focus_tree = {
	id = finland_focus
	
	country = {
		factor = 0
		
		modifier = {
			add = 10
			tag = FIN
		}
	}
	
	default = no

	continuous_focus_position = { x = 50 y = 1300 }

	focus = {
		id = FIN_army_effort
		icon = GFX_goal_generic_allies_build_infantry
		x = 1
		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 = FIN_equipment_effort
		icon = GFX_goal_generic_small_arms
		prerequisite = { focus = FIN_army_effort }
		x = 0
		y = 1
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = FIN_motorization_effort
		icon = GFX_goal_generic_army_motorized
		prerequisite = { focus = FIN_army_effort }
		x = 2
		y = 2
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = FIN_armor_effort
		icon = GFX_goal_generic_army_tanks
		prerequisite = { focus = FIN_motorization_effort }
		x = 2
		y = 3
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = FIN_doctrine_effort
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = FIN_army_effort }
		x = 4
		y = 1
		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 = FIN_equipment_effort_2
		icon = GFX_goal_generic_army_artillery
		prerequisite = { focus = FIN_doctrine_effort focus = FIN_equipment_effort }
		x = 4
		y = 2
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = infantry_artillery_bonus
				bonus = 0.6
				uses = 1
				category = artillery
			}
		}
	}

	focus = {
		id = FIN_special_forces
		icon = GFX_goal_generic_special_forces
		prerequisite = { focus = FIN_equipment_effort }
		mutually_exclusive = { focus = FIN_enginners }
		x = 0
		y = 4
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			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 = FIN_enginners
		icon = GFX_goal_generic_position_armies
		prerequisite = { focus = FIN_army_effort }
		mutually_exclusive = { focus = FIN_special_forces }
		x = 3
		y = 4
		cost = 10

		completion_reward = {
			add_tech_bonus = {
				name = RAJ_the_bangalore_torpedo
				bonus = 0.6
				uses = 1
				category = engineers_tech
			}
		}
	}

	focus = {
		id = FIN_equipment_effort_3
		icon = GFX_goal_generic_army_artillery2
		prerequisite = { focus = FIN_special_forces focus = FIN_enginners }
		x = 4
		y = 6
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = fin_final
		}
	}

	focus = {
		id = FIN_doctrine_effort_2
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = FIN_doctrine_effort }
		x = 5
		y = 3
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			army_experience = 5
			add_tech_bonus = {
				name = land_doc_bonus
				bonus = 0.4
				uses = 3
				category = land_doctrine
			}
		}
	}

	focus = {
		id = FIN_mechanization_effort
		icon = GFX_goal_generic_build_tank
		prerequisite = { focus = FIN_special_forces focus = FIN_enginners }
		x = -1
		y = 6
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = motorized_bonus
				ahead_reduction = 0.6
				uses = 1
				category = motorized_equipment
			}
		}
	}

	focus = {
		id = FIN_aviation_effort
		icon = GFX_goal_generic_build_airforce
		x = 9
		y = 0
		cost = 10

		available_if_capitulated = yes


		complete_tooltip = {
			air_experience = 40
			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 = 2
				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 = FIN_fighter_focus
		icon = GFX_goal_generic_air_fighter
		prerequisite = { focus = FIN_aviation_effort }
		x = 8
		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 = FIN_bomber_focus
		icon = GFX_goal_generic_air_bomber
		prerequisite = { focus = FIN_aviation_effort }
		x = 10
		y = 2
		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 = FIN_aviation_effort_2
		icon = GFX_goal_generic_air_doctrine
		prerequisite = { focus = FIN_bomber_focus }
		x = 10
		y = 3
		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 = FIN_CAS_effort
		icon = GFX_goal_generic_CAS
		prerequisite = { focus = FIN_fighter_focus }
		x = 7
		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 = FIN_rocket_effort
		icon = GFX_focus_rocketry
		prerequisite = { focus = FIN_aviation_effort_2 }
		x = 10
		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 = FIN_NAV_effort
		icon = GFX_goal_generic_air_naval_bomber
		prerequisite = { focus = FIN_rocket_effort }
		x = 10
		y = 5
		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 = FIN_naval_effort
		icon = GFX_goal_generic_construct_naval_dockyard
		x = 15
		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 = FIN_flexible_navy
		icon = GFX_goal_generic_build_navy
		prerequisite = { focus = FIN_naval_effort }
		x = 14
		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 = 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 = FIN_large_navy
		icon = GFX_goal_generic_navy_doctrines_tactics
		prerequisite = { focus = FIN_naval_effort }
		x = 16
		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 = 2
				category = fleet_in_being_tree
			}
		}
	}

	focus = {
		id = FIN_submarine_effort
		icon = GFX_goal_generic_navy_submarine
		prerequisite = { focus = FIN_flexible_navy focus = FIN_large_navy }
		x = 15
		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 = ss_bonus
				bonus = 0.5
				ahead_reduction = 1
				uses = 1
				technology = early_submarine
				technology = basic_submarine
				technology = improved_submarine
				technology = advanced_submarine
			}
		}
	}

	focus = {
		id = FIN_cruiser_effort
		icon = GFX_goal_generic_navy_cruiser
		prerequisite = { focus = FIN_submarine_effort }
		x = 15
		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 = 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 = FIN_destroyer_effort
		icon = GFX_goal_generic_wolf_pack
		prerequisite = { focus = FIN_cruiser_effort }
		x = 14
		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 = dd_bonus
				bonus = 0.5
				ahead_reduction = 1
				uses = 1
				technology = early_destroyer
				technology = basic_destroyer
				technology = improved_destroyer
				technology = advanced_destroyer
			}
		}
	}

	focus = {
		id = FIN_capital_ships_effort
		icon = GFX_goal_generic_navy_battleship
		prerequisite = { focus = FIN_cruiser_effort }
		x = 16
		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 = {
			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 = FIN_political_effort
		icon = GFX_goal_generic_demand_territory
		mutually_exclusive = { focus = FIN_internationalism_focu }
		x = 21
		y = 0
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 7
		}

		completion_reward = {
			add_political_power = 150
		}
	}

	focus = {
		id = FIN_internationalism_focu
		icon = GFX_goal_support_communism
		mutually_exclusive = { focus = FIN_political_effort }
		available = {
		    SOV = {
 				exists = yes
 				has_government = communism
 				is_faction_leader = yes
 			}
			if = {
				limit = { original_tag = CHI }
				else = {
					OR = {
						has_government = neutrality
					}
				}
			}
		}
		x = 27
		y = 0
		cost = 10

		available_if_capitulated = yes


		ai_will_do = {
			factor = 3
		}

		completion_reward = {
			add_ideas = internationalism
		}
	}

	focus = {
		id = FIN_communism_teority
		icon = GFX_goal_generic_production2 
		prerequisite = { focus = FIN_internationalism_focu }
		x = 31
		y = 1
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = fin_eq
		}
	}

	focus = {
		id = FIN_communism_teority_2
		icon = GFX_focus_generic_soviet_politics
		prerequisite = { focus = FIN_communism_teority }
		x = 31
		y = 2
		cost = 10

		available_if_capitulated = yes

		available = {
			if = {
				limit = { original_tag = CHI }
				has_government = communism
				else = {
					OR = {
						has_government = communism
					}
				}
			}
		}

		completion_reward = {
			add_political_power = 200
			add_national_unity = 0.20
		}
	}

	focus = {
		id = FIN_communism_teority_3
		icon = GFX_goal_support_communism
		prerequisite = { focus = FIN_communism_teority_2 }
		x = 31
		y = 3
		cost = 10

		available_if_capitulated = yes

		available = {
			if = {
				limit = { original_tag = CHI }
				has_government = communism
				else = {
					OR = {
						has_government = communism
					}
				}
			}
		}

		completion_reward = {
			add_ideas = fin_communism
			remove_ideas = sisu
		}
	}

	focus = {
		id = FIN_inf_and_artillery_advancement
		icon = GFX_goal_rhineland
		prerequisite = { focus = FIN_internationalism_focu }
		x = 29
		y = 1

		cost = 10

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		complete_tooltip = {

		}

		completion_reward = {
			add_tech_bonus = {
				name = cze_army_upgrades
				bonus = 0.5
				ahead_reduction = 1
				uses = 1
				category = infantry_weapons
			}
		}
	}

	focus = {
		id = FIN_war_college
		icon = GFX_goal_generic_build_tank
		prerequisite = { focus = FIN_inf_and_artillery_advancement }
		prerequisite = { focus = FIN_comunista }
		x = 29
		y = 3

		cost = 10

		ai_will_do = {
			factor = 90
		}

		available = {

		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		complete_tooltip = {

		}

		completion_reward = {
			add_ideas = CZE_war_college_idea
		}
	}

	focus = {
		id = FIN_production_effor
		text = production_effort
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = FIN_war_college }
		x = 29
		y = 4
		cost = 10
		ai_will_do = {
			factor = 5
		}

		available_if_capitulated = yes

		bypass = {
			custom_trigger_tooltip =  {
				tooltip = production_effort_tt
				all_owned_state = {
					free_building_slots = {
						building = arms_factory
						size < 2
						include_locked = yes
					}
				}
			}
		}

		complete_tooltip = {
			every_state = {
				limit = { has_state_flag = FIN_production_effort_2AF }
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}

		completion_reward = {
			army_experience = 10
			if = {
				limit = {
					111 = {
						OR = {
							NOT = { is_controlled_by = FIN }
							AND = {
								is_controlled_by = FIN
								free_building_slots = {
									building = arms_factory
									size < 2
									include_locked = yes
								}
							}
						}
					}
				}
				random_owned_controlled_state = {
					limit = { 
						free_building_slots = {
							building = arms_factory
							size > 1
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = arms_factory
						level = 2
						instant_build = yes
					}	
					set_state_flag = FIN_production_effort_2AF
				}
			}
			111 = {
				if = {
					limit = { 
						is_controlled_by = FIN
						free_building_slots = {
							building = arms_factory
							size > 1
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = arms_factory
						level = 2
						instant_build = yes
					}
					set_state_flag = SOV_production_effort_2AF
				}
			}
			if = {
				limit = {
					149 = {
						OR = {
							NOT = { is_controlled_by = FIN }
							AND = {
								is_controlled_by = FIN
								free_building_slots = {
									building = arms_factory
									size < 2
									include_locked = yes
								}
							}
						}
					}
				}
				random_owned_controlled_state = {
					limit = { 
						free_building_slots = {
							building = arms_factory
							size > 1
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = arms_factory
						level = 2
						instant_build = yes
					}							
					set_state_flag = SOV_production_effort_2AF
				}
			}
			149 = {
				if = {
					limit = { 
						is_controlled_by = FIN
						free_building_slots = {
							building = arms_factory
							size > 1
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = arms_factory
						level = 2
						instant_build = yes
					}
					set_state_flag = FIN_production_effort_2AF
				}
			}
		}
	}

	focus = {
		id = FIN_political_commissars
		icon = GFX_goal_generic_forceful_treaty
		prerequisite = { focus = FIN_internationalism_focu }
		available = {
		}
		x = 27
		y = 1
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
		}	

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

	focus = {
		id = FIN_comunista
		icon = GFX_goal_support_fourth_int
		prerequisite = { focus = FIN_political_commissars }
		available = {
	 		is_puppet = no
	 		is_in_faction = no
	 		OR = {
	 			has_government = communism
	 		}	
	 		SOV = {
 				exists = yes
 				has_government = communism
 				is_faction_leader = yes
 			}
		}
		x = 27
		y = 2
		cost = 10

		available_if_capitulated = yes 

		ai_will_do = {
			factor = 1
		}	

		completion_reward = {
			SOV = {
				country_event = generic.2
			}
		}
	}


	focus = {
		id = FIN_nor
		icon = GFX_goal_generic_major_war
		prerequisite = { focus = FIN_comunista }
		x = 27
		y = 3
		cost = 10
		ai_will_do = {
			factor = 1
		}	
		completion_reward = {
			create_wargoal = {
				type = puppet_wargoal_focus
				target = NOR
			} 
		}
	}

	focus = {
		id = FIN_swe
		icon = GFX_goal_generic_major_war
		prerequisite = { focus = FIN_nor }
		x = 27
		y = 4
		cost = 10
		
		ai_will_do = {
			factor = 1
		}	
		
		completion_reward = {
			create_wargoal = {
				type = puppet_wargoal_focus
				target = SWE
			} 
		}
	}

	focus = {
		id = FIN_liberty_ethos
		icon = GFX_goal_support_democracy
		prerequisite = { focus = FIN_political_effort }
		available = {
			OR = {
				has_government = neutrality
			}
		}
		x = 20
		y = 1
		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 = FIN_interventionism_focus
		icon = GFX_goal_generic_political_pressure
		prerequisite = { focus = FIN_political_effort }
		x = 22
		y = 1
		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 = FIN_deterrence
		icon = GFX_goal_generic_defence
		prerequisite = { focus = FIN_liberty_ethos }
		x = 20
		y = 3
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = deterrence
		}
	}

	focus = {
		id = FIN_volunteer_corps
		icon = GFX_goal_generic_allies_build_infantry
		prerequisite = { focus = FIN_deterrence }
		x = 20
		y = 4
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = volunteer_corps_focus
		}
	}

	focus = {
		id = FIN_technology_sharing
		icon = GFX_goal_generic_scientific_exchange
		prerequisite = { focus = FIN_interventionism_focus focus = FIN_liberty_ethos }
		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 = 22
		y = 2
		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_weapons_bonus
					bonus = 0.5
					uses = 1
					category = infantry_weapons
					category = artillery
				}				
			}			
		}
	}

	focus = {
		id = FIN_industrial_effort
		icon = GFX_goal_generic_production
		prerequisite = { focus = FIN_political_effort focus = FIN_internationalism_focu }
		x = 24
		y = 1
		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 = FIN_construction_effort
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = FIN_industrial_effort }
		x = 24
		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 = 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 = FIN_construction_effort_2
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = FIN_construction_effort }
		x = 24
		y = 3
		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 = FIN_production_effort
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = FIN_construction_effort_2 }
		x = 24
		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 < 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 = FIN_extra_tech_slot
		icon = GFX_focus_research
		prerequisite = { focus = FIN_production_effort }
		x = 24
		y = 5
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_research_slot = 1
		}
	}

	focus = {
		id = FIN_generic_secret_weapons
		text = generic_secret_weapons
		icon = GFX_goal_generic_secret_weapon
		prerequisite = { focus = FIN_extra_tech_slot }
		x = 25
		y = 6
		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 = FIN_nuclear_effort
		text = nuclear_effort
		icon = GFX_focus_wonderweapons
		prerequisite = { focus = FIN_generic_secret_weapons }
		x = 25
		y = 7
		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 = FIN_extra_tech_slot_2
		icon = GFX_focus_research
		prerequisite = { focus = FIN_extra_tech_slot focus = FIN_technology_sharing }
		available = {
			num_of_factories > 50
		}
		cancel_if_invalid = no
		continue_if_invalid = yes
		x = 23
		y = 6
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_research_slot = 1
		}
	}			


