focus_tree = {
	id = denmark_focus
	
	country = {
		factor = 0
		
		modifier = {
			add = 10
			tag = DEN
		}
	}
	
	default = no

	focus = {
		id = DEN_political_effort
		mutually_exclusive = { focus = DEN_collectivist }
		icon = GFX_goal_generic_demand_territory
		x = 0
		y = 0
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 7
		}

		completion_reward = {
			add_political_power = 150
		}
	}

	focus = {
		id = DEN_collectivist
		icon = GFX_goal_generic_national_unity #icon = GFX_goal_tripartite_pact
		mutually_exclusive = { focus = DEN_political_effort }
		available = {
			OR = {
				has_government = fascism
				has_government = communism
				has_government = democratic
			}
		}
		x = 4
		y = 0
		cost = 10

		available_if_capitulated = yes

        ai_will_do = {
			factor = 3
		}

		completion_reward = {
			add_ideas = collectivist_ethos_focus
		}
	}

	focus = {
		id = DEN_go_right
		icon = GFX_goal_support_fascism
		prerequisite = { focus = DEN_collectivist }
		mutually_exclusive = { focus = DEN_go_left }
		x = 5
		y = 2
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

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

	focus = {
		id = DEN_go_left
		icon = GFX_goal_support_communism
		prerequisite = { focus = DEN_collectivist }
		mutually_exclusive = { focus = DEN_go_right }

		x = 10
		y = 2
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = communist_influence
			#Increases Communist Support
		}
	}

	focus = {
		id = DEN_popularity
		icon = GFX_goal_generic_demand_territory
		prerequisite = { focus = DEN_go_right }
		x = 5
		y = 3
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
		    add_popularity = {
				popularity = 0.25
				ideology = fascism
			}	
			add_political_power = 80
		}
	}

	focus = {
		id = DEN_power_in_world
		icon = GFX_goal_generic_political_pressure
		prerequisite = { focus = DEN_popularity }
		available = {
			OR = {
				has_government = fascism
			}
		}
		x = 5
		y = 4
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			if = {
				limit = { has_idea = neutrality_idea }
				remove_ideas = neutrality_idea
			}			
			add_ideas = militarism_focus
			add_manpower = 250000
			army_experience = 60
		}
	}

	focus = {
		id = DEN_for_swe
		icon = GFX_goal_generic_occupy_states_ongoing_war
		prerequisite = { focus = DEN_power_in_world }
		x = 7
		y = 5
		will_lead_to_war_with = SWE
		cost = 10

		ai_will_do = {
			factor = 1
		}

		available = {
			is_subject = no
			SWE = {
				exists = yes
				NOT = {
					is_in_faction_with = DEN
				}
			}
			has_army_manpower = { size > 100000 }
		}
 
		bypass = {
			SWE = {
				OR = {
					is_puppet_of = DEN
					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 = SWE
			}
		}
	}

	focus = {
		id = DEN_for_nor
		icon = GFX_goal_generic_occupy_states_ongoing_war
		prerequisite = { focus = DEN_power_in_world }
		x = 7
		y = 6
		will_lead_to_war_with = NOR
		cost = 10

		ai_will_do = {
			factor = 1
		}

		available = {
			is_subject = no
			NOR = {
				exists = yes
				NOT = {
					is_in_faction_with = DEN
				}
			}
			has_army_manpower = { size > 120000 }
		}
 
		bypass = {
			NOR = {
				OR = {
					is_puppet_of = DEN
					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 = NOR
			}
		}
	}

	focus = {
		id = DEN_eoq
		icon = GFX_goal_generic_position_armies
		prerequisite = { focus = DEN_power_in_world }

		x = 4
		y = 5
		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 = DEN_youth
		icon = GFX_goal_generic_more_territorial_claims
		prerequisite = { focus = DEN_eoq }
		x = 3
		y = 6
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = military_youth_focus
		}
	}

	focus = {
		id = DEN_yug
		icon = GFX_goal_generic_improve_relations
		prerequisite = { focus = DEN_power_in_world }
		x = 2
		y = 5
		cost = 10
		ai_will_do = {
			factor = 0.25
		}

		available = {
			country_exists = HOL
			NOT = {
				has_war_with = HOL
			}
		}

		completion_reward = {
			HOL = {
				if = {
					limit = { ROOT = { has_government = fascism } }
					add_ideas = fascist_influence
				}
				if = {
					limit = { ROOT = { has_government = democratic } }
					add_ideas = fascist_influence
				}
				if = {
					limit = { ROOT = { has_government = communism } }
					add_ideas = fascist_influence
				}
				country_event = { id = generic.1 }
			}
		}
	}

	focus = {
		id = DEN_bel
		icon = GFX_goal_generic_improve_relations
		prerequisite = { focus = DEN_yug }
		x = 1
		y = 6
		cost = 10
		ai_will_do = {
			factor = 0.25
		}

		available = {
			country_exists = BEL
			NOT = {
				has_war_with = BEL
			}
		}

		completion_reward = {
			BEL = {
				if = {
					limit = { ROOT = { has_government = fascism } }
					add_ideas = fascist_influence
				}
				if = {
					limit = { ROOT = { has_government = democratic } }
					add_ideas = fascist_influence
				}
				if = {
					limit = { ROOT = { has_government = communism } }
					add_ideas = fascist_influence
				}
				country_event = { id = generic.1 }
			}
		}
	}

	focus = {
		id = DEN_neutrality_focus
		icon = GFX_goal_generic_neutrality_focus
		prerequisite = { focus = DEN_political_effort }
		x = 0
		y = 1
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = DEN_deterrence
		icon = GFX_goal_generic_defence
		prerequisite = { focus = DEN_neutrality_focus }
		x = 0
		y = 2
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = deterrence
		}
	}

	focus = {
		id = DEN_friend_swe
		icon = GFX_goal_generic_improve_relations
		prerequisite = { focus = DEN_deterrence }
		x = 0
		y = 3
		cost = 10
		ai_will_do = {
			factor = 1
		}
		available = {
			country_exists = SWE
			NOT = {
				has_war_with = SWE
			}
		}
		bypass = {
			NOT = { country_exists = SWE }
		}
		completion_reward = {
			SWE = {
				if = {
					limit = { ROOT = { has_government = fascism } }
					add_ideas = fascist_influence
				}
				if = {
					limit = { ROOT = { has_government = democratic } }
					add_ideas = democratic_influence
				}
				if = {
					limit = { ROOT = { has_government = communism } }
					add_ideas = communist_influence
				}
				country_event = { id = generic.1 }
			}
		}
	}

	focus = {
		id = DEN_friend_nor
		icon = GFX_goal_generic_improve_relations
		prerequisite = { focus = DEN_friend_swe }
		x = 0
		y = 4
		cost = 10
		ai_will_do = {
			factor = 1
		}
		available = {
			country_exists = NOR
			NOT = {
				has_war_with = NOR
			}
		}
		bypass = {
			NOT = { country_exists = NOR }
		}
		completion_reward = {
			NOR = {
				if = {
					limit = { ROOT = { has_government = fascism } }
					add_ideas = fascist_influence
				}
				if = {
					limit = { ROOT = { has_government = democratic } }
					add_ideas = democratic_influence
				}
				if = {
					limit = { ROOT = { has_government = communism } }
					add_ideas = communist_influence
				}
				country_event = { id = generic.1 }
			}
		}
	}

	focus = {
		id = DEN_popularity_communist
		icon = GFX_goal_generic_demand_territory
		prerequisite = { focus = DEN_go_left }
		x = 10
		y = 3
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
		    add_popularity = {
				popularity = 0.25
				ideology = communism
			}	
			add_political_power = 80
		}
	}

	focus = {
		id = DEN_work
		icon = GFX_goal_generic_construction
		prerequisite = { focus = DEN_popularity_communist }
		x = 10
		y = 4
		cost = 10
		ai_will_do = {
			factor = 1
		}

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = workers_culture
		}
	}

	focus = {
		id = DEN_partisan
		icon = GFX_goal_generic_dangerous_deal
		prerequisite = { focus = DEN_work }
		x = 10
		y = 5
		cost = 10
		ai_will_do = {
			factor = 1
		}

		available_if_capitulated = yes
		
		completion_reward = {
			add_ideas = partisan_suppression_focus
		}
	}

    focus = {
		id = DEN_woman
		icon = GFX_goal_generic_political_pressure
		prerequisite = { focus = DEN_partisan }
		available = {
			OR = {
				has_government = communism
			}
		}
		x = 10
		y = 6
		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
			navy_experience = 20
			air_experience = 20
		}
	}

	focus = {
		id = DEN_for_usa
		icon = GFX_goal_generic_occupy_states_ongoing_war
		prerequisite = { focus = DEN_woman focus = DEN_for_nor }
		x = 9
		y = 8
		will_lead_to_war_with = USA
		cost = 10

		ai_will_do = {
			factor = 1
		}

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

	focus = {
		id = DEN_construct
		icon = GFX_goal_generic_production2
		x = 13
		y = 0
		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 = DEN_construct2
		prerequisite = { focus = DEN_construct }
		icon = GFX_goal_generic_construct_civ_factory
		x = 13
		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 < 2
						include_locked = yes
					}
				}
			}
		}

		complete_tooltip = {
			add_extra_state_shared_building_slots = 4
			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 = 4
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
	}

	focus = {
		id = DEN_production_effort_2
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = DEN_construct2 }
		x = 13
		y = 4
		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 < 2
						include_locked = yes
					}
				}
			}
		}

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

		completion_reward = {
			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 > 0
										include_locked = yes
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
	}

	focus = {
		id = DEN_production_effort_3
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = DEN_production_effort_2 }
		x = 13
		y = 6
		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 < 3
						include_locked = yes
					}
				}
			}
		}

		complete_tooltip = {
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = arms_factory
				level = 3
				instant_build = yes
			}
		}		

		completion_reward = {
			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 = DEN_aviation_effort
		icon = GFX_goal_generic_build_airforce
		x = 16
		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 = DEN_fighter_focus
		icon = GFX_goal_generic_air_fighter
		prerequisite = { focus = DEN_aviation_effort }
		mutually_exclusive = { focus = DEN_bomber_focus }
		x = 15
		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 = DEN_bomber_focus
		icon = GFX_goal_generic_air_bomber
		prerequisite = { focus = DEN_aviation_effort }
		mutually_exclusive = { focus = DEN_fighter_focus }
		x = 17
		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 = DEN_aviation_effort_2
		icon = GFX_goal_generic_air_doctrine
		prerequisite = { focus = DEN_bomber_focus focus = DEN_fighter_focus }
		x = 16
		y = 2
		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 = DEN_CAS_effort
		icon = GFX_goal_generic_CAS
		prerequisite = { focus = DEN_aviation_effort_2 }
		x = 16
		y = 3
		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 = DEN_rocket_effort
		icon = GFX_focus_rocketry
		prerequisite = { focus = DEN_CAS_effort }
		x = 16
		y = 4
		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 = DEN_naval_effort
		icon = GFX_goal_generic_construct_naval_dockyard
		x = 20
		y = 0
		cost = 10

		available_if_capitulated = yes


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

		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 = DEN_the_definitive_navy
		icon = GFX_goal_generic_construct_naval_dockyard
		prerequisite = { focus = DEN_naval_effort }
		x = 20
		y = 1
		cost = 20

		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 = 30
			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 = DEN_flexible_navy
		icon = GFX_goal_generic_build_navy
		prerequisite = { focus = DEN_the_definitive_navy }
		mutually_exclusive = { focus = DEN_large_navy }
		x = 19
		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 = sub_op_bonus
				bonus = 0.5
				uses = 2
				technology = convoy_interdiction_ti
				technology = unrestricted_submarine_warfare
				technology = wolfpacks
				technology = advanced_submarine_warfare
				technology = combined_operations_raiding
			}
		}
	}

	focus = {
		id = DEN_large_navy
		icon = GFX_goal_generic_navy_doctrines_tactics
		prerequisite = { focus = DEN_the_definitive_navy }
		mutually_exclusive = { focus = DEN_flexible_navy }
		x = 21
		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 = fleet_in_being_bonus
				bonus = 0.5
				uses = 2
				category = fleet_in_being_tree
			}
		}
	}

	focus = {
		id = DEN_submarine_effort
		icon = GFX_goal_generic_navy_submarine
		prerequisite = { focus = DEN_large_navy focus = DEN_flexible_navy }
		x = 20
		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 = {
			add_tech_bonus = {
				name = ss_bonus
				bonus = 0.5
				ahead_reduction = 1
				uses = 1
				technology = early_submarine
				technology = basic_submarine
				technology = improved_submarine
				technology = advanced_submarine
			}
		}
	}

	focus = {
		id = DEN_cruiser_effort
		icon = GFX_goal_generic_navy_cruiser
		prerequisite = { focus = DEN_submarine_effort }
		x = 20
		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 = 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 = army_effort
		icon = GFX_goal_generic_allies_build_infantry
		x = 25
		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 = equipment_effort
		icon = GFX_goal_generic_small_arms
		prerequisite = { focus = army_effort }
		x = 24
		y = 1
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = motorization_effort
		icon = GFX_goal_generic_army_motorized
		prerequisite = { focus = army_effort }
		bypass = { has_tech = motorised_infantry }
		x = 26
		y = 1
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = doctrine_effort
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = army_effort }
		x = 25
		y = 2
		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 = equipment_effort_2
		icon = GFX_goal_generic_army_artillery
		prerequisite = { focus = equipment_effort }
		x = 24
		y = 3
		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 = mechanization_effort
		icon = GFX_goal_generic_build_tank
		prerequisite = { focus = motorization_effort }
		x = 26
		y = 3
		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 = doctrine_effort_2
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = doctrine_effort }
		x = 25
		y = 4
		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 = equipment_effort_3
		icon = GFX_goal_generic_army_artillery2
		prerequisite = { focus = equipment_effort_2 }
		x = 24
		y = 5
		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 = armor_effort
		icon = GFX_goal_generic_army_tanks
		prerequisite = { focus = mechanization_effort }
		x = 26
		y = 5
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = DEN_extra_tech_slot
		icon = GFX_focus_research
		prerequisite = { focus = DEN_production_effort_3 }
		x = 13
		y = 8
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_research_slot = 1
		}
	}



