focus_tree = {
	id = PER
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = PER
		}
	}
	continuous_focus_position = { x = 20 y = 1500 }
	
	default = no
	focus = {
		id = MahmoudOnTheRise
		icon = GFX_focus_ger_oppose_hitler
		cost = 10,00
		x = 9
		y = 0
			complete_tooltip = {

}
			completion_reward = {
					add_popularity = {
							ideology = democratic
							popularity = 0.05
						}
				}

				completion_reward = {
					PER = {
							country_event = {
									days = 1
									id = Mahmoud_Rise.1.t
								}
						}
				}
		}		

	focus = {
		id = ReadyForWar
		icon = GFX_focus_secret_rearmament
		prerequisite = { focus = MahmoudOnTheRise }
		cost = 10,00
		x = 9
		y = 1
			complete_tooltip = {

}
			completion_reward = {
			    army_experience = 100
			    add_tech_bonus = {
				name = land_doc_bonus
				bonus = 0.5
				uses = 1
				category = land_doctrine
			}
		}
	}
	focus = {
		id = Attack_IRAQ
		icon = GFX_goal_demand_sudetenland
		prerequisite = { focus = ReadyForWar }
		available = {
			IRQ = {
				owns_state = 291
			}
		}
		will_lead_to_war_with = IRQ
		x = -7
		y = -4
		relative_position_id = ITA_greece_friend
		cost = 10
		ai_will_do = {
			factor = 1
		}	
		completion_reward = {
			if = {
				limit = {
					is_in_faction_with = GRE
					TUR = { owns_state = 339 }
				}

				GRE = { country_event = greece.4 }
			}
			create_wargoal = {
			target = IRQ
			type = take_state_focus
			generator = { 342 }
			}

			hidden_effect = {
				news_event = { hours = 6 id = news.189 }
			}
		}
	}

	focus = {
		id = MahmoudArmy
		icon = GFX_goal_generic_allies_build_infantry
		x = 1
		y = 0
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			army_experience = 5
			add_tech_bonus = {
				name = land_doc_bonus
				bonus = 0.5
				uses = 1
				category = land_doctrine
			}
		}
	}
	focus = {
		id = ArmyEquipment
		icon = GFX_goal_generic_small_arms
		prerequisite = { focus = MahmoudArmy }
		x = -1
		y = 1
		relative_position_id = MahmoudArmy
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = infantry_artillery_bonus
				bonus = 0.5
				uses = 1
				category = infantry_weapons
				category = artillery
			}
		}
	}

	focus = {
		id = MotorizedArmy
		icon = GFX_goal_generic_army_motorized
		prerequisite = { focus = MahmoudArmy }
		bypass = { has_tech = motorised_infantry }
		x = 1
		y = 1
		relative_position_id = MahmoudArmy
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = motorized_bonus
				bonus = 0.75
				technology = motorised_infantry
			}
		}
	}

	focus = {
		id = MahmoudTactics
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = MahmoudArmy }
		x = 0
		y = 2
		relative_position_id = MahmoudArmy
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			army_experience = 5
			add_tech_bonus = {
				name = land_doc_bonus
				bonus = 0.5
				uses = 1
				category = land_doctrine
			}
		}
	}

	focus = {
		id = MahmoudCommandos
		icon = GFX_goal_generic_army_artillery
		prerequisite = { focus = ArmyEquipment }
		x = 0
		y = 2
		relative_position_id = ArmyEquipment
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = infantry_artillery_bonus
				bonus = 0.5
				uses = 1
				category = infantry_weapons
				category = artillery
			}
		}
	}

	focus = {
		id = MahmoudMechanic
		icon = GFX_goal_generic_build_tank
		prerequisite = { focus = MotorizedArmy }
		x = 0
		y = 2
		relative_position_id = MotorizedArmy
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = motorized_bonus
				ahead_reduction = 0.5
				uses = 1
				category = motorized_equipment
			}
		}
	}

	focus = {
		id = MahmoudRommel
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = MahmoudTactics }
		x = 0
		y = 2
		relative_position_id = MahmoudTactics
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			army_experience = 5
			add_tech_bonus = {
				name = land_doc_bonus
				bonus = 0.5
				uses = 1
				category = land_doctrine
			}
		}
	}

	focus = {
		id = MahmoudAtomic
		icon = GFX_goal_generic_army_artillery2
		prerequisite = { focus = MahmoudCommandos }
		x = 0
		y = 2
		relative_position_id = MahmoudCommandos
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = MahmoudTanks
		icon = GFX_goal_generic_army_tanks
		prerequisite = { focus = MahmoudMechanic }
		x = 0
		y = 2
		relative_position_id = MahmoudMechanic
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = armor_bonus
				bonus = 0.5
				uses = 2
				category = armor
			}
		}
	}

	focus = {
		id = Mahmoud_Is_Impossible
		icon = GFX_goal_generic_special_forces
		prerequisite = { focus = equipment_effort_3 }
		prerequisite = { focus = doctrine_effort_2 }
		prerequisite = { focus = armor_effort }
		x = 1
		y = 1
		relative_position_id = equipment_effort_3
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = special_forces
			add_tech_bonus = {
				name = special_forces_bonus
				bonus = 0.5
				uses = 1
				technology = paratroopers
				technology = paratroopers2
				technology = marines
				technology = marines2
				technology = tech_mountaineers
				technology = tech_mountaineers2
			}
		}
	}

	focus = {
		id = AirSpaceMahmoud
		icon = GFX_goal_generic_build_airforce
		x = 5
		y = 0
		cost = 10

		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_tech_bonus = {
				name = air_doc_bonus
				bonus = 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_tech_bonus = {
				name = air_doc_bonus
				bonus = 0.5
				uses = 1
				category = air_doctrine
			}
		}
	}

	focus = {
		id =  MahmoudFighters
		icon = GFX_goal_generic_air_fighter
		prerequisite = { focus = AirSpaceMahmoud }
		mutually_exclusive = { focus = bomber_focus }
		x = -1
		y = 1
		relative_position_id = AirSpaceMahmoud
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = fighter_bonus
				bonus = 0.5
				uses = 2
				technology = early_fighter
				technology = fighter1
				technology = fighter2
				technology = fighter3
				technology = heavy_fighter1
				technology = heavy_fighter2
				technology = heavy_fighter3
			}
		}
	}

	focus = {
		id = MahmoudBombers
		icon = GFX_goal_generic_air_bomber
		prerequisite = { focus = AirSpaceMahmoud }
		mutually_exclusive = { focus = fighter_focus }
		x = 1
		y = 1
		relative_position_id = AirSpaceMahmoud
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = bomber_bonus
				bonus = 0.5
				uses = 2
				technology = strategic_bomber1
				technology = strategic_bomber2
				technology = strategic_bomber3
				category = tactical_bomber
			}
		}
	}

	focus = {
		id = Mahmoud_In_Space
		icon = GFX_goal_generic_air_doctrine
		prerequisite = { focus = MahmoudBombers focus = MahmoudFighters }
		x = -1
		y = 1
		relative_position_id = bomber_focus
		cost = 10

		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_tech_bonus = {
				name =  air_doc_bonus
				bonus = 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_tech_bonus = {
				name =  air_doc_bonus
				bonus = 0.5
				uses = 1
				category = air_doctrine
			}
		}
	}

	focus = {
		id = MahmoudF14's
		icon = GFX_goal_generic_CAS
		prerequisite = { focus = Mahmoud_In_Space }
		x = -1
		y = 1
		relative_position_id = Mahmoud_In_Space
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = CAS_bonus
				bonus = 0.5
				ahead_reduction = 1
				uses = 1
				category = cas_bomber
			}
		}
	}

	focus = {
		id = MahmudToys_Rocket
		icon = GFX_focus_rocketry
		prerequisite = { focus = Mahmoud_In_Space }
		x = 0
		y = 2
		relative_position_id = Mahmoud_In_Space
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = jet_rocket_bonus
				ahead_reduction = 0.5
				uses = 2
				category = rocketry
				category = jet_technology
			}
		}

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

	focus = {
		id = Mhamoud_NAV
		icon = GFX_goal_generic_air_naval_bomber
		prerequisite = { focus = Mahmoud_In_Space }
		prerequisite = { focus = flexible_navy }
		x = 1
		y = 1
		relative_position_id = Mahmoud_In_Space
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = nav_bomber_bonus
				bonus = 0.5
				ahead_reduction = 1
				uses = 1
				category = naval_bomber
			}
		}
	}


	focus = {
		id = MahmoudDevelopment
		icon = GFX_goal_generic_production
		x = 13
		y = 0
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = industrial_bonus
				bonus = 0.5
				uses = 1
				category = industry
			}
		}

		ai_will_do = {
			factor = 3
			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
				}				
			}
		}
	}

	focus = {
		id = MakeFactory
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = MahmoudDevelopment }
		x = -1
		y = 1
		relative_position_id = MahmoudDevelopment
		cost = 10

		available_if_capitulated = yes


		
		ai_will_do = {
			factor = 2
		}

		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 = MakeGuns
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = MahmoudDevelopment }
		x = 1
		y = 1
		relative_position_id = MahmoudDevelopment
		cost = 10

		available_if_capitulated = yes


		ai_will_do = {
			factor = 2			
		}

		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 = NeedMoreFactories
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = MakeFactory }
		x = 0
		y = 1
		relative_position_id = MakeFactory
		cost = 10

		available_if_capitulated = yes


		ai_will_do = {
			factor = 2
		}

		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 = MakeTanks
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = MakeGuns }
		x = 0
		y = 1
		relative_position_id = MakeGuns
		cost = 10

		available_if_capitulated = yes


		ai_will_do = {
			factor = 2
		}

		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 = MahmoudRailway
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = { focus = Fast_Construction }
		x = 0
		y = 1
		relative_position_id = Fast_Construction
		cost = 10

		available_if_capitulated = yes

		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 = DieForMahmoud
		icon = GFX_goal_continuous_repairments
		prerequisite = { focus = MakeTanks }
		x = -0
		y = 1
		relative_position_id = MakeTanks
		cost = 10

		available_if_capitulated = yes


		ai_will_do = {
			factor = 2
		}

		bypass = {
			custom_trigger_tooltip = {
				tooltip = production_effort_tt
				all_owned_state = {
					free_building_slots = {
						building = arms_factory
						size < 4
						include_locked = yes
					}					
				}
			}
		}

		complete_tooltip = {
			add_extra_state_shared_building_slots = 4
			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 = 6
				add_building_construction = {
					type = arms_factory
					level = 4
					instant_build = yes
				}
			}
		}
	}

	focus = {
		id = MahmoudRoads
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = { focus = DieForMahmoud }
		x = 0
		y = 1
		relative_position_id = DieForMahmoud
		cost = 10

		available_if_capitulated = yes

		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 = Fast_Construction
		icon = GFX_goal_continuous_non_factory_construct
		prerequisite = { focus = NeedMoreFactories }
		x = 0
		y = 1
		relative_position_id = NeedMoreFactories
		cost = 10

		available_if_capitulated = yes


		ai_will_do = {
			factor = 2
		}

		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 = MahmoudLoves_Nuclear
		icon = GFX_focus_wonderweapons
		prerequisite = { focus = Fast_Construction }
		x = -2
		y = 2
		relative_position_id = Fast_Construction
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = nuclear_bonus
				ahead_reduction = 0.5
				category = nuclear
			}
		}

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

	focus = {
		id = extra_tech_slot
		icon = GFX_focus_research
		prerequisite = { focus = MahmoudRailway }
		x = 0
		y = 1
		relative_position_id = infrastructure_effort_2
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_research_slot = 1
		}
	}
	
	focus = {
		id = extra_tech_slot_2
		icon = GFX_focus_research
		prerequisite = { focus = extra_tech_slot }
		available = {
			num_of_factories > 50
		}
		cancel_if_invalid = no
		continue_if_invalid = yes
		x = 0
		y = 1
		relative_position_id = extra_tech_slot
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_research_slot = 1
		}
	}	

	focus = {
		id = MahmoudSecret's
		icon = GFX_goal_generic_secret_weapon
		prerequisite = { focus = DieForMahmoud }
		x = 2
		y = 1
		relative_position_id = infrastructure_effort_2
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			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 = Political_Mahmoud
		icon = GFX_goal_generic_demand_territory
		x = 19
		y = 0
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_political_power = 120
		}
	}

	focus = {
		id = Mahmoud_Change
		icon = GFX_goal_generic_national_unity #icon = GFX_goal_tripartite_pact
		prerequisite = { focus = Political_Mahmoud }
		mutually_exclusive = { focus = liberty_ethos}
		available = {
			OR = {
				has_government = fascism
				has_government = communism
				has_government = democratic
			}
		}
		x = -1
		y = 1
		relative_position_id = political_effort
		cost = 10

		available_if_capitulated = yes


		ai_will_do = {
			factor = 5
			modifier = {
				factor = 0
				OR = {
					AND = {
						is_historical_focus_on = yes
						has_government = neutrality
					}
					has_idea = neutrality_idea
				}
			}
		}

		completion_reward = {
			add_ideas = collectivist_ethos_focus
		}
	}

	focus = {
		id = MahmoudHitler
		icon = GFX_goal_support_fascism #icon = GFX_goal_tripartite_pact
		prerequisite = { focus = Mahmoud_Change }
		mutually_exclusive = { focus = internationalism_focus }
		available = {
			OR = {
				has_government = fascism
				has_government = Democratic
			}
		}
		x = -2
		y = 1
		relative_position_id = collectivist_ethos
		cost = 10

		available_if_capitulated = yes


		ai_will_do = {
			factor = 5
			modifier = {
				factor = 2
				any_neighbor_country = {
					is_major = yes
					has_government = fascism
				}
			}
			modifier = {
				factor = 0
				AND = {
					is_historical_focus_on = yes
					NOT = { has_government = fascism }
				}
			}
		}

		completion_reward = {
			add_ideas = nationalism
		}
	}
	
	focus = {
		id = MahmoudStalin
		icon = GFX_goal_support_communism #icon = GFX_goal_tripartite_pact
		prerequisite = { focus = Mahmoud_Change }
		mutually_exclusive = { focus = nationalism_focus }
		available = {
			if = {
				limit = { original_tag = CHI }
				has_government = communism
				else = {
					OR = {
						has_government = communism
						has_government = democratic
					}
				}
			}
		}
		x = 0
		y = 1
		relative_position_id = collectivist_ethos
		cost = 10

		available_if_capitulated = yes


		ai_will_do = {
			factor = 5
			modifier = {
				factor = 2
				any_neighbor_country = {
					is_major = yes
					has_government = communism
				}
			}			
			modifier = {
				factor = 0
				AND = {
					is_historical_focus_on = yes
					NOT = { has_government = communism }
				}
			}
		}

		completion_reward = {
			add_ideas = internationalism
		}
	}	

	focus = {
		id = Mahmoud_Not_Change
		icon = GFX_goal_support_democracy
		prerequisite = { focus = Political_Mahmoud }
		mutually_exclusive = { focus = collectivist_ethos }
		available = {
			OR = {
				has_government = democratic
				has_government = neutrality
			}
		}
		x = 1
		y = 1
		relative_position_id = political_effort
		cost = 10

		available_if_capitulated = yes


		ai_will_do = {
			factor = 95
			modifier = {
				factor = 0.1
				any_neighbor_country = {
					is_major = yes
					OR = {
						has_government = communism
						has_government = fascism
					}
				}
				NOT = {
					any_neighbor_country = {
						is_major = yes
						has_government = democratic
					}
				}
			}
		}

		completion_reward = {
			add_ideas = liberty_ethos_focus
		}
	}

	focus = {
		id = militarism
		icon = GFX_goal_generic_political_pressure
		prerequisite = { focus = MahmoudHitler }
		x = 0
		y = 1
		relative_position_id = nationalism_focus
		cost = 10

		available_if_capitulated = yes

		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 = political_correctness
		icon = GFX_goal_generic_dangerous_deal
		prerequisite = { focus = MahmoudStalin }
		x = 0
		y = 1
		relative_position_id = internationalism_focus
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			if = {
				limit = { has_idea = neutrality_idea }
				remove_ideas = neutrality_idea
			}		
			add_political_power = 200
			add_ideas = idea_political_correctness
		}
	}

	focus = {
		id = neutrality_focus
		icon = GFX_goal_generic_neutrality_focus
		prerequisite = { focus = Mahmoud_Not_Change }
		mutually_exclusive = { focus = interventionism_focus }
		x = 0
		y = 1
		relative_position_id = liberty_ethos
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				tag = AUS
			}
		}

		completion_reward = {
			if = {
				limit = { NOT = { has_idea = neutrality_idea } }
				add_ideas = neutrality_idea
			}
			add_political_power = 150
		}
	}

	focus = {
		id = interventionism_focus
		icon = GFX_goal_generic_political_pressure
		prerequisite = { focus = Mahmoud_Not_Change }
		mutually_exclusive = { focus = neutrality_focus }
		x = 2
		y = 1
		relative_position_id = liberty_ethos
		cost = 10

		available_if_capitulated = yes


		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				has_idea = neutrality_idea
			}
		}

		completion_reward = {
			if = {
				limit = { has_idea = neutrality_idea }
				remove_ideas = neutrality_idea
			}	
			set_rule = { can_send_volunteers = yes }
			add_political_power = 150
		}
	}

	focus = {
		id = military_youth
		icon = GFX_goal_generic_more_territorial_claims
		prerequisite = { focus = militarism }
		x = 0
		y = 1
		relative_position_id = militarism
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = military_youth_focus
			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 = deterrence
		icon = GFX_goal_generic_defence
		prerequisite = { focus = neutrality_focus }
		x = 0
		y = 1
		relative_position_id = neutrality_focus
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = deterrence
		}
	}

	focus = {
		id = volunteer_corps
		icon = GFX_goal_generic_allies_build_infantry
		prerequisite = { focus = interventionism_focus }
		x = 0
		y = 1
		relative_position_id = interventionism_focus
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = volunteer_corps_focus
		}
	}

	focus = {
		id = paramilitarism
		icon = GFX_goal_generic_military_sphere
		prerequisite = { focus = military_youth }
		x = 0
		y = 1
		relative_position_id = military_youth
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = paramilitarism_focus
		}
	}

	focus = {
		id = indoctrination_focus
		icon = GFX_goal_generic_propaganda
		prerequisite = { focus = political_correctness }
		x = 0
		y = 1
		relative_position_id = political_correctness
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = indoctrination_focus
			add_political_power = 150
		}
	}

	focus = {
		id = foreign_expeditions
		icon = GFX_goal_generic_more_territorial_claims
		prerequisite = { focus = volunteer_corps }
		x = 0
		y = 1
		relative_position_id = volunteer_corps
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = foreign_expeditions_focus
		}
	}

	focus = {
		id = why_we_fight
		icon = GFX_goal_generic_propaganda
		prerequisite = { focus = foreign_expeditions focus = deterrence }
		available = { 
			OR = { 
				threat > 0.75 
				has_defensive_war = yes 
			}
		}

		continue_if_invalid = yes
		
		x = -2
		y = 1
		relative_position_id = foreign_expeditions
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = why_we_fight_focus
			custom_effect_tooltip = why_we_fight_effect
			hidden_effect = {
				if = {
					limit = { NOT = { has_idea = neutrality_idea } }
					set_rule = { can_create_factions = yes }
				}			
			}
		}
	}

	focus = {
		id = political_commissars
		icon = GFX_goal_generic_forceful_treaty
		prerequisite = { focus = indoctrination_focus }
		available = {
		}
		x = 0
		y = 1
		relative_position_id = indoctrination_focus
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = political_commissars_focus
			if = {
				limit = { has_government = fascism }
				add_popularity = {
					ideology = fascism
					popularity = 0.2
				}
			}
			if = {
				limit = { has_government = communism }
				add_popularity = {
					ideology = communism
					popularity = 0.2
				}
			}
			add_political_power = 200
		}
	}

	focus = {
		id = ideological_fanaticism
		icon = GFX_goal_generic_demand_territory
		prerequisite = { focus = paramilitarism focus = political_commissars }
		x = 1
		y = 1
		relative_position_id = paramilitarism
		cost = 10

		available_if_capitulated = yes

		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 = technology_sharing
		icon = GFX_goal_generic_scientific_exchange
		prerequisite = { focus = ideological_fanaticism focus = why_we_fight }
		available = {
			has_war = yes
			is_in_faction = yes
			OR = {
				num_of_factories > 50
				any_other_country = {
					is_in_faction_with = ROOT
					num_of_factories > 50
				}
			}
		}		
		x = 2
		y = 1
		relative_position_id = ideological_fanaticism
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			if = {
				limit = {
					original_research_slots < 3
				}
				add_research_slot = 1
			}
			if = {
				limit = {
					original_research_slots > 2
				}
				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
				}	
				add_tech_bonus = {
					name = infantry_artillery_bonus #@#
					bonus = 0.5
					uses = 1
					category = infantry_weapons
					category = artillery
				}				
			}			
		}
	}	
focus = {
		id = Conquer_Afghanistan
		icon = GFX_goal_generic_territory_or_war
		prerequisite = { focus = Mahmoud_Wants_More }
		available = {
			AFG = {
				owns_state = 267
			}
		}
		will_lead_to_war_with = AFG
		x = -7
		y = -2
		relative_position_id = ITA_greece_friend
		cost = 10
		ai_will_do = {
			factor = 1
		}	
		completion_reward = {
			if = {
				limit = {
					is_in_faction_with = GRE
					AFG = { owns_state = 267 }
				}

				GRE = { country_event = greece.4 }
			}
			create_wargoal = {
			target = AFG
			type = take_state_focus
			generator = { 267 }
			}

			hidden_effect = {
				news_event = { hours = 6 id = news.189 }
			}
		}
	}
	focus = {
		id = Mahmoud_Wants_More
		icon = GFX_goal_generic_allies_build_infantry
		prerequisite = { focus = FateOfIRAQ }
		cost = 10,00
		x = 9
		y = 3
			complete_tooltip = {

}
			completion_reward = {
			    army_experience = 200
			    add_political_power = 200
			}
		}
focus = {
		id = FinishArabs
		icon = GFX_focus_generic_strike_at_democracy1
		prerequisite = { focus = Conquer_Afghanistan }
		available = {
			SAU = {
				owns_state = 292
			}
		}
		will_lead_to_war_with = SAU
		x = -9
		y = -1
		relative_position_id = ITA_greece_friend
		cost = 10
		ai_will_do = {
			factor = 1
		}	
		completion_reward = {
			if = {
				limit = {
					is_in_faction_with = GRE
					SAU = { owns_state = 292 }
				}

				GRE = { country_event = greece.4 }
			}
			create_wargoal = {
			target = SAU
			type = take_state_focus
			generator = { 292 }
			}

			hidden_effect = {
				news_event = { hours = 6 id = news.189 }
			}
		}
	}

	focus = {
		id = GiveUpOman
		icon = GFX_focus_generic_concessions
		prerequisite = { focus = FateOfArabia }
		cost = 10,00
		x = 8
		y = 6
			complete_tooltip = {

}
			completion_reward = {
			                puppet = OMA
}
		}

		focus = {
		id = GiveUpYemen
		icon = GFX_focus_generic_concessions
		prerequisite = { focus = FateOfArabia }
		cost = 10,00
		x = 6
		y = 6
			complete_tooltip = {

}
			completion_reward = {
			                puppet = YEM
}

	}

	focus = {
		id = Conquer_Turkey
		icon = GFX_goal_generic_territory_or_war
		prerequisite = { focus = GiveUpYemen focus = GiveUpOman }
		available = {
			TUR = {
				owns_state = 49
			}
		}
		will_lead_to_war_with = TUR
		x = -9
		y = 1
		relative_position_id = ITA_greece_friend
		cost = 10
		ai_will_do = {
			factor = 1
		}	
		completion_reward = {
			if = {
				limit = {
					is_in_faction_with = GRE
					TUR = { owns_state = 49 }
				}

				GRE = { country_event = greece.4 }
			}
			create_wargoal = {
			target = TUR
			type = take_state_focus
			generator = { 49 }
			}

			hidden_effect = {
				news_event = { hours = 6 id = news.189 }
			}
		}
	}
focus = {
		id = Mahmoud_Empire
		icon = GFX_focus_chi_army_reform
		prerequisite = { focus = Conquer_Turkey }
		cost = 10,00
		x = 7
		y = 8
			complete_tooltip = {

}
			completion_reward = {
			    add_manpower = 500000
			    add_command_power = 200
		}
	}

	focus = {
		id = AllMansHaveAGun
		icon = GFX_focus_generic_air_defense
		prerequisite = { focus = Mahmoud_Empire }
		cost = 10,00
		x = 7
		y = 9
		cost = 10

		available_if_capitulated = yes


		ai_will_do = {
			factor = 2
		}

		bypass = {
			custom_trigger_tooltip = {
				tooltip = production_effort_tt
				all_owned_state = {
					free_building_slots = {
						building = arms_factory
						size < 4
						include_locked = yes
					}					
				}
			}
		}

		complete_tooltip = {
			add_extra_state_shared_building_slots = 4
			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 = 12
				add_building_construction = {
					type = arms_factory
					level = 6
					instant_build = yes
				}
			}
		}
	}

	focus = {
		id = MahmoudRoads
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = { focus = DieForMahmoud }
		x = 0
		y = 1
		relative_position_id = DieForMahmoud
		cost = 10

		available_if_capitulated = yes

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

	}

	focus = {
		id = War_With_Soviets
		icon = GFX_focus_RAJ_seek_help_from_soviet
		prerequisite = { focus = AllMansHaveAGun }
		available = {
			SOV = {
				owns_state = 219
			}
		}
		will_lead_to_war_with = SOV
		x = 11
		y = 9
		cost = 10
		ai_will_do = {
			factor = 1
		}	
		completion_reward = {
			if = {
				limit = {
					is_in_faction_with = GRE
					SOV = { owns_state = 219 }
				}

				GRE = { country_event = greece.4 }
			}
			create_wargoal = {
			target = SOV
			type = take_state_focus
			generator = { 219 }
			}

			hidden_effect = {
				news_event = { hours = 6 id = news.189 }
			}
		}
	}

	focus = {
		id = War_With_Germans
		icon = GFX_focus_RAJ_seek_help_from_germany
		prerequisite = { focus = AllMansHaveAGun }
		available = {
			GER = {
				owns_state = 64
			}
		}
		will_lead_to_war_with = GER
		x = 9
		y = 9
		cost = 10
		ai_will_do = {
			factor = 1
		}	
		completion_reward = {
			if = {
				limit = {
					is_in_faction_with = GRE
					GER = { owns_state = 64 }
				}

				GRE = { country_event = greece.4 }
			}
			create_wargoal = {
			target = GER
			type = take_state_focus
			generator = { 64 }
			}

			hidden_effect = {
				news_event = { hours = 6 id = news.189 }
			}
		}
	}

	focus = {
		id = War_With_Uk
		icon = GFX_focus_AST_never_gallipoli
		prerequisite = { focus = AllMansHaveAGun }
		available = {
			ENG = {
				owns_state = 128
			}
		}
		will_lead_to_war_with = ENG
		x = 13
		y = 9
		cost = 10
		ai_will_do = {
			factor = 1
		}	
		completion_reward = {
			if = {
				limit = {
					is_in_faction_with = GRE
					ENG = { owns_state = 128 }
				}

				GRE = { country_event = greece.4 }
			}
			create_wargoal = {
			target = ENG
			type = take_state_focus
			generator = { 128 }
			}

			hidden_effect = {
				news_event = { hours = 6 id = news.189 }
			}
		}
	}

	focus = {
		id = FateOfIRAQ
		icon = GFX_focus_rom_royal_dictatorship
		prerequisite = { focus = Attack_IRAQ }
		cost = 10,00
		x = 7
		y = 2
			complete_tooltip = {

}
			completion_reward = {
			    army_experience = 100
		}
	}

	focus = {
		id = FateOfArabia
		icon = GFX_focus_rom_royal_dictatorship
		prerequisite = { focus = FinishArabs }
		cost = 10,00
		x = 5
		y = 5
			complete_tooltip = {

}
			completion_reward = {
			    army_experience = 150
		}
	}

	focus = {
		id = FateOfTurkey
		icon = GFX_focus_rom_royal_dictatorship
		prerequisite = { focus = Conquer_Turkey }
		cost = 10,00
		x = 5
		y = 8
			complete_tooltip = {

}
			completion_reward = {
			    army_experience = 150
		}
}

}
