search_filter_prios = {
	FOCUS_FILTER_POLITICAL = 1010
	
	FOCUS_FILTER_RESEARCH = 522
	
	FOCUS_FILTER_INDUSTRY = 509

	FOCUS_FILTER_BALANCE_OF_POWER = 200
	FOCUS_FILTER_SOV_POLITICAL_PARANOIA = 111
	FOCUS_FILTER_PROPAGANDA = 110
	FOCUS_FILTER_MISSIOLINI = 110
	FOCUS_FILTER_ARMY_XP = 103
	FOCUS_FILTER_NAVY_XP = 102
	FOCUS_FILTER_AIR_XP = 101

}

focus_tree = {
	id = american_exiled_focus
	
	country = {
		factor = 0

		modifier = {
			add = 10
			has_country_flag = USA_country_to_switch_to_flag
		}
	}
	
	reset_on_civilwar = no

	initial_show_position = {
		focus = industrial_effort
	}

	#shared_focus = HABSBURG_part_of_something_bigger

	focus = {
		id = USM_army_effort
		icon = GFX_goal_generic_allies_build_infantry
		x = 1
		y = 0
		cost = 5
		search_filters = {  FOCUS_FILTER_RESEARCH }
		
		available_if_capitulated = yes

		completion_reward = {
			army_experience = 25
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.5
				uses = 1
				category = land_doctrine
			}
		}
	}

	focus = {
		id = USM_equipment_effort
		icon = GFX_goal_generic_small_arms
		prerequisite = { focus = USM_army_effort }
		x = -1
		y = 1
		relative_position_id = USM_army_effort
		cost = 5

		search_filters = {  FOCUS_FILTER_RESEARCH }
		
		available_if_capitulated = yes

		completion_reward = {

			add_breakthrough_progress = {
				specialization = specialization_land
				value = 0.1
			}

			add_tech_bonus = {
				name = infantry_artillery_bonus
				bonus = 1.0
				uses = 1
				category = infantry_weapons
				category = artillery
			}

		}
	}

	focus = {
		id = USM_motorization_effort
		icon = GFX_goal_generic_army_motorized
		prerequisite = { focus = USM_army_effort }
		bypass = { has_tech = motorised_infantry }
		x = 1
		y = 1
		relative_position_id = USM_army_effort
		cost = 5

		search_filters = {  FOCUS_FILTER_RESEARCH }
		
		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = motorized_bonus
				bonus = 1.0
				technology = motorised_infantry
			}
		}
	}

	focus = {
		id = USM_doctrine_effort
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = USM_army_effort }
		x = 0
		y = 2
		relative_position_id = USM_army_effort
		cost = 5

		search_filters = {  FOCUS_FILTER_RESEARCH }
		
		available_if_capitulated = yes

		completion_reward = {
			army_experience = 25
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.5
				uses = 1
				category = land_doctrine
			}
		}
	}

	focus = {
		id = USM_equipment_effort_2
		icon = GFX_goal_generic_army_artillery
		prerequisite = { focus = USM_equipment_effort }
		x = 0
		y = 2
		relative_position_id = USM_equipment_effort
		cost = 5

		search_filters = {  FOCUS_FILTER_RESEARCH }
		
		available_if_capitulated = yes

		completion_reward = {

			add_breakthrough_progress = {
				specialization = specialization_land
				value = 0.1
			}

			add_tech_bonus = {
				name = infantry_artillery_bonus
				bonus = 1.0
				uses = 1
				category = infantry_weapons
				category = artillery
			}

		}
	}

	focus = {
		id = USM_mechanization_effort
		icon = GFX_goal_generic_build_tank
		prerequisite = { focus = USM_motorization_effort }
		x = 0
		y = 2
		relative_position_id = USM_motorization_effort
		cost = 5
		
		search_filters = {  FOCUS_FILTER_RESEARCH }

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = motorized_bonus
				ahead_reduction = 2
				uses = 1
				category = motorized_equipment
			}
			IF = {
				limit = {
					has_tech = motorised_infantry
				}
				add_equipment_to_stockpile = { 
					type = motorized_equipment
					amount = 1
				}
			}
		}
	}

	focus = {
		id = USM_doctrine_effort_2
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = USM_doctrine_effort }
		x = 0
		y = 2
		relative_position_id = USM_doctrine_effort
		cost = 5

		search_filters = {  FOCUS_FILTER_RESEARCH }
		
		available_if_capitulated = yes

		completion_reward = {
			army_experience = 25
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.5
				uses = 1
				category = land_doctrine
			}
		}
	}

	focus = {
		id = USM_equipment_effort_3
		icon = GFX_goal_generic_army_artillery2
		prerequisite = { focus = USM_equipment_effort_2 }
		x = 0
		y = 2
		relative_position_id = USM_equipment_effort_2
		cost = 5

		search_filters = {  FOCUS_FILTER_RESEARCH }
		
		available_if_capitulated = yes

		completion_reward = {

			add_breakthrough_progress = {
				specialization = specialization_land
				value = 0.1
			}

			add_tech_bonus = {
				name = infantry_artillery_bonus
				ahead_reduction = 2
				uses = 1
				category = infantry_weapons
				category = artillery
			}

		}
	}

	focus = {
		id = USM_armor_effort
		icon = GFX_goal_generic_army_tanks
		prerequisite = { focus = USM_mechanization_effort }
		x = 0
		y = 2
		relative_position_id = USM_mechanization_effort
		cost = 5

		search_filters = {  FOCUS_FILTER_RESEARCH }
		
		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = armor_bonus
				bonus = 1.0
				uses = 2
				category = armor
			}
		}
	}

	focus = {
		id = USM_special_forces
		icon = GFX_goal_generic_special_forces
		prerequisite = { focus = USM_equipment_effort_3 }
		prerequisite = { focus = USM_doctrine_effort_2 }
		prerequisite = { focus = USM_armor_effort }
		x = 1
		y = 1
		relative_position_id = USM_equipment_effort_3
		cost = 5

		search_filters = { FOCUS_FILTER_RESEARCH }
		
		available_if_capitulated = yes

		completion_reward = {
			add_ideas = special_forces
			add_tech_bonus = {
				name = special_forces_bonus
				bonus = 1.0
				uses = 1
				technology = paratroopers
				technology = paratroopers2
				technology = marines
				technology = marines2
				technology = tech_mountaineers
				technology = tech_mountaineers2
			}
		}
	}

	focus = {
		id = USM_aviation_effort
		icon = GFX_goal_generic_build_airforce
		x = 5
		y = 0
		cost = 5
		
		search_filters = {   FOCUS_FILTER_RESEARCH }

		available_if_capitulated = yes


		complete_tooltip = {
			air_experience = 25
			if = { limit = { has_country_flag = aviation_effort_AB }
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
			}			
			add_doctrine_cost_reduction = {
				name = air_doc_bonus
				cost_reduction = 0.5
				uses = 1
				category = air_doctrine
			}			
		}

		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 = 1
				category = air_doctrine
			}
		}
	}

	focus = {
		id = USM_fighter_focus
		icon = GFX_goal_generic_air_fighter
		prerequisite = { focus = USM_aviation_effort }
		mutually_exclusive = { focus = USM_bomber_focus }
		x = -1
		y = 1
		relative_position_id = USM_aviation_effort
		cost = 5

		search_filters = {  FOCUS_FILTER_RESEARCH }
		
		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = fighter_bonus
				bonus = 1.0
				uses = 2
				category = light_fighter
				category = cat_heavy_fighter
			}
		}
	}

	focus = {
		id = USM_bomber_focus
		icon = GFX_goal_generic_air_bomber
		prerequisite = { focus = USM_aviation_effort }
		mutually_exclusive = { focus = USM_fighter_focus }
		x = 1
		y = 1
		relative_position_id = USM_aviation_effort
		cost = 5

		search_filters = {  FOCUS_FILTER_RESEARCH }
		
		available_if_capitulated = yes

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

	focus = {
		id = USM_aviation_effort_2
		icon = GFX_goal_generic_air_doctrine
		prerequisite = { focus = USM_bomber_focus focus = USM_fighter_focus }
		x = -1
		y = 1
		relative_position_id = USM_bomber_focus
		cost = 5

		search_filters = {   FOCUS_FILTER_RESEARCH }
		
		available_if_capitulated = yes


		complete_tooltip = {
			air_experience = 25
			if = { limit = { has_country_flag = aviation_effort_2_AB }
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
			}
			add_doctrine_cost_reduction = {
				name =  air_doc_bonus
				cost_reduction = 0.5
				uses = 1
				category = air_doctrine
			}
		}
		completion_reward = {
			air_experience = 25
			if = {
				limit = {
					capital_scope = {
						OR = {
							NOT = { is_controlled_by = ROOT }
							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_2_AB }
				}
			}
			if = {
				limit = {
					capital_scope = {
						is_controlled_by = ROOT
						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_2_AB }
				}
			}
			add_doctrine_cost_reduction = {
				name =  air_doc_bonus
				cost_reduction = 0.5
				uses = 1
				category = air_doctrine
			}
		}
	}

	focus = {
		id = USM_CAS_effort
		icon = GFX_goal_generic_CAS
		prerequisite = { focus = USM_aviation_effort_2 }
		prerequisite = { focus = USM_motorization_effort }
		x = -1
		y = 1
		relative_position_id = USM_aviation_effort_2
		cost = 5

		search_filters = {  FOCUS_FILTER_RESEARCH }
		
		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = CAS_bonus
				bonus = 1.0
				ahead_reduction = 2
				uses = 1
				category = cas_bomber
			}
		}
	}

	focus = {
		id = USM_rocket_effort
		icon = GFX_focus_rocketry
		prerequisite = { focus = USM_aviation_effort_2 }
		prerequisite = { focus = USM_infrastructure_effort }
		x = 0
		y = 2
		relative_position_id = USM_aviation_effort_2
		cost = 5

		search_filters = {  FOCUS_FILTER_RESEARCH }
		
		available_if_capitulated = yes

		completion_reward = {

			add_breakthrough_progress = {
				specialization = specialization_air
				value = 0.5
			}

			add_tech_bonus = {
				name = jet_rocket_bonus
				ahead_reduction = 2
				uses = 1 # was 2
				category = rocketry
				category = jet_technology
			}

		}

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0.25
				always = yes
			}
		}
	}

	focus = {
		id = USM_NAV_effort
		icon = GFX_goal_generic_air_naval_bomber
		prerequisite = { focus = USM_aviation_effort_2 }
		prerequisite = { focus = USM_flexible_navy }
		x = 1
		y = 1
		relative_position_id = USM_aviation_effort_2
		cost = 5

		search_filters = {  FOCUS_FILTER_RESEARCH }
		
		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = nav_bomber_bonus
				bonus = 1.0
				ahead_reduction = 2
				uses = 1
				category = naval_bomber
			}
		}
	}

	focus = {
		id = USM_naval_effort
		icon = GFX_goal_generic_construct_naval_dockyard
		x = 9
		y = 0
		cost = 5

		search_filters = {  FOCUS_FILTER_INDUSTRY }
		
		available_if_capitulated = yes


		available = {
			any_controlled_state = {
				is_coastal = yes
			}
		}

		complete_tooltip = {
			navy_experience = 25
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
		
		completion_reward = {
			navy_experience = 25
			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 = USM_flexible_navy
		icon = GFX_goal_generic_build_navy
		prerequisite = { focus = USM_naval_effort }
		mutually_exclusive = { focus = USM_large_navy }
		x = -1
		y = 1
		relative_position_id = USM_naval_effort
		cost = 5
		
		search_filters = {  FOCUS_FILTER_RESEARCH }

		available_if_capitulated = yes


		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				all_owned_state = {
					OR = {
						is_coastal = no
						dockyard < 1
					}
				}
			}
		}

		completion_reward = {

			add_mastery_bonus = {
				name = flexible_navy
				bonus = 0.1
				days = 240
				grand_doctrine = new_convoy_raiding
				track = submarines
			}

			add_doctrine_cost_reduction = {
				name = flexible_navy
				cost_reduction = 0.5
				uses = 2
				category = naval_doctrine
			}
		}
	}

	focus = {
		id = USM_large_navy
		icon = GFX_goal_generic_navy_doctrines_tactics
		prerequisite = { focus = USM_naval_effort }
		mutually_exclusive = { focus = USM_flexible_navy }
		x = 1
		y = 1
		relative_position_id = USM_naval_effort
		cost = 5
		
		search_filters = {   FOCUS_FILTER_RESEARCH }

		available_if_capitulated = yes


		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				all_owned_state = {
					OR = {
						is_coastal = no
						dockyard < 1
					}
				}
			}
		}
		

		completion_reward = {

			add_mastery_bonus = {
				name = large_navy
				bonus = 0.1
				days = 240
				grand_doctrine = new_fleet_in_being
				track = capital_ships
			}
			add_doctrine_cost_reduction = {
				name = large_navy
				cost_reduction = 0.25
				uses = 2
				category = naval_doctrine
			}
		}
	}

	focus = {
		id = USM_submarine_effort
		icon = GFX_goal_generic_navy_submarine
		prerequisite = { focus = USM_flexible_navy focus = USM_large_navy }
		x = 0
		y = 1
		relative_position_id = USM_flexible_navy
		cost = 5
		
		search_filters = {  FOCUS_FILTER_RESEARCH }
		
		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 = 1.0
				ahead_reduction = 2
				uses = 1
				category = ss_tech
			}
		}
	}

	focus = {
		id = USM_cruiser_effort
		icon = GFX_goal_generic_navy_cruiser
		prerequisite = { focus = USM_large_navy focus = USM_flexible_navy }
		x = 0
		y = 1
		relative_position_id = USM_large_navy
		cost = 5
		
		search_filters = {  FOCUS_FILTER_RESEARCH }

		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 = 1.0
				ahead_reduction = 2
				uses = 1
				category = ca_tech
			}
		}
	}

	focus = {
		id = USM_destroyer_effort
		icon = GFX_goal_generic_wolf_pack
		prerequisite = { focus = USM_submarine_effort }
		x = 0
		y = 1
		relative_position_id = USM_submarine_effort
		cost = 5

		search_filters = {  FOCUS_FILTER_RESEARCH }
		
		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 = dd_bonus
				bonus = 1.0
				ahead_reduction = 2
				uses = 1
				category = dd_tech
			}
		}
	}

	focus = {
		id = USM_capital_ships_effort
		icon = GFX_goal_generic_navy_battleship
		prerequisite = { focus = USM_cruiser_effort }
		x = 0
		y = 1
		relative_position_id = USM_cruiser_effort
		cost = 5

		search_filters = {  FOCUS_FILTER_RESEARCH }
		
		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 = 2
				uses = 1
				category = bc_tech
				category = bb_tech
				category = cv_tech
			}
		}
	}

	focus = {
		id = USM_industrial_effort
		icon = GFX_goal_generic_production
		x = 13
		y = 0
		cost = 5

		search_filters = { FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH }
		
		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = industrial_bonus
				bonus = 1.0
				uses = 1
				category = industry
			}
		}

		ai_will_do = {
			factor = 3
			modifier = {
				factor = 6
				original_tag = SIA
			}
			modifier = {
				factor = 6
				is_in_array = {
					array = RAJ.raj_releasables
					value = THIS
				}
				is_subject_of = RAJ
			}
			modifier = {
				factor = 0
				date < 1939.1.1
				OR = { 
					# we dont want chinese minors to go crazy on slots early since they get eaten
					tag = GXC 
					tag = YUN
					tag = SHX
					tag = XSM
					tag = BEL
					tag = LUX
					tag = HOL
					tag = DEN

					# we also dont want tiny nations to go crazy with slots right away
					num_of_controlled_states < 2
				}	
				NOT = {
					is_in_array = {
						array = RAJ.raj_releasables
						value = THIS
					}
				}			
			}
		}
	}

	focus = {
		id = USM_construction_effort
		icon = GFX_focus_generic_industry_1
		prerequisite = { focus = USM_industrial_effort }
		x = -1
		y = 1
		relative_position_id = USM_industrial_effort
		cost = 5

		search_filters = { FOCUS_FILTER_INDUSTRY  }
		
		available_if_capitulated = yes


		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 6
				is_in_array = {
					array = RAJ.raj_releasables
					value = THIS
				}
				is_subject_of = RAJ
			}
		}

		bypass = {
			custom_trigger_tooltip = {
				tooltip = construction_effort_tt
				all_owned_state = {
					free_building_slots = {
						building = industrial_complex
						size < 1
						include_locked = yes
					}					
				}
			}
		}

		complete_tooltip = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}			
		}

		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 = USM_production_effort
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = USM_industrial_effort }
		x = 1
		y = 1
		relative_position_id = USM_industrial_effort
		cost = 5

		search_filters = { FOCUS_FILTER_INDUSTRY  }
		
		available_if_capitulated = yes


		ai_will_do = {
			factor = 2
				modifier = {
				factor = 6
				original_tag = SIA
			}
			modifier = {
				factor = 5
				is_in_array = {
					array = RAJ.raj_releasables
					value = THIS
				}
				is_subject_of = RAJ
			}	
		}

		bypass = {
			custom_trigger_tooltip = {
				tooltip = production_effort_tt
				all_owned_state = {
					free_building_slots = {
						building = arms_factory
						size < 1
						include_locked = yes
					}
				}
			}
		}

		complete_tooltip = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}

		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 = USM_construction_effort_2
		icon = GFX_focus_generic_industry_2
		prerequisite = { focus = USM_construction_effort }
		x = 0
		y = 1
		relative_position_id = USM_construction_effort
		cost = 5

		search_filters = { FOCUS_FILTER_INDUSTRY  }
		
		available_if_capitulated = yes


		ai_will_do = {
			factor = 2
			modifier = {
				factor = 6
				original_tag = SIA
			}
			modifier = {
				factor = 5
				is_in_array = {
					array = RAJ.raj_releasables
					value = THIS
				}
				is_subject_of = RAJ
			}
		}

		bypass = {
			custom_trigger_tooltip = {
				tooltip = construction_effort_tt
				all_owned_state = {
					free_building_slots = {
						building = industrial_complex
						size < 1
						include_locked = yes
					}
				}
			}
		}

		complete_tooltip = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}		

		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 = USM_production_effort_2
		icon = GFX_focus_generic_military_industry
		prerequisite = { focus = USM_production_effort }
		x = 0
		y = 1
		relative_position_id = USM_production_effort
		cost = 5
		
		search_filters = { FOCUS_FILTER_INDUSTRY  }

		available_if_capitulated = yes


		ai_will_do = {
			factor = 2
			modifier = {
				factor = 6
				original_tag = SIA
			}
			modifier = {
				factor = 5
				is_in_array = {
					array = RAJ.raj_releasables
					value = THIS
				}
				is_subject_of = RAJ
			}
		}

		bypass = {
			custom_trigger_tooltip = {
				tooltip = production_effort_tt
				all_owned_state = {
					free_building_slots = {
						building = arms_factory
						size < 1
						include_locked = yes
					}
				}
			}
		}

		complete_tooltip = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}		

		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 = USM_infrastructure_effort
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = { focus = USM_construction_effort_2 }
		x = 0
		y = 1
		relative_position_id = USM_construction_effort_2
		cost = 5

		search_filters = { FOCUS_FILTER_INDUSTRY }
		
		available_if_capitulated = yes

		ai_will_do = {
			base = 2
			modifier = {
				factor = 6
				original_tag = SIA
			}
		}

		bypass = {
			custom_trigger_tooltip = {
				tooltip = infrastructure_effort_tt
				all_owned_state = {			
					free_building_slots = {
						building = infrastructure
						size < 1
					}
				}
			}
		}

		complete_tooltip = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}

		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 = 2
					instant_build = yes
				}
			}
		}
	}

	focus = {
		id = USM_excavation_effort
		icon = GFX_focus_generic_mining_industry
		prerequisite = { focus = USM_infrastructure_effort }
		x = -2
		y = 1
		cost = 5
		relative_position_id = USM_infrastructure_effort
		search_filters = { FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH }
		
		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = industrial_bonus
				bonus = 0.5
				uses = 2
				category = excavation_tech
			}
		}

		ai_will_do = {
			factor = 3
			modifier = {
				factor = 6
				original_tag = SIA
			}
			modifier = {
				factor = 6
				is_in_array = {
					array = RAJ.raj_releasables
					value = THIS
				}
				is_subject_of = RAJ
			}
			modifier = {
				factor = 0
				date < 1939.1.1
				OR = { 
					# we dont want chinese minors to go crazy on slots early since they get eaten
					tag = GXC 
					tag = YUN
					tag = SHX
					tag = XSM
					tag = BEL
					tag = LUX
					tag = HOL
					tag = DEN

					# we also dont want tiny nations to go crazy with slots right away
					num_of_controlled_states < 2
				}	
				NOT = {
					is_in_array = {
						array = RAJ.raj_releasables
						value = THIS
					}
				}			
			}
		}
	}

	focus = {
		id = USM_production_effort_3
		icon = GFX_focus_generic_mass_production
		prerequisite = { focus = USM_production_effort_2 }
		x = 0
		y = 1
		relative_position_id = USM_production_effort_2
		cost = 5

		search_filters = { FOCUS_FILTER_INDUSTRY  }
		
		available_if_capitulated = yes


		ai_will_do = {
			factor = 2
			modifier = {
				factor = 6
				original_tag = SIA
			}
			modifier = {
				factor = 5
				is_in_array = {
					array = RAJ.raj_releasables
					value = THIS
				}
				is_subject_of = RAJ
			}
		}

		bypass = {
			custom_trigger_tooltip = {
				tooltip = production_effort_tt
				all_owned_state = {
					free_building_slots = {
						building = arms_factory
						size < 1
						include_locked = yes
					}					
				}
			}
		}

		complete_tooltip = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}		

		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 = USM_infrastructure_effort_2
		icon = GFX_focus_generic_road_investment
		prerequisite = { focus = USM_infrastructure_effort }
		x = 0
		y = 1
		relative_position_id = USM_infrastructure_effort
		cost = 5

		search_filters = { FOCUS_FILTER_INDUSTRY }
		
		available_if_capitulated = yes
		ai_will_do = {
			base = 2
			modifier = {
				factor = 6
				original_tag = SIA
			}
		}
		bypass = {
			custom_trigger_tooltip = {
				tooltip = infrastructure_effort_tt
				all_owned_state = {			
					free_building_slots = {
						building = infrastructure
						size < 1
					}
				}
			}
		}

		complete_tooltip = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}

		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 = 2
					instant_build = yes
				}
			}
		}
	}

	focus = {
		id = USM_construction_effort_3
		icon = GFX_focus_generic_industry_3
		prerequisite = { focus = USM_infrastructure_effort }
		x = 2
		y = 1
		relative_position_id = USM_infrastructure_effort
		cost = 5

		search_filters = { FOCUS_FILTER_INDUSTRY  }
		
		available_if_capitulated = yes


		ai_will_do = {
			factor = 2
			modifier = {
				factor = 6
				original_tag = SIA
			}
			modifier = {
				add = 5
				is_in_array = {
					array = RAJ.raj_releasables
					value = THIS
				}
			}
		}

		bypass = {
			custom_trigger_tooltip = {
				tooltip = construction_effort_tt
				all_owned_state = {
					free_building_slots = {
						building = industrial_complex
						size < 2
						include_locked = yes
					}
				}
			}
		}

		complete_tooltip = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}

		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size > 1
						include_locked = yes
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = industrial_complex
										size > 1
										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 = USM_nuclear_effort
		icon = GFX_focus_wonderweapons
		prerequisite = { focus = USM_infrastructure_effort_2 }
		x = -2
		y = 1
		relative_position_id = USM_infrastructure_effort_2
		cost = 10
		
		search_filters = { FOCUS_FILTER_RESEARCH } 

		available_if_capitulated = yes

		completion_reward = {

			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.75
			}

			add_tech_bonus = {
				name = nuclear_bonus
				ahead_reduction = 1 # was 2
				category = nuclear
			}

		}

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0.25
				always = yes
			}
		}
	}

	focus = {
		id = USM_extra_tech_slot
		icon = GFX_focus_research
		prerequisite = { focus = USM_infrastructure_effort_2 }
		x = 0
		y = 1
		relative_position_id = USM_infrastructure_effort_2
		cost = 10
		ai_will_do = {
			base = 2
			modifier = {
				factor = 6
				original_tag = SIA
			}
		}
		search_filters = { FOCUS_FILTER_RESEARCH } 
		
		available_if_capitulated = yes

		completion_reward = {
			add_research_slot = 1
		}
	}
	
	focus = {
		id = USM_extra_tech_slot_2
		icon = GFX_focus_research2
		prerequisite = { focus = USM_extra_tech_slot }
		available = {
			num_of_factories > 50
		}
		cancel_if_invalid = no
		continue_if_invalid = yes
		x = 0
		y = 1
		relative_position_id = USM_extra_tech_slot
		cost = 10
		ai_will_do = {
			base = 2
			modifier = {
				factor = 6
				original_tag = SIA
			}
		}
		search_filters = { FOCUS_FILTER_RESEARCH } 
		
		available_if_capitulated = yes

		completion_reward = {
			add_research_slot = 1
		}
	}	

	focus = {
		id = USM_secret_weapons
		icon = GFX_focus_GER_wunderwaffe
		prerequisite = { focus = USM_infrastructure_effort_2 }
		x = 2
		y = 1
		relative_position_id = USM_infrastructure_effort_2
		cost = 5

		search_filters = { FOCUS_FILTER_RESEARCH } 
		
		available_if_capitulated = yes

		completion_reward = {

			add_ideas = generic_secret_weapons_ns

			#add_tech_bonus = {
			#	name = secret_bonus
			#	bonus = 0.5
			#	uses = 4
			#	category = electronics
			#	category = nuclear
			#	category = rocketry
			#}

		}

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0.25
				always = yes
			}
		}
	}

	focus = {
		id = USM_the_travelling_crown
		icon = GFX_focus_RAJ_the_crown_and_the_world
		x = 20
		y = 0
		cost = 5
	
		search_filters = { FOCUS_FILTER_POLITICAL }
	
		available_if_capitulated = yes

		completion_reward = {
			add_stability = 0.05
			add_political_power = 50
		}
	}

	focus = {
		id = USM_royal_expansions
		icon = GFX_focus_NOR_our_royal_claims
		prerequisite = { focus = USM_the_travelling_crown }
		x = 2
		y = 1
		relative_position_id = USM_the_travelling_crown
		cost = 10
	
		search_filters = { FOCUS_FILTER_POLITICAL }
	
		available_if_capitulated = yes

		completion_reward = {
			add_ideas = USM_expand_the_empire_idea
		}
	}

	focus = {
		id = USM_our_own_alliance
		icon = GFX_goal_generic_alliance
		prerequisite = { focus = USM_royal_expansions }
		x = 1
		y = 1
		relative_position_id = USM_royal_expansions
		cost = 5
	
		search_filters = { FOCUS_FILTER_POLITICAL }
	
		available_if_capitulated = yes

		completion_reward = {
			set_rule = {
				can_create_factions = yes
			}
		}
	}

	focus = {
		id = USM_attack_our_neighbours
		icon = GFX_goal_generic_major_war
		prerequisite = { focus = USM_royal_expansions }
		x = -1
		y = 1
		relative_position_id = USM_royal_expansions
		cost = 5
		available = {
			any_neighbor_country = {
				is_major = no
				NOT = {
					is_subject_of = ROOT
				}
			}
		}
		bypass = {
			all_country = {
				OR = {
					NOT = {
						is_neighbor_of = ROOT
					}
					is_major = yes
					is_subject_of = ROOT
				}
			}
		}
	
		search_filters = { FOCUS_FILTER_POLITICAL }
	
		available_if_capitulated = yes

		completion_reward = {
			random_neighbor_country = {
				limit = {
					is_major = no
				}
				ROOT = {
					every_state = {
						limit = {
							is_core_of = PREV
						}
						add_claim_by = ROOT
					}
					create_wargoal = {
						target = PREV
						type = annex_everything
					}
				}
				save_global_event_target_as = USM_attack_this_country_event_target
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			custom_effect_tooltip = USM_attack_our_neighbours_tt
		}
	}

	focus = {
		id = USM_take_back_the_homeland
		icon = GFX_focus_generic_attack_usa
		prerequisite = { focus = USM_our_own_alliance }
		prerequisite = { focus = USM_attack_our_neighbours }
		x = 1
		y = 1
		relative_position_id = USM_attack_our_neighbours
		cost = 10
		available = {
			USA = {
				exists = yes
			}
		}
		bypass = {
			
		}
	
		search_filters = { FOCUS_FILTER_POLITICAL }
	
		available_if_capitulated = yes

		completion_reward = {
			create_wargoal = {
				target = USA
				type = annex_everything
			}
		}
	}

	focus = {
		id = USM_internal_security
		icon = GFX_focus_eng_move_to_secure_the_dominions
		prerequisite = { focus = USM_the_travelling_crown }
		x = -2
		y = 1
		relative_position_id = USM_the_travelling_crown
		cost = 10
	
		search_filters = { FOCUS_FILTER_POLITICAL }
	
		available_if_capitulated = yes

		completion_reward = {
			add_stability = 0.1
		}
	}

	focus = {
		id = USM_a_new_constitution
		icon = GFX_focus_PER_constitutional_monarchy
		prerequisite = { focus = USM_internal_security }
		mutually_exclusive = { focus = USM_right_to_rule }
		x = 1
		y = 1
		relative_position_id = USM_internal_security
		cost = 5
	
		search_filters = { FOCUS_FILTER_POLITICAL }
	
		available_if_capitulated = yes

		completion_reward = {
			add_country_leader_trait = constitutional_monarch_minor
		}
	}

	focus = {
		id = USM_right_to_rule
		icon = GFX_focus_generic_monarchy_1
		prerequisite = { focus = USM_internal_security }
		mutually_exclusive = { focus = USM_a_new_constitution }
		x = -1
		y = 1
		relative_position_id = USM_internal_security
		cost = 10
	
		search_filters = { FOCUS_FILTER_POLITICAL }
	
		available_if_capitulated = yes

		completion_reward = {
			add_country_leader_trait = dictator
			add_stability = -0.05
		}
	}

}
