icon = GFX_goal_generic_construct_mil_factory
		cost = 10
		prerequisite = {
			focus = production_effort
		}
		x = 17
		y = 2
			ai_will_do = {
					factor = 40
				}
			available = {
					num_of_controlled_states > 1
				}
			completion_reward = {
					random_owned_controlled_state = {
							limit = {
									free_building_slots = {
											building = arms_factory
											size > 0
											include_locked = yes
										}
									OR = {
											is_in_home_area = yes
											NOT = {
													owner = {
															any_owned_state = {
																	free_building_slots = {
																			building = arms_factory
																			size > 0
																			include_locked = yes
																		}
																	is_in_home_area = yes
																}
														}
												}
										}
								}
							add_extra_state_shared_building_slots = 1
							add_building_construction = {
									type = arms_factory
									level = 1
									instant_build = yes
								}
						}
				}

	}
	focus = {
		id = production_effort_3
		icon = GFX_goal_generic_construct_mil_factory
		cost = 10
		prerequisite = {
			focus = production_effort_2
		}
		x = 17
		y = 3
			ai_will_do = {
					factor = 30
				}
			available = {
					num_of_controlled_states > 2
				}
			completion_reward = {
					random_owned_controlled_state = {
							limit = {
									free_building_slots = {
											building = arms_factory
											size > 0
											include_locked = yes
										}
									OR = {
											is_in_home_area = yes
											NOT = {
													owner = {
															any_owned_state = {
																	free_building_slots = {
																			building = arms_factory
																			size > 0
																			include_locked = yes
																		}
																	is_in_home_area = yes
																}
														}
												}
										}
								}
							add_extra_state_shared_building_slots = 2
							add_building_construction = {
									type = arms_factory
									level = 2
									instant_build = yes
								}
						}
				}

	}
	focus = {
		id = construction_effort
		icon = GFX_goal_generic_construct_civ_factory
		cost = 10
		prerequisite = {
			focus = industrial_effort
		}
		x = 19
		y = 1
			ai_will_do = {
					factor = 75
				}
			completion_reward = {
					random_owned_controlled_state = {
							limit = {
									free_building_slots = {
											building = industrial_complex
											size > 0
											include_locked = yes
										}
									OR = {
											is_in_home_area = yes
											NOT = {
													owner = {
															any_owned_state = {
																	free_building_slots = {
																			building = industrial_complex
																			size > 0
																			include_locked = yes
																		}
																	is_in_home_area = yes
																}
														}
												}
										}
								}
							add_extra_state_shared_building_slots = 1
							add_building_construction = {
									type = industrial_complex
									level = 1
									instant_build = yes
								}
						}
				}

	}
	focus = {
		id = construction_effort_2
		icon = GFX_goal_generic_construct_civ_factory
		cost = 10
		prerequisite = {
			focus = construction_effort
		}
		x = 19
		y = 2
			ai_will_do = {
					factor = 60
				}
			available = {
					num_of_controlled_states > 1
				}
			completion_reward = {
					random_owned_controlled_state = {
							limit = {
									free_building_slots = {
											building = industrial_complex
											size > 0
											include_locked = yes
										}
									OR = {
											is_in_home_area = yes
											NOT = {
													owner = {
															any_owned_state = {
																	free_building_slots = {
																			building = industrial_complex
																			size > 0
																			include_locked = yes
																		}
																	is_in_home_area = yes
																}
														}
												}
										}
								}
							add_extra_state_shared_building_slots = 1
							add_building_construction = {
									type = industrial_complex
									level = 1
									instant_build = yes
								}
						}
				}

	}
	focus = {
		id = construction_effort_3
		icon = GFX_goal_generic_construct_civ_factory
		cost = 10
		prerequisite = {
			focus = construction_effort_2
		}
		x = 19
		y = 3
			ai_will_do = {
					factor = 50
				}
			available = {
					num_of_controlled_states > 2
				}
			completion_reward = {
					random_owned_controlled_state = {
							limit = {
									free_building_slots = {
											building = industrial_complex
											size > 0
											include_locked = yes
										}
									OR = {
											is_in_home_area = yes
											NOT = {
													owner = {
															any_owned_state = {
																	free_building_slots = {
																			building = industrial_complex
																			size > 0
																			include_locked = yes
																		}
																	is_in_home_area = yes
																}
														}
												}
										}
								}
							add_extra_state_shared_building_slots = 2
							add_building_construction = {
									type = industrial_complex
									level = 2
									instant_build = yes
								}
						}
				}

	}
	focus = {
		id = infrastructure_effort
		icon = GFX_goal_generic_construct_infrastructure
		cost = 10
		prerequisite = {
			focus = industrial_effort
		}
		x = 21
		y = 1
			ai_will_do = {
					factor = 30
				}
			completion_reward = {
					random_owned_controlled_state = {
							limit = {
									free_building_slots = {
											building = infrastructure
											size > 0
										}
									OR = {
											is_in_home_area = yes
											NOT = {
													owner = {
															any_owned_state = {
																	free_building_slots = {
																			building = infrastructure
																			size > 0
																		}
																	is_in_home_area = yes
																}
														}
												}
										}
								}
							add_building_construction = {
									type = infrastructure
									level = 1
									instant_build = yes
								}
						}
				}

	}
	focus = {
		id = infrastructure_effort_2
		icon = GFX_goal_generic_construct_infrastructure
		cost = 10
		prerequisite = {
			focus = infrastructure_effort
		}
		x = 21
		y = 2
			ai_will_do = {
					factor = 20
				}
			available = {
					num_of_controlled_states > 1
				}
			completion_reward = {
					random_owned_controlled_state = {
							limit = {
									free_building_slots = {
											building = infrastructure
											size > 0
										}
									OR = {
											is_in_home_area = yes
											NOT = {
													owner = {
															any_owned_state = {
																	free_building_slots = {
																			building = infrastructure
																			size > 0
																		}
																	is_in_home_area = yes
																}
														}
												}
										}
								}
							add_building_construction = {
									type = infrastructure
									level = 1
									instant_build = yes
								}
						}
				}

	}
	focus = {
		id = infrastructure_effort_3
		icon = GFX_goal_generic_construct_infrastructure
		cost = 10
		prerequisite = {
			focus = infrastructure_effort_2
		}
		x = 21
		y = 3
			ai_will_do = {
					factor = 10
				}
			available = {
					num_of_controlled_states > 2
				}
			completion_reward = {
					random_owned_controlled_state = {
							limit = {
									free_building_slots = {
											building = infrastructure
											size > 0
										}
									OR = {
											is_in_home_area = yes
											NOT = {
													owner = {
															any_owned_state = {
																	free_building_slots = {
																			building = infrastructure
																			size > 0
																		}
																	is_in_home_area = yes
																}
														}
												}
										}
								}
							add_building_construction = {
									type = infrastructure
									level = 1
									instant_build = yes
								}
						}
					random_owned_controlled_state = {
							limit = {
									free_building_slots = {
											building = infrastructure
											size > 1
										}
									OR = {
											is_in_home_area = yes
											NOT = {
													owner = {
															any_owned_state = {
																	free_building_slots = {
																			building = infrastructure
																			size > 1
																		}
																	is_in_home_area = yes
																}
														}
												}
										}
								}
							add_building_construction = {
									type = infrastructure
									level = 1
									instant_build = yes
								}
						}
				}

	}
	focus = {
		id = collectivist_ethos
		icon = GFX_goal_generic_national_unity
		cost = 10
		prerequisite = {
			focus = political_effort
		}
		mutually_exclusive = {
			focus = liberty_ethos
		}
		x = 24
		y = 1
			ai_will_do = {
					factor = 1
					modifier = {
							factor = 200
							tag = ARG
						}
					modifier = {
							factor = 200
							tag = SAU
						}
					modifier = {
							factor = 200
							tag = BUL
						}
					modifier = {
							factor = 200
							tag = MEX
						}
					modifier = {
							factor = 200
							tag = ALB
						}
				}
			completion_reward = {
					add_ideas = collectivist_ethos_focus
					add_timed_idea = {
							idea = POL_authoritarianism_focus
							days = 730
						}
				}
			available = {
					democratic < 0.80
				}

	}
	focus = {
		id = nationalism_focus
		icon = GFX_goal_support_fascism
		cost = 10
		prerequisite = {
			focus = collectivist_ethos
		}
		mutually_exclusive = {
			focus = internationalism_focus
		}
		x = 23
		y = 2
			ai_will_do = {
					factor = 1
					modifier = {
							factor = 200
							tag = ARG
						}
					modifier = {
							factor = 200
							tag = SAU
						}
					modifier = {
							factor = 200
							tag = BUL
						}
				}
			completion_reward = {
					add_timed_idea = {
							idea = nationalism
							days = 1095
						}
				}
			available = {
					OR = {
							has_government = fascism
							has_government = neutrality
							democratic < 0.60
						}
					NOT = {
							has_government = communism
						}
				}

	}
	focus = {
		id = militarism
		icon = GFX_goal_generic_axis_build_infantry
		cost = 10
		prerequisite = {
			focus = nationalism_focus
		}
		x = 23
		y = 3
			ai_will_do = {
					factor = 5
					modifier = {
							factor = 200
							tag = SAU
						}
				}
				
			available = {
			   fascism > 0.10
			}
			completion_reward = {
					if = {
							limit = {
									has_idea = neutrality_idea
								}
							remove_ideas = neutrality_idea
						}
					add_ideas = militarism_focus
					army_experience = 20
					set_rule = {
							can_send_volunteers = yes
						}
				}

	}
	focus = {
		id = military_youth
		icon = GFX_goal_generic_more_territorial_claims
		cost = 10
		prerequisite = {
			focus = militarism
		}
		x = 23
		y = 4
			available = {
			   fascism > 0.15
			}
			completion_reward = {
					add_ideas = military_youth_focus
					add_manpower = 50000
					if = {
							limit = {
									has_government = fascism
								}
							add_popularity = {
									ideology = fascism
									popularity = 0.2
								}
						}
					if = {
							limit = {
									has_government = communism
								}
							add_popularity = {
									ideology = communism
									popularity = 0.2
								}
						}
				}

	}
	focus = {
		id = paramilitarism
		icon = GFX_goal_generic_occupy_states_ongoing_war
		cost = 10
		prerequisite = {
			focus = military_youth
		}
		x = 23
		y = 5
			available = {
			   fascism > 0.20
			}
			completion_reward = {
					add_ideas = paramilitarism_focus
				}

	}
	focus = {
		id = doctrine_focus
		icon = GFX_goal_demand_sudetenland
		cost = 10
		prerequisite = {
			focus = paramilitarism
		}
		x = 23
		y = 6
			available = {
			   fascism > 0.25
			}
			completion_reward = {
					army_experience = 50
					air_experience = 50
					navy_experience = 50
				}

	}
	focus = {
		id = war_economy_focus
		icon = GFX_goal_generic_consumer_goods
		cost = 10
		prerequisite = {
			focus = doctrine_focus
		}
		x = 23
		y = 7
			available = {
			   fascism > 0.30
			}
			ai_will_do = {
					factor = 2
				}
			completion_reward = {
						add_timed_idea = {
							idea = idea_URG_rapid_industrialization
							days = 730
						}
					   add_tech_bonus = {
							bonus = 0.5
							uses = 1
							category = industry
						}
					random_owned_controlled_state = {
							limit = {
									free_building_slots = {
											building = arms_factory
											size > 0
											include_locked = yes
										}
									OR = {
											is_in_home_area = yes
											NOT = {
													owner = {
															any_owned_state = {
																	free_building_slots = {
																			building = arms_factory
																			size > 0
																			include_locked = yes
																		}
																	is_in_home_area = yes
																}
														}
												}
										}
								}
							add_extra_state_shared_building_slots = 2
							add_building_construction = {
									type = arms_factory
									level = 2
									instant_build = yes
								}
						}
				}

	}
	focus = {
		id = internationalism_focus
		icon = GFX_goal_support_fourth_int
		cost = 10
		prerequisite = {
			focus = collectivist_ethos
		}
		mutually_exclusive = {
			focus = nationalism_focus
		}
		x = 25
		y = 2
			ai_will_do = {
					factor = 2
					modifier = {
							factor = 200
							tag = MEX
						}
					modifier = {
							factor = 200
							tag = ALB
						}
				}
			completion_reward = {
					add_timed_idea = {
							idea = internationalism
							days = 1095
						}
				}
			available = {
					if = {
							limit = {
									original_tag = CHI
								}
							has_government = communism
							else = {
									OR = {
											has_government = neutrality
											has_government = communism
											democratic < 0.60
										}
									NOT = {
											has_government = fascism
										}
								}
						}
				}

	}
	focus = {
		id = red_militarism
		icon = GFX_goal_generic_allies_build_infantry
		cost = 10
		prerequisite = {
			focus = internationalism_focus
		}
		x = 25
		y = 3
			ai_will_do = {
					factor = 5
				}
			available = {
			   communism > 0.10
			}
			completion_reward = {
					if = {
							limit = {
									has_idea = neutrality_idea
								}
							remove_ideas = neutrality_idea
						}
					add_ideas = red_army
					army_experience = 20
					set_rule = {
							can_send_volunteers = yes
						}
				}

	}
	focus = {
		id = political_correctness
		icon = GFX_goal_generic_dangerous_deal
		cost = 10
		prerequisite = {
			focus = red_militarism
		}
		x = 25
		y = 4
			available = {
			   communism > 0.15
			}
			completion_reward = {
					if = {
							limit = {
									has_idea = neutrality_idea
								}
							remove_ideas = neutrality_idea
						}
					add_manpower = 50000
					add_ideas = idea_political_correctness
				}

	}
	focus = {
		id = political_commissars
		icon = GFX_goal_generic_forceful_treaty
		cost = 10
		prerequisite = {
			focus = political_correctness
		}
		x = 25
		y = 5
			available = {
			   communism > 0.20
			}
			completion_reward = {
					add_ideas = political_commissars_focus
					add_popularity = {
							ideology = communism
							popularity = 0.1
						}
					add_political_power = 100
				}

	}
	focus = {
		id = indoctrination_focus
		icon = GFX_goal_generic_propaganda
		cost = 10
		prerequisite = {
			focus = political_commissars
		}
		x = 25
		y = 6
			available = {
			   communism > 0.25
			}
			completion_reward = {
					add_ideas = indoctrination_focus
					add_political_power = 150
				}

	}
	focus = {
		id = red_military
		icon = GFX_goal_generic_construct_mil_factory
		cost = 10
		prerequisite = {
			focus = indoctrination_focus
		}
		x = 25
		y = 7
			ai_will_do = {
					factor = 2
				}
			available = {
			   communism > 0.30
			}
			completion_reward = {
						add_timed_idea = {
							idea = idea_URG_rapid_industrialization
							days = 730
						}
					   add_tech_bonus = {
							bonus = 0.5
							uses = 1
							category = industry
						}
					random_owned_controlled_state = {
							limit = {
									free_building_slots = {
											building = arms_factory
											size > 0
											include_locked = yes
										}
									OR = {
											is_in_home_area = yes
											NOT = {
													owner = {
															any_owned_state = {
																	free_building_slots = {
																			building = arms_factory
																			size > 0
																			include_locked = yes
																		}
																	is_in_home_area = yes
																}
														}
												}
										}
								}
							add_extra_state_shared_building_slots = 2
							add_building_construction = {
									type = arms_factory
									level = 2
									instant_build = yes
								}
						}
				}

	}
	focus = {
		id = ideological_fanaticism
		icon = GFX_goal_generic_demand_territory
		cost = 10
		prerequisite = {
			focus = red_military
			focus = war_economy_focus
		}
		x = 24
		y = 8
			completion_reward = {
					add_ideas = ideological_fanaticism_focus
					set_rule = {
							can_create_factions = yes
						}
					hidden_effect = {
							set_rule = {
									can_use_kamikaze_pilots = yes
								}
						}
					custom_effect_tooltip = kamikaze_focus_tooltip
				}

	}
	focus = {
		id = liberty_ethos
		icon = GFX_goal_support_democracy
		cost = 10
		prerequisite = {
			focus = political_effort
		}
		mutually_exclusive = {
			focus = collectivist_ethos
		}
		x = 28
		y = 1
			ai_will_do = {
					factor = 3
					modifier = {
							factor = 200
							tag = BRA
						}
					modifier = {
							factor = 200
							tag = BEL
						}
					modifier = {
							factor = 200
							tag = SIA
						}
					modifier = {
							factor = 200
							tag = MAL
						}
					modifier = {
							factor = 200
							tag = TUR
						}
					modifier = {
							factor = 200
							tag = INS
						}
					modifier = {
							factor = 200
							tag = GUA
						}
					modifier = {
							factor = 200
							tag = GRE
						}
					modifier = {
							factor = 200
							tag = CUB
						}
					modifier = {
							factor = 200
							tag = FIN
						}
				}
			completion_reward = {
					add_ideas = liberty_ethos_focus
				}
			available = {
					OR = {
							has_government = democratic
							has_government = neutrality
						}
				}

	}
	focus = {
		id = neutrality_focus
		icon = GFX_goal_generic_neutrality_focus
		cost = 10
		prerequisite = {
			focus = liberty_ethos
		}
		mutually_exclusive = {
			focus = freedom_focus
		}
		x = 27
		y = 2
			ai_will_do = {
					factor = 4
				}
			completion_reward = {
					if = {
							limit = {
									NOT = {
											has_idea = neutrality_idea
										}
								}
							add_ideas = neutrality_idea
						}
					add_political_power = 150
				}

	}
	focus = {
		id = deterrence
		icon = GFX_goal_generic_defence
		cost = 10
		prerequisite = {
			focus = neutrality_focus
		}
		x = 27
		y = 3
			completion_reward = {
					add_manpower = 10000
					add_ideas = deterrence
				}

	}
	focus = {
		id = volunteer_corps
		icon = GFX_focus_generic_commonwealth_build_infantry
		cost = 10
		prerequisite = {
			focus = deterrence
		}
		x = 27
		y = 4
			completion_reward = {
					add_manpower = 20000
					add_ideas = volunteer_corps_focus
					set_rule = {
							can_send_volunteers = yes
						}
				}

	}
	focus = {
		id = investor_focus_two
		icon = GFX_goal_generic_construct_civ_factory
		cost = 10
		prerequisite = {
			focus = investor_focus
		}
		x = 28
		y = 6
				available = {

				}
			completion_reward = {
					   add_tech_bonus = {
							bonus = 0.5
							uses = 1
							category = industry
						}
						
					random_owned_controlled_state = {
							limit = {
									free_building_slots = {
											building = industrial_complex
											size > 0
											include_locked = yes
										}
									OR = {
											is_in_home_area = yes
											NOT = {
													owner = {
															any_owned_state = {
																	free_building_slots = {
																			building = industrial_complex
																			size > 0
																			include_locked = yes
																		}
																	is_in_home_area = yes
																}
														}
												}
										}
								}
							add_extra_state_shared_building_slots = 1
							add_building_construction = {
									type = industrial_complex
									level = 1
									instant_build = yes
								}
						}
				}

	}
	focus = {
		id = freedom_focus
		icon = GFX_goal_support_democracy
		cost = 10
		prerequisite = {
			focus = liberty_ethos
		}
		mutually_exclusive = {
			focus = neutrality_focus
		}
		x = 29
		y = 2
			ai_will_do = {
					factor = 1
					modifier = {
							factor = 200
							tag = BRA
						}
					modifier = {
							factor = 200
							tag = BEL
						}
					modifier = {
							factor = 200
							tag = SIA
						}
					modifier = {
							factor = 200
							tag = MAL
						}
					modifier = {
							factor = 200
							tag = TUR
						}
					modifier = {
							factor = 200
							tag = INS
						}
					modifier = {
							factor = 200
							tag = GUA
						}
					modifier = {
							factor = 200
							tag = GRE
						}
					modifier = {
							factor = 200
							tag = CUB
						}
				}
			completion_reward = {
					add_popularity = {
							ideology = democratic
							popularity = 0.25
						}
					if = {
							limit = {
									has_idea = free_trade
								}
							add_political_power = 100
						}
					else = {
							add_ideas = free_trade
						}
				}

	}
	focus = {
		id = freedom_army_focus
		icon = GFX_goal_generic_military_sphere
		cost = 10
		prerequisite = {
			focus = freedom_focus
		}
		x = 29
		y = 3
			ai_will_do = {
					factor = 1
					modifier = {
							factor = 200
							tag = BRA
						}
					modifier = {
							factor = 200
							tag = BEL
						}
					modifier = {
							factor = 200
							tag = SIA
						}
					modifier = {
							factor = 200
							tag = MAL
						}
					modifier = {
							factor = 200
							tag = TUR
						}
				}
			completion_reward = {
					if = {
							limit = {
									has_idea = neutrality_idea
								}
							remove_ideas = neutrality_idea
						}
					add_ideas = freedom_army
					army_experience = 50
					set_rule = {
							can_send_volunteers = yes
						}
				}

	}
	focus = {
		id = foreign_expeditions
		icon = GFX_goal_demand_sudetenland
		cost = 10
		prerequisite = {
			focus = freedom_army_focus
		}
		x = 29
		y = 4
			completion_reward = {
					add_manpower = 20000
					add_ideas = foreign_expeditions_focus
				}

	}
	focus = {
		id = investor_focus
		icon = GFX_goal_generic_construct_civ_factory
		cost = 10
		prerequisite = {
			focus = volunteer_corps
			focus = foreign_expeditions
		}
		x = 28
		y = 5
			ai_will_do = {
					factor = 2
				}
				available = {
				  has_stability > 0.35
				}
			completion_reward = {
			add_timed_idea = {
				idea = idea_GUAY_the_tag_economic_miracle
				days = 730
			}
					random_owned_controlled_state = {
							limit = {
									free_building_slots = {
											building = industrial_complex
											size > 0
											include_locked = yes
										}
									OR = {
											is_in_home_area = yes
											NOT = {
													owner = {
															any_owned_state = {
																	free_building_slots = {
																			building = industrial_complex
																			size > 0
																			include_locked = yes
																		}
																	is_in_home_area = yes
																}
														}
												}
										}
								}
							add_extra_state_shared_building_slots = 1
							add_building_construction = {
									type = industrial_complex
									level = 1
									instant_build = yes
								}
						}
				}

	}
	focus = {
		id = why_we_fight
		icon = GFX_goal_generic_small_arms
		cost = 10
		prerequisite = {
			focus = military_investor
		}
		x = 28
		y = 8
			completion_reward = {
					add_ideas = why_we_fight_focus
									set_rule = {
											can_create_factions = yes
										}

				}
			available = {
					OR = {
							threat > 0.75
							has_defensive_war = yes
						}
				}

	}
	focus = {
		id = military_investor
		icon = GFX_goal_generic_construct_military
		cost = 10
		prerequisite = {
			focus = investor_focus_two
		}
		x = 28
		y = 7
			available = {
					OR = {
							threat > 0.50
							has_war = yes
						}
				}
			ai_will_do = {
					factor = 2
				}
			completion_reward = {
					add_timed_idea = {
							idea = idea_URG_rapid_industrialization
							days = 365
						}
					random_owned_controlled_state = {
							limit = {
									free_building_slots = {
											building = arms_factory
											size > 0
											include_locked = yes
										}
									OR = {
											is_in_home_area = yes
											NOT = {
													owner = {
															any_owned_state = {
																	free_building_slots = {
																			building = arms_factory
																			size > 0
																			include_locked = yes
																		}
																	is_in_home_area = yes
																}
														}
												}
										}
								}
							add_extra_state_shared_building_slots = 2
							add_building_construction = {
									type = arms_factory
									level = 2
									instant_build = yes
								}
						}
				}

	}
	focus = {
		id = technology_sharing
		icon = GFX_goal_generic_scientific_exchange
		cost = 10
		prerequisite = {
			focus = ideological_fanaticism
			focus = why_we_fight
		}
		x = 26
		y = 9
			completion_reward = {
					if = {
							limit = {
									original_research_slots < 3
								}
							add_research_slot = 1
							add_tech_bonus = {
									name = industrial_bonus
									bonus = 0.5
									uses = 1
									category = industry
								}
						}
					if = {
							limit = {
									original_research_slots > 2
								}
							add_tech_bonus = {
									name = industrial_bonus
									bonus = 0.75
									uses = 1
									category = industry
								}
						}
				}
			available = {
					OR = {
							has_war = yes
							is_in_faction = yes
							num_of_factories > 70
						}
				}

	}
}
