focus_tree = {
	id = belgium_focus
	
	country = {
		factor = 0
		
		modifier = {
			add = 10
			tag = BEL
		}
	}
	
	default = no

	focus = {
		id = BEL_political_effort
		mutually_exclusive = { focus = BEL_nationalist }
		icon = GFX_goal_generic_demand_territory
		x = 1
		y = 0
		cost = 10

		ai_will_do = {
			factor = 3
		}

		available_if_capitulated = yes

		completion_reward = {
			add_political_power = 150
		}
	}

	focus = {
		id = BEL_liberty_ethos
		icon = GFX_goal_generic_positive_trade_relations
		prerequisite = { focus = BEL_political_effort }
		available = {
			OR = {
				has_government = democratic
				has_government = neutrality
			}
		}
		x = 1
		y = 1
		cost = 5

		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 = BEL_strengthen_government_support
		icon = GFX_goal_generic_demand_territory
		available = {
		}
	 	prerequisite = { focus = BEL_liberty_ethos }
		x = 1
		y = 2
		cost = 10

		available_if_capitulated = yes

		#ai_will_do = {
		#	factor = 1
		#}
		completion_reward = {
			add_timed_idea = {
				idea = FRA_strengthen_government_support_focus
				days = 365
			}
		}
	}

	focus = {
		id = BEL_neutrality_focus
		icon = GFX_goal_generic_neutrality_focus
		prerequisite = { focus = BEL_strengthen_government_support }
		x = 1
		y = 3
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = BEL_limited_rearmament_focus
		icon = GFX_goal_generic_build_tank
		prerequisite = { focus = BEL_neutrality_focus }
		x = 1
		y = 4
		cost = 10
		ai_will_do = {
			factor = 1
		}

		bypass = {
			custom_trigger_tooltip =  {
				tooltip = construction_effort_tt
				NOT = {
					any_owned_state = {
						free_building_slots = {
							building = industrial_complex
							size > 0
							include_locked = yes
						}
					}
				}
			}
		}

		available_if_capitulated = yes

		complete_tooltip = {
			every_state = {
				limit = { has_state_flag = BEL_limited_rearmament_focus_2IC }
				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
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				set_state_flag = BEL_limited_rearmament_focus_2IC
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				set_state_flag = BEL_limited_rearmament_focus_2IC
			}
		}
	}

	focus = {
		id = BEL_civil_works
		icon = GFX_goal_generic_construction
		prerequisite = { focus = BEL_limited_rearmament_focus }
		x = 1
		y = 5
		cost = 10

		ai_will_do = {
			factor = 20
		}

		available = {

		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		complete_tooltip = {

		}

		completion_reward = {
			add_tech_bonus = {
				name = BEL_civil_works
				bonus = 0.5
				uses = 2
				category = industry
			}
		}
	}	

	focus = {
		id = BEL_demt
		icon = GFX_focus_generic_the_giant_wakes
		prerequisite = { focus = BEL_civil_works }
		x = 2
		y = 6
		cost = 10

		completion_reward = {
			add_political_power = 100
			add_ideas = CZE_democratic_bastion
		}
	}

	focus = {
		id = BEL_volunt
		available = { 
			OR = {
				threat > 0.8
			}
		}

		continue_if_invalid = yes

		icon = GFX_goal_generic_position_armies
		prerequisite = { focus = BEL_civil_works }

		x = 0
		y = 6
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes
		
		completion_reward = {
			set_rule = { can_send_volunteers = yes }
			add_political_power = 150
			#As per generic
		}
	}

	focus = {
		id = BEL_nationalist
		icon = GFX_goal_support_fascism #icon = GFX_goal_tripartite_pact
		mutually_exclusive = { focus = BEL_political_effort }
		available = {
			OR = {
				has_government = fascism
				has_government = neutrality
				has_government = democratic
			}
		}

		ai_will_do = {
			factor = 1
		}

		x = 10
		y = 0
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = nationalism
		}
	}

	focus = {
		id = BEL_politica
		prerequisite = { focus = BEL_nationalist }
		icon = GFX_goal_generic_demand_territory
		x = 10
		y = 1
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 10
		}

		completion_reward = {
			add_popularity = {
				popularity = 0.25
				ideology = fascism
			}
		}
	}

	focus = {
		id = BEL_explication
		prerequisite = { focus = BEL_politica }
		icon = GFX_goal_generic_military_deal
		x = 10
		y = 2
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 10
		}

		completion_reward = {
		    add_popularity = {
				popularity = 0.10
				ideology = fascism
			}	
		}
	}

	focus = {
		id = BEL_limited_full_focus
		icon = GFX_goal_generic_build_full_reamarment
		prerequisite = { focus = BEL_explication }  
		x = 16
		y = 3
		cost = 10

		bypass = {
			custom_trigger_tooltip =  {
				tooltip = construction_effort_tt
				NOT = {
					any_owned_state = {
						free_building_slots = {
							building = industrial_complex
							size > 0
							include_locked = yes
						}
					}
				}
			}
		}

		available = {
			any_state = {
				is_coastal = yes
				is_controlled_by = ROOT
			}
		}
   
		available_if_capitulated = yes

		complete_tooltip = {
		    navy_experience = 25
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
			every_state = {
				limit = { has_state_flag = BEL_limited_rearmament_focus_2IC }
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}

		completion_reward = {
		    navy_experience = 25
		    army_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
					}
				}
			}		
		    random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size > 2
						include_locked = yes
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = arms_factory
										size > 2
										include_locked = yes
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = arms_factory
					level = 3
					instant_build = yes
				}
			}
		}	
    }

	focus = {
		id = BEL_technology_in_country
		icon = GFX_focus_research
		prerequisite = { focus = BEL_explication }
		x = 8
		y = 3
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_research_slot = 1
		}
	}

	focus = {
		id = BEL_golp
		icon = GFX_focus_renounce_the_treaty_of_trianon
		prerequisite = { focus = BEL_explication }
		x = 12
		y = 3
		cost = 10

		available_if_capitulated = yes

		available = {
			OR = {
				has_government = democratic
				has_government = neutrality
				has_government = communism
			}
		}

		completion_reward = {
			if = {
				limit = {
					has_country_leader = { id = 550 }
				}
				retire_country_leader = yes
			}
			if = {
				limit = {
					NOT = { has_government = fascism }
				}
				set_politics = {
					ruling_party = fascism
					elections_allowed = no
				}
			}
		}
	}

	focus = {
		id = BEL_paramilita
		icon = GFX_goal_generic_military_sphere
		prerequisite = { focus = BEL_explication }
		available = {
			OR = {
				has_government = fascism
			}
		}		
		x = 10
		y = 3
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 10
		}

		completion_reward = {
			add_ideas = paramilitarism_focus
		}
	}

	focus = {
		id = BEL_construction_focus
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = BEL_paramilita }
		x = 15
		y = 4
		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
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size > 1
						include_locked = yes
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = arms_factory
										size > 1
										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
				}
			}	
			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 = BEL_focus_on_war
		text = TUR_focus_on_war
		icon = GFX_focus_generic_commonwealth_build_infantry
		prerequisite = { focus = BEL_construction_focus }
		prerequisite = { focus = BEL_limited_full_focus }
		x = 16
		y = 6
		cost = 10
		
		ai_will_do = {
			factor = 5
		}

		available_if_capitulated = yes
		
		completion_reward = {
            add_ideas = tur_war_bonds_focus
		}
	}

	focus = {
		id = BEL_for_benelux
		icon = GFX_goal_generic_occupy_states_ongoing_war
		prerequisite = { focus = BEL_paramilita }
		x = 9
		y = 4
		will_lead_to_war_with = HOL
		cost = 10

		ai_will_do = {
			factor = 1
		}

		available = {
			is_subject = no
			HOL = {
				exists = yes
				NOT = {
					is_in_faction_with = BEL
				}
			}
			has_army_manpower = { size > 110000 }
		}
 
		bypass = {
			HOL = {
				OR = {
					is_puppet_of = BEL
					exists = no 
				}
			}
		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		complete_tooltip = {

		}

		completion_reward = {
			create_wargoal = {
				type = puppet_wargoal_focus
				target = HOL
			}
		}
	}

	focus = {
		id = BEL_for_lux
		icon = GFX_goal_generic_occupy_states_ongoing_war
		prerequisite = { focus = BEL_for_benelux }
		x = 8
		y = 5
		will_lead_to_war_with = LUX
		cost = 4

		ai_will_do = {
			factor = 1
		}

		available = {
			is_subject = no
			LUX = {
				exists = yes
				NOT = {
					is_in_faction_with = BEL
				}
			}
			has_army_manpower = { size > 110000 }
		}
 
		bypass = {
			LUX = {
				OR = {
					is_puppet_of = BEL
					exists = no 
				}
			}
		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		complete_tooltip = {

		}

		completion_reward = {
			create_wargoal = {
				type = puppet_wargoal_focus
				target = LUX
			}
		}
	}

	focus = {
		id = BEL_for_denmark
		icon = GFX_goal_generic_occupy_states_ongoing_war
		prerequisite = { focus = BEL_for_benelux }
		x = 10
		y = 5
		cost = 10

		complete_tooltip = {

		}

		completion_reward = {
			create_wargoal = {
				type = puppet_wargoal_focus
				target = DEN
			}
		}
	}

	focus = {
		id = BEL_for_france
		icon = GFX_goal_generic_occupy_states_ongoing_war
		prerequisite = { focus = BEL_for_benelux }
		x = 9
		y = 6
		will_lead_to_war_with = FRA
		cost = 10

		ai_will_do = {
			factor = 1
		}

		available = {
			is_subject = no
			FRA = {
				exists = yes
				NOT = {
					is_in_faction_with = BEL
				}
			}
			has_army_manpower = { size > 150000 }
		}
 
		bypass = {
			FRA = {
				OR = {
					is_puppet_of = BEL
					exists = no 
				}
			}
		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		complete_tooltip = {

		}

		completion_reward = {
			create_wargoal = {
				type = puppet_wargoal_focus
				target = FRA
			}
		}
	}

	focus = {
		id = BEL_for_german
		icon = GFX_goal_generic_occupy_states_ongoing_war
		prerequisite = { focus = BEL_for_france }
		x = 10
		y = 7
		will_lead_to_war_with = GER
		cost = 10

		ai_will_do = {
			factor = 1
		}

		available = {
			is_subject = no
			GER = {
				exists = yes
				NOT = {
					is_in_faction_with = BEL
				}
			}
			has_army_manpower = { size > 200000 }
		}
 
		bypass = {
			GER = {
				OR = {
					is_puppet_of = BEL
					exists = no 
				}
			}
		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		complete_tooltip = {

		}

		completion_reward = {
			create_wargoal = {
				type = puppet_wargoal_focus
				target = GER
			}
		}
	}

	focus = {
		id = BEL_youth
		icon = GFX_goal_generic_more_territorial_claims
		prerequisite = { focus = BEL_paramilita }
		x = 11
		y = 4
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = military_youth_focus
			add_manpower = 90000
		}
	}

	focus = {
		id = BEL_go_righ
		icon = GFX_goal_support_fascism
		prerequisite = { focus = BEL_youth }

		x = 12
		y = 5
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = fascist_influence
			#Increases Fascist Support
		}
	}

	focus = {
		id = BEL_aggressive_war
		icon = GFX_goal_generic_political_pressure
		prerequisite = { focus = BEL_youth }
		x = 14
		y = 5

		cost = 10

		ai_will_do = {
			factor = 90
		}

		available = {
			fascism > 0.8
		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes

		complete_tooltip = {

		}

		completion_reward = {
			add_ideas = FRA_army_of_aggression_focus
		}
	}

	focus = {
		id = BEL_national_fascis
		icon = GFX_goal_generic_propaganda
		prerequisite = { focus = BEL_aggressive_war }
		x = 14
		y = 7

		cost = 10

		completion_reward = {
			add_ideas = CZE_national_fascism_idea
		}
	}

	focus = {
		id = BEL_seek_accommodation_with_germany
		icon = GFX_goal_generic_military_deal
		prerequisite = { focus = BEL_youth }
		available = {
			country_exists = GER
		}
		
		x = 13
		y = 6
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

		completion_reward = {
			add_opinion_modifier = { target = BEL modifier = POL_seek_accommodation_with_germany }
			GER = { add_opinion_modifier = { target = ROOT modifier = POL_seek_accommodation_with_germany } }
			#Relation Boost With Belgium
		}
	}

	focus = {
		id = BEL_naval_effor
		icon = GFX_goal_generic_construct_naval_dockyard
		x = 18
		y = 0
		cost = 10

		available_if_capitulated = yes


		available = {
			any_state = {
				is_coastal = yes
				is_controlled_by = ROOT
			}
		}

		complete_tooltip = {
			navy_experience = 10
			add_extra_state_shared_building_slots = 4
			add_building_construction = {
				type = dockyard
				level = 4
				instant_build = yes
			}
		}
		
		completion_reward = {
			navy_experience = 25
			if = {
				limit = {
					NOT = {
						any_owned_state = {
							dockyard > 0
							free_building_slots = {
								building = dockyard
								size > 3
								include_locked = yes
							}
						}
					}
					any_owned_state = {
						is_coastal = yes
					}
				}
				random_owned_controlled_state = {
					limit = {
						is_coastal = yes
						free_building_slots = {
							building = dockyard
							size > 3
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 4
					add_building_construction = {
						type = dockyard
						level = 4
						instant_build = yes
					}
				}
				set_country_flag = BEL_naval_effor
			}
			if = {
				limit = {
					NOT = { has_country_flag = naval_effort_built }
					any_owned_state = {
						dockyard > 0
						free_building_slots = {
							building = dockyard
							size > 3
							include_locked = yes
						}
					}
				}
				random_owned_controlled_state = {
					limit = {
						dockyard > 0
						free_building_slots = {
							building = dockyard
							size > 3
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 4
					add_building_construction = {
						type = dockyard
						level = 4
						instant_build = yes
					}
				}
				set_country_flag = BEL_naval_effor
			}
			if = {
				limit = {
					NOT = { has_country_flag = naval_effort_built }
					NOT = {
						any_owned_state = {
							free_building_slots = {
								building = dockyard
								size > 3
								include_locked = yes
							}
						}
					}
				}
				random_state = {
					limit = {
						controller = { tag = ROOT }
						free_building_slots = {
							building = dockyard
							size > 3
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 4
					add_building_construction = {
						type = dockyard
						level = 4
						instant_build = yes
					}
				}
			}			
		}
	}

	focus = {
		id = BEL_large
		icon = GFX_goal_generic_navy_doctrines_tactics
		prerequisite = { focus = BEL_naval_effor }
		x = 17
		y = 1
		cost = 10

		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 = fleet_in_being_bonus
				bonus = 0.5
				uses = 3
				category = fleet_in_being_tree
			}
		}
	}

	focus = {
		id = BEL_cruiser
		icon = GFX_goal_generic_navy_cruiser
		prerequisite = { focus = BEL_naval_effor }
		x = 19
		y = 1
		cost = 10

		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 = 0.5
				ahead_reduction = 1
				uses = 1
				technology = improved_light_cruiser
				technology = advanced_light_cruiser
				technology = improved_heavy_cruiser
				technology = advanced_heavy_cruiser
			}
		}
	}

	focus = {
		id = BEl_destroyer
		icon = GFX_goal_generic_wolf_pack
		prerequisite = { focus = BEL_cruiser focus = BEL_large }
		x = 18
		y = 2
		cost = 10

		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 = 0.5
				ahead_reduction = 1
				uses = 1
				technology = early_destroyer
				technology = basic_destroyer
				technology = improved_destroyer
				technology = advanced_destroyer
			}
		}
	}

	focus = {
		id = BEL_capital
		icon = GFX_goal_generic_navy_battleship
		prerequisite = { focus = BEl_destroyer }
		x = 18
		y = 3
		cost = 10

		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 = 0.5
				ahead_reduction = 1
				uses = 1
				technology = basic_battlecruiser
				technology = basic_battleship
				technology = improved_battleship
				technology = advanced_battleship
				technology = heavy_battleship
				technology = heavy_battleship2
				technology = early_carrier
				technology = basic_carrier
				technology = improved_carrier
				technology = advanced_carrier
			}
		}
	}

	focus = {
		id = BEL_submarine
		icon = GFX_goal_generic_navy_submarine
		prerequisite = { focus = BEL_capital }
		x = 18
		y = 4
		cost = 10

		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 = 0.4
				ahead_reduction = 1
				uses = 2
				technology = early_submarine
				technology = basic_submarine
				technology = improved_submarine
				technology = advanced_submarine
			}
		}
	}

	focus = {
		id = BEL_terror
		icon = GFX_goal_generic_construct_naval_dockyard
		prerequisite = { focus = BEL_submarine }
		x = 18
		y = 5
		cost = 10

		available_if_capitulated = yes


		available = {
			any_state = {
				is_coastal = yes
				is_controlled_by = ROOT
			}
		}

		complete_tooltip = {
			navy_experience = 30
			add_extra_state_shared_building_slots = 5
			add_building_construction = {
				type = dockyard
				level = 5
				instant_build = yes
			}
		}
		
		completion_reward = {
			navy_experience = 60
			if = {
				limit = {
					NOT = {
						any_owned_state = {
							dockyard > 0
							free_building_slots = {
								building = dockyard
								size > 5
								include_locked = yes
							}
						}
					}
					any_owned_state = {
						is_coastal = yes
					}
				}
				random_owned_controlled_state = {
					limit = {
						is_coastal = yes
						free_building_slots = {
							building = dockyard
							size > 5
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 5
					add_building_construction = {
						type = dockyard
						level = 5
						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 > 4
							include_locked = yes
						}
					}
				}
				random_owned_controlled_state = {
					limit = {
						dockyard > 0
						free_building_slots = {
							building = dockyard
							size > 4
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 5
					add_building_construction = {
						type = dockyard
						level = 5
						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 > 4
								include_locked = yes
							}
						}
					}
				}
				random_state = {
					limit = {
						controller = { tag = ROOT }
						free_building_slots = {
							building = dockyard
							size > 4
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 5
					add_building_construction = {
						type = dockyard
						level = 5
						instant_build = yes
					}
				}
			}			
		}
	}

	focus = {
		id = BEL_aviation
		icon = GFX_goal_generic_build_airforce
		x = 23
		y = 0
		cost = 10

		available_if_capitulated = yes


		complete_tooltip = {
			air_experience = 30
			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 = BEL_fighter_effort
		icon = GFX_goal_generic_air_fighter
		prerequisite = { focus = BEL_aviation }
		mutually_exclusive = { focus = BEL_bomber_effort }
		x = 22
		y = 1
		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 = BEL_bomber_effort
		icon = GFX_goal_generic_air_bomber
		prerequisite = { focus = BEL_aviation }
		mutually_exclusive = { focus = BEL_fighter_effort }
		x = 24
		y = 1
		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 = BEl_cas_effort
		icon = GFX_goal_generic_CAS
		prerequisite = { focus = BEL_bomber_effort focus = BEL_fighter_effort }
		x = 23
		y = 2
		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 = BEl_avia
		icon = GFX_goal_generic_air_doctrine
		prerequisite = { focus = BEl_cas_effort }
		x = 23
		y = 3
		cost = 10

		available_if_capitulated = yes


		complete_tooltip = {
			air_experience = 25
			if = { limit = { has_country_flag = BEl_avia_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 = BEl_avia_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 = BEl_avia_AB }
				}
			}
			add_tech_bonus = {
				name =  air_doc_bonus
				bonus = 0.5
				uses = 1
				category = air_doctrine
			}
		}
	}
	
	focus = {
		id = BEL_nav
		icon = GFX_goal_generic_air_naval_bomber
		prerequisite = { focus = BEl_avia }
		x = 23
		y = 4
		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 = BEL_rocket
		icon = GFX_focus_rocketry
		prerequisite = { focus = BEL_nav }
		x = 23
		y = 5
		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 = BEL_tatics
		icon = GFX_goal_generic_allies_build_infantry
		x = 28
		y = 0
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			army_experience = 10
			add_tech_bonus = {
				name = land_doc_bonus
				bonus = 0.5
				uses = 1
				category = land_doctrine
			}
		}
	}

	focus = {
		id = BEL_equipments
		icon = GFX_goal_generic_small_arms
		prerequisite = { focus = BEL_tatics }
		x = 28
		y = 1
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = infantry_weapons_bonus
				bonus = 0.75
				uses = 1
				category = infantry_weapons
				category = artillery
			}
		}
	}

	focus = {
		id = BEL_speed
		icon = GFX_goal_generic_army_motorized
		prerequisite = { focus = BEL_equipments }
		x = 28
		y = 2
		cost = 8

		available_if_capitulated = yes

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

	focus = {
		id = BEl_artilhery
		icon = GFX_goal_generic_army_artillery2
		prerequisite = { focus = BEL_speed }
		x = 28
		y = 3
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = BEL_armor
		icon = GFX_goal_generic_army_tanks
		prerequisite = { focus = BEl_artilhery }
		x = 28
		y = 4
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = armor_bonus
				bonus = 0.75
				uses = 2
				category = armor
			}
		}
	}

	focus = {
		id = BEL_special
		icon = GFX_goal_generic_special_forces
		prerequisite = { focus = BEL_armor }
		x = 28
		y = 5
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = special_forces_bonus
				bonus = 0.4
				uses = 3
				technology = paratroopers
				technology = paratroopers2
				technology = marines
				technology = marines2
				technology = tech_mountaineers
				technology = tech_mountaineers2
			}
		}
	}

	focus = {
		id = BEL_construction
		icon = GFX_goal_generic_production2
		x = 35
		y = 0
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
		    #	Adds a civilian Factory (Brussels)
			random_owned_controlled_state = {
			    prioritize = { 6 }
				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 = 3
			}
		}
	}

	focus = {
		id = BEL_rubber
		icon = GFX_goal_generic_construction2
		prerequisite = { focus = BEL_construction }
		x = 33
		y = 1
		cost = 10
		available = {
			has_full_control_of_state = 538
		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes

		complete_tooltip = {

		}

		completion_reward = {
			if = {
				limit = {
					has_full_control_of_state = 538
				}
				538 = {
					add_resource = {
						type = rubber
						amount = 22
					}
				}
			}
		}
	}

	focus = {
		id = BEL_aluminum
		icon = GFX_goal_generic_construction
		prerequisite = { focus = BEL_rubber }
		x = 33
		y = 2
		cost = 10
		available = {
			has_full_control_of_state = 6
			has_full_control_of_state = 34
		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes

		complete_tooltip = {

		}

		completion_reward = {
			if = {
				limit = {
					has_full_control_of_state = 6
				}
				6 = {
					add_resource = {
						type = Aluminum
						amount = 5
					}
				}
			}
		    
		    if = {
				limit = {
					has_full_control_of_state = 34
				}
				34 = {
					add_resource = {
						type = steel
						amount = 12
					}
				}
			}
		}
	}

	focus = {
		id = BEL_oil
		icon = GFX_goal_generic_oil_refinery
		prerequisite = { focus = BEL_aluminum }
		x = 33
		y = 3
		cost = 10
		available = {
			has_full_control_of_state = 295
		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes

		complete_tooltip = {

		}

		completion_reward = {
			if = {
				limit = {
					has_full_control_of_state = 295
				}
				295 = {
					add_resource = {
						type = oil
						amount = 15
					}
				}
			}
		}
	}

	focus = {
		id = BEL_indust
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = BEL_construction }
		x = 36
		y = 1
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

		complete_tooltip = {
			random_state = {
				limit = { has_state_flag = BEL_indust }
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}

		completion_reward = {
			#	Adds a civilian Factory (Brussels)
			random_owned_controlled_state = {
				prioritize = { 6 }
				limit = {									
					free_building_slots = {
						building = industrial_complex
						size > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
				set_state_flag = BEL_indust_1
			}
		}
	}

	focus = {
		id = BEl_counstri
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = BEL_indust }
		x = 36
		y = 2
		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 = 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 = BEL_infra
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = { focus = BEL_construction }
		x = 38
		y = 1
		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 = 2
					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 = BEL_infra2
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = { focus = BEL_infra }
		x = 38
		y = 2
		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 = 2
					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 = BEL_arms
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = BEL_construction }
		x = 40
		y = 1
		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 = BEL_arms2
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = BEL_arms }
		x = 40
		y = 2
		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 = BEL_extrat
		icon = GFX_focus_research
		prerequisite = { focus = BEL_arms2 }
		prerequisite = { focus = BEL_infra2 }
		prerequisite = { focus = BEl_counstri }
		x = 38
		y = 4
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_research_slot = 1
		}
	}

	focus = {
		id = BEL_nuclear_effort
		text = nuclear_effort
		icon = GFX_focus_wonderweapons
		prerequisite = { focus = BEL_extrat }
		x = 38
		y = 5
		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 = BEL_radio_tower
		text = HOL_the_bombe
		icon = GFX_goal_generic_radar
		prerequisite = { focus = BEL_extrat }
		x = 36
		y = 5
		cost = 10

		ai_will_do = {
			factor = 1
		}

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = POL_the_bombe
				bonus = 0.5
				uses = 1
				category = computing_tech
			}		
		}
	}

	focus = {
		id = BEL_fortification_focus
		text = FRA_fortification_focus
		icon = GFX_goal_generic_construction2
		prerequisite = { focus = BEL_extrat }
		x = 40
		y = 5
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = FRA_fortification_focus
		}
	}





