focus_tree = {
	id = generic_focus
	
	country = {
		factor = 1
	}
	
	default = yes
	reset_on_civilwar = no

	continuous_focus_position = { x = 50 y = 1200 }

	focus = {
		id = industrial_effort
		text = industrial_effort
		icon = GFX_goal_generic_production
		cost = 10.00
		x = 25
		y = 0
			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 < 2060.1.1
							OR = {
									tag = GXC
									tag = YUN
									tag = SHX
									tag = XSM
									tag = BEL
									tag = LUX
									tag = HOL
									tag = DEN
									num_of_controlled_states < 2
								}
						}
				}

	}

	focus = {
		id = generic_factory_1
		icon = GFX_focus_generic_industry_2
		prerequisite = { focus = industrial_effort }
		x = -4
		y = 1
		relative_position_id = industrial_effort
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = generic_idea_industrial_1
		}
	}

	focus = {
		id = generic_resources_1
		icon = GFX_goal_generic_construction2
		prerequisite = { focus = industrial_effort }
		x = 4
		y = 1
		relative_position_id = industrial_effort
		cost = 10

		ai_will_do = {
			factor = 1
		}

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = generic_idea_resources_1
		}
	}

	focus = {
		id = generic_resources_2
		icon = GFX_goal_generic_construction2
		prerequisite = { focus = generic_resources_1 }
		x = 4
		y = 2
		relative_position_id = industrial_effort
		cost = 10

		ai_will_do = {
			factor = 1
		}

		available_if_capitulated = yes

		completion_reward = {
			swap_ideas = {
			    add_idea = generic_idea_resources_2
			    remove_idea = generic_idea_resources_1
			}    
		}
	}

	focus = {
		id = generic_resources_3
		icon = GFX_goal_generic_construction2
		prerequisite = { focus = generic_resources_2 }
		x = 4
		y = 3
		relative_position_id = industrial_effort
		cost = 10

		ai_will_do = {
			factor = 1
		}

		available_if_capitulated = yes

		completion_reward = {
			swap_ideas = {
			    add_idea = generic_idea_resources_3
			    remove_idea = generic_idea_resources_2
			}    
		}
	}

	focus = {
		id = generic_resources_4
		icon = GFX_goal_generic_construction2
		prerequisite = { focus = generic_resources_3 }
		x = 4
		y = 4
		relative_position_id = industrial_effort
		cost = 10

		ai_will_do = {
			factor = 1
		}

		available_if_capitulated = yes

		completion_reward = {
			swap_ideas = {
			    add_idea = generic_idea_resources_4
			    remove_idea = generic_idea_resources_3
			}    
		}
	}

	focus = {
		id = generic_resources_5
		icon = GFX_goal_generic_construction2
		prerequisite = { focus = generic_resources_4 }
		x = 4
		y = 5
		relative_position_id = industrial_effort
		cost = 10

		ai_will_do = {
			factor = 1
		}

		available_if_capitulated = yes

		completion_reward = {
			swap_ideas = {
			    add_idea = generic_idea_resources_5
			    remove_idea = generic_idea_resources_4
			}    
		}
	}

	focus = {
		id = generic_resources_6
		icon = GFX_goal_generic_construction2
		prerequisite = { focus = generic_resources_5 }
		x = 4
		y = 6
		relative_position_id = industrial_effort
		cost = 10

		ai_will_do = {
			factor = 1
		}

		available_if_capitulated = yes

		completion_reward = {
			swap_ideas = {
			    add_idea = generic_idea_resources_6
			    remove_idea = generic_idea_resources_5
			}    
		}
	}

	focus = {
		id = generic_resources_7
		icon = GFX_goal_generic_construction2
		prerequisite = { focus = generic_resources_6 }
		x = 4
		y = 7
		relative_position_id = industrial_effort
		cost = 10

		ai_will_do = {
			factor = 1
		}

		available_if_capitulated = yes

		completion_reward = {
			swap_ideas = {
			    add_idea = generic_idea_resources_7
			    remove_idea = generic_idea_resources_6
			}    
		}
	}

	focus = {
		id = generic_factory_2
		icon = GFX_focus_generic_industry_2
		prerequisite = { focus = generic_factory_1 }
		x = -4
		y = 2
		relative_position_id = industrial_effort
		cost = 10

		ai_will_do = {
			factor = 1
		}


		available_if_capitulated = yes

		completion_reward = {
			swap_ideas = {
			    add_idea = generic_idea_industrial_2
			    remove_idea = generic_idea_industrial_1
			}    
		}
	}

	focus = {
		id = generic_factory_3
		icon = GFX_focus_generic_industry_2
		prerequisite = { focus = generic_factory_2 }
		x = -4
		y = 3
		relative_position_id = industrial_effort
		cost = 10

		ai_will_do = {
			factor = 1
		}


		available_if_capitulated = yes

		completion_reward = {
			swap_ideas = {
			    add_idea = generic_idea_industrial_3
			    remove_idea = generic_idea_industrial_2
			}    
		}
	}

	focus = {
		id = generic_factory_4
		icon = GFX_focus_generic_industry_2
		prerequisite = { focus = generic_factory_3 }
		x = -4
		y = 4
		relative_position_id = industrial_effort
		cost = 10

		ai_will_do = {
			factor = 1
		}


		available_if_capitulated = yes

		completion_reward = {
			swap_ideas = {
			    add_idea = generic_idea_industrial_4
			    remove_idea = generic_idea_industrial_3
			}    
		}
	}

	focus = {
		id = generic_factory_5
		icon = GFX_focus_generic_industry_2
		prerequisite = { focus = generic_factory_4 }
		x = -4
		y = 5
		relative_position_id = industrial_effort
		cost = 10

		ai_will_do = {
			factor = 1
		}


		available_if_capitulated = yes

		completion_reward = {
			swap_ideas = {
			    add_idea = generic_idea_industrial_5
			    remove_idea = generic_idea_industrial_4
			}    
		}
	}

	focus = {
		id = generic_factory_6
		icon = GFX_focus_generic_industry_2
		prerequisite = { focus = generic_factory_5 }
		x = -4
		y = 6
		relative_position_id = industrial_effort
		cost = 10

		ai_will_do = {
			factor = 1
		}


		available_if_capitulated = yes

		completion_reward = {
			swap_ideas = {
			    add_idea = generic_idea_industrial_6
			    remove_idea = generic_idea_industrial_5
			}    
		}
	}

	focus = {
		id = generic_factory_7
		icon = GFX_focus_generic_industry_3
		prerequisite = { focus = generic_factory_6 }
		x = -4
		y = 7
		relative_position_id = industrial_effort
		cost = 10

		ai_will_do = {
			factor = 1
		}


		available_if_capitulated = yes

		completion_reward = {
			swap_ideas = {
			    add_idea = generic_idea_industrial_7
			    remove_idea = generic_idea_industrial_6
			}    
		}
	}

	focus = {
		id = production_effort
		icon = GFX_goal_generic_construct_mil_factory
		cost = 10.00
		prerequisite = {
			focus = industrial_effort
		}
		x = 25
		y = 1
			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 = production_effort_2
		icon = GFX_goal_generic_construct_mil_factory
		cost = 10.00
		prerequisite = {
			focus = production_effort
		}
		x = 25
		y = 2
			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 = production_effort_3
		icon = GFX_goal_generic_construct_mil_factory
		cost = 10.00
		prerequisite = {
			focus = production_effort_2
		}
		x = 25
		y = 3
			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 = production_effort_4
		icon = GFX_goal_generic_construct_mil_factory
		cost = 10.00
		prerequisite = {
			focus = production_effort_3
		}
		x = 25
		y = 4
			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 = production_effort_5
		icon = GFX_goal_generic_construct_mil_factory
		cost = 10.00
		prerequisite = {
			focus = production_effort_4
		}
		x = 25
		y = 5
			available_if_capitulated = yes
			ai_will_do = {
					factor = 0
				}
			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 = production_effort_6
		icon = GFX_goal_generic_construct_mil_factory
		cost = 10.00
		prerequisite = {
			focus = production_effort_5
		}
		x = 25
		y = 6
			available_if_capitulated = yes
			ai_will_do = {
					factor = 0
				}
			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 = production_effort_7
		icon = GFX_goal_generic_construct_mil_factory
		cost = 10.00
		prerequisite = {
			focus = production_effort_6
		}
		x = 25
		y = 7
			available_if_capitulated = yes
			ai_will_do = {
					factor = 0
				}
			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 = construction_effort
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = industrial_effort }
		x = -2
		y = 1
		relative_position_id = industrial_effort
		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 = construction_effort_2
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = construction_effort }
		x = -2
		y = 2
		relative_position_id = industrial_effort
		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 = construction_effort_3
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = construction_effort_2 }
		x = -2
		y = 3
		relative_position_id = industrial_effort
		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 = construction_effort_4
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = construction_effort_3 }
		x = -2
		y = 4
		relative_position_id = industrial_effort
		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 = construction_effort_5
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = construction_effort_4 }
		x = -2
		y = 5
		relative_position_id = industrial_effort
		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 = construction_effort_6
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = construction_effort_5 }
		x = -2
		y = 6
		relative_position_id = industrial_effort
		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 = construction_effort_7
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = construction_effort_6 }
		x = -2
		y = 7
		relative_position_id = industrial_effort
		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 = infrastructure_effort
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = { focus = industrial_effort }
		x = 2
		y = 1
		relative_position_id = industrial_effort
		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
			}
		}

		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size > 0
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = infrastructure
										size > 0
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}

	focus = {
		id = infrastructure_effort_2
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = { focus = infrastructure_effort }
		x = 2
		y = 2
		relative_position_id = industrial_effort
		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
			}
		}

		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size > 0
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = infrastructure
										size > 0
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}

	focus = {
		id = infrastructure_effort_3
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = { focus = infrastructure_effort_2 }
		x = 2
		y = 3
		relative_position_id = industrial_effort
		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
			}
		}

		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size > 0
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = infrastructure
										size > 0
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}

	focus = {
		id = infrastructure_effort_4
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = { focus = infrastructure_effort_3 }
		x = 2
		y = 4
		relative_position_id = industrial_effort
		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
			}
		}

		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size > 0
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = infrastructure
										size > 0
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}

	focus = {
		id = infrastructure_effort_5
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = { focus = infrastructure_effort_4 }
		x = 2
		y = 5
		relative_position_id = industrial_effort
		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
			}
		}

		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size > 0
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = infrastructure
										size > 0
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}

	focus = {
		id = infrastructure_effort_6
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = { focus = infrastructure_effort_5 }
		x = 2
		y = 6
		relative_position_id = industrial_effort
		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
			}
		}

		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size > 0
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = infrastructure
										size > 0
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}

	focus = {
		id = infrastructure_effort_7
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = { focus = infrastructure_effort_6 }
		x = 2
		y = 7
		relative_position_id = industrial_effort
		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
			}
		}

		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size > 0
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = infrastructure
										size > 0
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}

	focus = {
		id = generic_political_effort
		text = political_effort
		icon = GFX_goal_generic_demand_territory
		x = 5
		y = 0
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_political_power = 150
		}
	}

	focus = {
		id = collectivist_ethos
		icon = GFX_goal_generic_national_unity #icon = GFX_goal_tripartite_pact
		prerequisite = { focus = generic_political_effort }
		mutually_exclusive = { focus = liberty_ethos}
		available = {
			OR = {
				has_government = fascism
				has_government = communism
				has_government = neutrality
				is_ai = no
			}
		}
		x = -6
		y = 1
		relative_position_id = generic_political_effort
		cost = 10

		available_if_capitulated = yes


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

		completion_reward = {
			add_ideas = collectivist_ethos_focus
		}
	}

	focus = {
		id = generic_state_focus
		icon = GFX_focus_generic_self_management
		prerequisite = { focus = nationalism_focus focus = internationalism_focus }
		x = 0
		y = 2
		cost = 10

		relative_position_id = collectivist_ethos

		ai_will_do = {
			factor = 1
		}

		available_if_capitulated = yes

		completion_reward = {
			add_political_power = 200
		}
	}

	focus = {
		id = generic_military_school
		icon = GFX_focus_generic_military_mission
		prerequisite = { focus = generic_state_focus }
		x = 1
		y = 3
		cost = 9

		relative_position_id = collectivist_ethos

		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
		}

		completion_reward = {
			add_ideas = generic_militar_school
		}
	}

	focus = {
		id = generic_faction_create
		icon = GFX_goal_generic_alliance
		prerequisite = { focus = generic_state_focus }
		x = -1
		y = 3
		cost = 4

		relative_position_id = collectivist_ethos

		ai_will_do = {
			factor = 1
		}

		available_if_capitulated = yes

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

	focus = {
		id = generic_war_justify
		icon = GFX_goal_generic_major_war
		prerequisite = { focus = generic_faction_create focus = generic_military_school }
		x = 1
		y = 5
		cost = 9

		ai_will_do = {
			factor = -1
		}

		relative_position_id = collectivist_ethos

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = generic_justify_war_general
		}
	}

	focus = {
		id = extra_tech_slot
		icon = GFX_focus_research
		prerequisite = { focus = generic_faction_create focus = generic_military_school }
		x = -2
		y = 0
		relative_position_id = generic_war_justify
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_research_slot = 1
		}
	}

	focus = {
		id = nationalism_focus
		icon = GFX_goal_support_fascism #icon = GFX_goal_tripartite_pact
		prerequisite = { focus = collectivist_ethos }
		mutually_exclusive = { focus = internationalism_focus }
		available = {
			OR = {
				has_government = fascism
				has_government = neutrality
				is_ai = no
			}
		}
		x = -5
		y = 1
		relative_position_id = collectivist_ethos
		cost = 10

		available_if_capitulated = yes


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

		completion_reward = {
			add_ideas = nationalism
		}
	}
	
	focus = {
		id = internationalism_focus
		icon = GFX_goal_support_communism #icon = GFX_goal_tripartite_pact
		prerequisite = { focus = collectivist_ethos }
		mutually_exclusive = { focus = nationalism_focus }
		available = {
			if = {
				limit = { original_tag = CHI }
				has_government = communism
				else = {
					OR = {
						has_government = communism
						has_government = neutrality
						is_ai = no
					}
				}
			}
		}
		x = 5
		y = 1
		relative_position_id = collectivist_ethos
		cost = 10

		available_if_capitulated = yes


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

		completion_reward = {
			add_ideas = internationalism
		}
	}	

	focus = {
		id = liberty_ethos
		icon = GFX_goal_support_democracy
		prerequisite = { focus = generic_political_effort }
		mutually_exclusive = { focus = collectivist_ethos }
		available = {
			OR = {
				has_government = democratic
				has_government = neutrality
				is_ai = no
			}
		}
		x = 9
		y = 1
		relative_position_id = generic_political_effort
		cost = 10

		available_if_capitulated = yes


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

		completion_reward = {
			add_ideas = liberty_ethos_focus
		}
	}

	focus = {
		id = generic_political_pression
		icon = GFX_goal_generic_positive_trade_relations
		prerequisite = { focus = neutrality_focus focus = interventionism_focus }
		x = 0
		y = 2
		relative_position_id = liberty_ethos
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = -1
		}

		completion_reward = {
			add_ideas = generic_political_option
		}
	}

	focus = {
		id = generic_influence_france
		icon = GFX_focus_generic_the_giant_wakes
		prerequisite = { focus = generic_political_pression }
		x = -1
		y = 3
		relative_position_id = liberty_ethos
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 10
		}

		completion_reward = {
			FRA = {
				add_opinion_modifier = { target = ROOT modifier = opnion_democratic_influence }
			}
		}
	}

	focus = {
		id = generic_influence_uk
		icon = GFX_focus_generic_the_giant_wakes
		prerequisite = { focus = generic_political_pression }
		x = 1
		y = 3
		relative_position_id = liberty_ethos
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 10
		}

		completion_reward = {
			ENG = {
				add_opinion_modifier = { target = ROOT modifier = opnion_democratic_influence }
			}
		}
	}


	focus = {
		id = neutrality_focus
		icon = GFX_goal_generic_neutrality_focus
		prerequisite = { focus = liberty_ethos }
		mutually_exclusive = { focus = interventionism_focus }
		x = -3
		y = 1
		relative_position_id = liberty_ethos
		cost = 10

		available_if_capitulated = yes

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

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

	focus = {
		id = interventionism_focus
		icon = GFX_goal_generic_political_pressure
		prerequisite = { focus = liberty_ethos }
		mutually_exclusive = { focus = neutrality_focus }
		x = 3
		y = 1
		relative_position_id = liberty_ethos
		cost = 10

		available_if_capitulated = yes


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

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

	focus = {
		id = military_youth
		icon = GFX_goal_generic_more_territorial_claims
		prerequisite = { focus = militarism }
		x = -2
		y = 1
		relative_position_id = militarism
		cost = 6

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = military_youth_focus
			if = {
				limit = { has_government = fascism }
				add_popularity = {
					ideology = fascism
					popularity = 0.2
				}
			}
			if = {
				limit = { has_government = communism }
				add_popularity = {
					ideology = communism
					popularity = 0.2
				}
			}
		}
	}

	focus = {
	    id = autocracy_political_power
	    icon = GFX_goal_generic_propaganda
	    prerequisite = { focus = militarism }
	    x = 2
	    y = 1
	    relative_position_id = militarism
	    cost = 10

	    available = {
	        has_government = fascism
	    }

	    available_if_capitulated = yes

	    completion_reward = {
	        add_political_power = 150
	        if = {
	            limit = { has_government = communism }
	            add_stability = 0.02
	        }
	        if = {
	            limit = { has_government = fascism }
	            add_war_support = 0.02
	        }
	    }
	}

	focus = {
	    id = controlism
	    icon = GFX_goal_generic_radar
	    prerequisite = { focus = autocracy_political_power }
	    x = -1
	    y = 1
	    relative_position_id = autocracy_political_power
	    cost = 10

	    available_if_capitulated = yes

	    completion_reward = {
	        add_tech_bonus = {
				name = POL_the_bombe
				bonus = 0.5
				uses = 1
				category = computing_tech
			}
			if = {
			    limit = { amount_research_slots > 3}
			    add_tech_bonus = {
				    name = POL_the_bombe
				    bonus = 0.5
				    uses = 1
				    category = computing_tech
			    }
			}
	    }
	}

	focus = {
	    id = control_soldiers
	    icon = GFX_goal_generic_military_sphere
	    prerequisite = { focus = autocracy_political_power }
	    x = 1
	    y = 1
	    relative_position_id = autocracy_political_power
	    cost = 10

	    available_if_capitulated = yes

	    completion_reward = {
	        add_ideas = generic_control_soldiers
	    }
	}

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

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = deterrence
		}
	}

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

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = volunteer_corps_focus
		}
	}

	focus = {
		id = paramilitarism
		icon = GFX_goal_generic_military_sphere
		prerequisite = { focus = military_youth }
		x = -1
		y = 1
		relative_position_id = military_youth
		cost = 8

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = paramilitarism_focus
		}
	}

	focus = {
		id = generic_ethics_for_war
		icon = GFX_goal_generic_forceful_treaty
		prerequisite = { focus = military_youth }
		x = 1
		y = 1
		relative_position_id = military_youth
		cost = 8

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = ethics_for_war_generic
		}
	}

	focus = {
		id = indoctrination_focus
		icon = GFX_goal_generic_propaganda
		prerequisite = { focus = political_correctness }
		x = 2
		y = 1
		relative_position_id = political_correctness
		cost = 10

		available = {
	        has_government = communism
	        has_ideology = communism
	    }

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = indoctrination_focus
			add_political_power = 150
		}
	}

	focus = {
		id = the_rule
		icon = GFX_goal_generic_construction2
		prerequisite = { focus = indoctrination_focus }
		x = -1
		y = 1
		relative_position_id = indoctrination_focus
		cost = 10

		ai_will_do = {
			factor = 1
		}

		available_if_capitulated = yes

		completion_reward = {
			swap_ideas = {
			    add_idea = indoctrination_focus_2_the_rule
			    remove_idea = indoctrination_focus
			}    
		}
	}

	focus = {
		id = indoctrination_focus
		icon = GFX_goal_generic_propaganda
		prerequisite = { focus = political_correctness }
		x = 2
		y = 1
		relative_position_id = political_correctness
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = indoctrination_focus
			add_political_power = 150
		}
	}

	focus = {
		id = work_at_all
		icon = GFX_goal_generic_production
		prerequisite = { focus = political_correctness }
		x = -2
		y = 1
		relative_position_id = political_correctness
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = generic_work_att_all
		}
	}

	focus = {
		id = work_at_all
		icon = GFX_goal_generic_production
		prerequisite = { focus = political_correctness }
		x = -2
		y = 1
		relative_position_id = political_correctness
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = generic_work_att_all
		}
	}

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

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = foreign_expeditions_focus
		}
	}

	focus = {
		id = generic_national_unity
		icon = GFX_goal_generic_improve_relations
		prerequisite = { focus = deterrence }
		x = -1
		y = 1
		relative_position_id = deterrence
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_stability = 0.15
		}
	}

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

		continue_if_invalid = yes
		
		x = -4
		y = 1
		relative_position_id = foreign_expeditions
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = generic_extra_tech_slot
		text = extra_tech_slot
		icon = GFX_focus_research
		prerequisite = { focus = why_we_fight }
		x = 0
		y = 1
		relative_position_id = why_we_fight
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_research_slot = 1
		}
	}

	focus = {
		id = generic_extra_tech_slot_3
		text = extra_tech_slot_2
		icon = GFX_focus_research2
		prerequisite = { focus = generic_extra_tech_slot }
		x = 0
		y = 1
		relative_position_id = generic_extra_tech_slot
		cost = 10

		available = {
			OR = {
				num_of_factories > 70
				any_other_country = {
					is_in_faction_with = ROOT
					num_of_factories > 70
				}
			}
		}

		available_if_capitulated = yes

		completion_reward = {
			add_research_slot = 1
		}
	}

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

		available_if_capitulated = yes

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

	focus = {
		id = generic_civil_factory
		icon = GFX_goal_generic_construction
		prerequisite = { focus = work_at_all }
		available = {
		}
		x = -1
		y = 1
		relative_position_id = work_at_all
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = generic_civil_factory_idea
		}	
	}

	focus = {
		id = generic_war_industries
		icon = GFX_focus_generic_tank_production
		prerequisite = { focus = work_at_all }
		available = {
		}
		x = 1
		y = 1
		relative_position_id = work_at_all
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = generic_war_industries_idea
		}	
	}

	focus = {
		id = ideological_fanaticism
		icon = GFX_goal_generic_demand_territory
		prerequisite = { focus = paramilitarism focus = generic_ethics_for_war focus = controlism focus = control_soldiers}
		x = 3
		y = 1
		relative_position_id = paramilitarism
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = ideological_fanaticism_focus
			hidden_effect = {
				set_rule = { can_use_kamikaze_pilots = yes }
			}
			custom_effect_tooltip = kamikaze_focus_tooltip
		}
	}

	focus = {
		id = generic_union_country
		icon = GFX_goal_generic_national_unity
		prerequisite = { focus = generic_civil_factory focus = generic_war_industries focus = the_rule focus = political_commissars }
		x = 3
		y = 1
		relative_position_id = generic_civil_factory
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_stability = 0.1
		}
	}

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

		available_if_capitulated = yes

		completion_reward = {
			if = {
				limit = { has_idea = neutrality_idea }
				remove_ideas = neutrality_idea
			}			
			add_ideas = militarism_focus
			army_experience = 20
			set_rule = { can_send_volunteers = yes }
		}
	}

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

		available_if_capitulated = yes

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

	focus = {
		id = technology_sharing
		icon = GFX_goal_generic_scientific_exchange
		prerequisite = { focus = ideological_fanaticism focus = generic_union_country focus = extra_tech_slot focus = generic_war_justify }
		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 = 6
		y = 1
		relative_position_id = ideological_fanaticism
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			if = {
				limit = {
					original_research_slots < 3
				}
				add_research_slot = 1
			}
			if = {
				limit = {
					original_research_slots > 2
				}
				add_tech_bonus = {
					name = electronics_bonus
					bonus = 0.5
					uses = 1
					category = electronics
				}
				add_tech_bonus = {
					name = industrial_bonus
					bonus = 0.5
					uses = 1
					category = industry
				}	
				add_tech_bonus = {
					name = infantry_artillery_bonus #@#
					bonus = 0.5
					uses = 1
					category = infantry_weapons
					category = artillery
				}				
			}			
		}
	}

	focus = {
		id = generic_extra_tech_slot_2
		text = extra_tech_slot_2
		icon = GFX_focus_research2
		prerequisite = { focus = technology_sharing }
		x = 0
		y = 1
		relative_position_id = technology_sharing
		cost = 10

		available = {
			OR = {
				num_of_factories > 70
				any_other_country = {
					is_in_faction_with = ROOT
					num_of_factories > 70
				}
			}
		}

		available_if_capitulated = yes

		completion_reward = {
			add_research_slot = 1
		}
	}	

	focus = {
		id = generic_army_effort
		text = army_effort
		icon = GFX_goal_generic_allies_build_infantry
		x = 34
		y = 0
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			army_experience = 10
		}
	}

	focus = {
		id = generic_military_exp
		icon = GFX_focus_generic_commonwealth_build_infantry
		prerequisite = { focus = generic_army_effort }
		x = -3
		y = 2
		cost = 10
		relative_position_id = generic_army_effort

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = generic_army_effort_idea
		}
	}

	focus = {
		id = generic_military_exp_2
		icon = GFX_focus_generic_commonwealth_build_infantry
		prerequisite = { focus = generic_military_exp }
		x = -3
		y = 3
		cost = 10
		relative_position_id = generic_army_effort

		available_if_capitulated = yes

		completion_reward = {
		    swap_ideas = {
			    add_idea = generic_army_effort_idea_2
			    remove_idea = generic_army_effort_idea
		    }
		}
	}

	focus = {
		id = generic_military_exp_3
		icon = GFX_focus_generic_commonwealth_build_infantry
		prerequisite = { focus = generic_military_exp_2 }
		x = -3
		y = 4
		cost = 10
		relative_position_id = generic_army_effort

		available_if_capitulated = yes

		completion_reward = {
		    swap_ideas = {
			    add_idea = generic_army_effort_idea_3
			    remove_idea = generic_army_effort_idea_2
		    }
		}
	}

	focus = {
		id = generic_military_exp_4
		icon = GFX_focus_generic_commonwealth_build_infantry
		prerequisite = { focus = generic_military_exp_3 }
		x = -3
		y = 5
		cost = 10
		relative_position_id = generic_army_effort

		available_if_capitulated = yes

		completion_reward = {
		    swap_ideas = {
			    add_idea = generic_army_effort_idea_4
			    remove_idea = generic_army_effort_idea_3
		    }
		}
	}

	focus = {
		id = generic_equipment_effort
		text = equipment_effort
		icon = GFX_goal_generic_small_arms
		prerequisite = { focus = generic_army_effort }
		x = 35
		y = 1
		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 = generic_motorization_effort
		text = motorization_effort
		icon = GFX_goal_generic_army_motorized
		prerequisite = { focus = generic_army_effort }
		x = -1
		y = 1
		relative_position_id = generic_army_effort
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = generic_doctrine_effort
		text = doctrine_effort
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = generic_army_effort }
		x = 3
		y = 2
		relative_position_id = generic_army_effort
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = generic_equipment_effort_2
		text = equipment_effort_2
		icon = GFX_goal_generic_army_artillery
		prerequisite = { focus = generic_equipment_effort }
		x = 35
		y = 2
		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 = generic_mechanization_effort
		text = mechanization_effort
		icon = GFX_goal_generic_build_tank
		prerequisite = { focus = generic_motorization_effort }
		x = 0
		y = 1
		relative_position_id = generic_motorization_effort
		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 = generic_doctrine_effort_2
		text = doctrine_effort_2
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = generic_doctrine_effort }
		x = 0
		y = 1
		relative_position_id = generic_doctrine_effort
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = generic_doctrine_effort_3
		text = doctrine_effort_3
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = generic_doctrine_effort_2 }
		x = 0
		y = 2
		relative_position_id = generic_doctrine_effort
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = generic_doctrine_effort_4
		text = doctrine_effort_4
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = generic_doctrine_effort_3 }
		x = 0
		y = 3
		relative_position_id = generic_doctrine_effort
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = generic_equipment_effort_3
		text = equipment_effort_3
		icon = GFX_goal_generic_army_artillery2
		prerequisite = { focus = generic_equipment_effort_2 }
		x = 35
		y = 3
		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 = generic_armor_effort
		text = armor_effort
		icon = GFX_goal_generic_army_tanks
		prerequisite = { focus = generic_mechanization_effort }
		x = 0
		y = 1
		relative_position_id = generic_mechanization_effort
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = generic_special_forces
		text = special_forces
		icon = GFX_goal_generic_special_forces
		prerequisite = { focus = generic_equipment_effort_3 }
		prerequisite = { focus = generic_armor_effort }
		x = 0
		y = 1
		relative_position_id = generic_armor_effort
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = aviation_effort
		icon = GFX_goal_generic_build_airforce
		x = 42
		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 = fighter_focus
		icon = GFX_goal_generic_air_fighter
		prerequisite = { focus = aviation_effort }
		mutually_exclusive = { focus = bomber_focus }
		x = -2
		y = 1
		relative_position_id = aviation_effort
		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 = fighter_focus_2
		icon = GFX_goal_generic_air_fighter
		prerequisite = { focus = fighter_focus }
		x = -3
		y = 2
		relative_position_id = aviation_effort
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = ideas_fighter_boost_1
		}
	}

	focus = {
		id = fighter_focus_3
		icon = GFX_goal_generic_air_fighter
		prerequisite = { focus = fighter_focus_2 }
		x = -3
		y = 3
		relative_position_id = aviation_effort
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
		    swap_ideas = {
		        remove_idea = ideas_fighter_boost_1
			    add_idea = ideas_fighter_boost_2
		    }
		}
	}

	focus = {
		id = fighter_focus_4
		icon = GFX_goal_generic_air_fighter
		prerequisite = { focus = fighter_focus_3 }
		x = -3
		y = 4
		relative_position_id = aviation_effort
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			swap_ideas = {
		        remove_idea = ideas_fighter_boost_2
			    add_idea = ideas_fighter_boost_3
		    }
		}
	}

	focus = {
		id = fighter_focus_5
		icon = GFX_goal_generic_air_fighter
		prerequisite = { focus = fighter_focus_4 }
		x = -3
		y = 5
		relative_position_id = aviation_effort
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			swap_ideas = {
		        remove_idea = ideas_fighter_boost_3
			    add_idea = ideas_fighter_boost_4
		    }
		}
	}

	focus = {
		id = bomber_focus
		icon = GFX_goal_generic_air_bomber
		prerequisite = { focus = aviation_effort }
		mutually_exclusive = { focus = fighter_focus }
		x = 2
		y = 1
		relative_position_id = aviation_effort
		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 = bomber_focus_2
		icon = GFX_goal_generic_air_bomber
		prerequisite = { focus = bomber_focus }
		x = 3
		y = 2
		relative_position_id = aviation_effort
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = ideas_bomber_boost_1
		}
	}

	focus = {
		id = bomber_focus_3
		icon = GFX_goal_generic_air_bomber
		prerequisite = { focus = bomber_focus_2 }
		x = 3
		y = 3
		relative_position_id = aviation_effort
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			swap_ideas = {
		        remove_idea = ideas_bomber_boost_1
			    add_idea = ideas_bomber_boost_2
		    }
		}
	}

	focus = {
		id = bomber_focus_4
		icon = GFX_goal_generic_air_bomber
		prerequisite = { focus = bomber_focus_3 }
		x = 3
		y = 4
		relative_position_id = aviation_effort
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			swap_ideas = {
		        remove_idea = ideas_bomber_boost_2
			    add_idea = ideas_bomber_boost_3
		    }
		}
	}

	focus = {
		id = bomber_focus_5
		icon = GFX_goal_generic_air_bomber
		prerequisite = { focus = bomber_focus_4 }
		x = 3
		y = 5
		relative_position_id = aviation_effort
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			swap_ideas = {
		        remove_idea = ideas_bomber_boost_3
			    add_idea = ideas_bomber_boost_4
		    }
		}
	}

	focus = {
		id = aviation_effort_2
		icon = GFX_goal_generic_air_doctrine
		prerequisite = { focus = bomber_focus focus = fighter_focus }
		x = -2
		y = 1
		relative_position_id = bomber_focus
		cost = 10

		available_if_capitulated = yes


		complete_tooltip = {
			air_experience = 25
			if = { limit = { has_country_flag = aviation_effort_2_AB }
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
			}
			add_tech_bonus = {
				name =  air_doc_bonus
				bonus = 0.5
				uses = 1
				category = air_doctrine
			}
		}
		completion_reward = {
			air_experience = 25
			if = {
				limit = {
					capital_scope = {
						OR = {
							NOT = { is_controlled_by = ROOT }
							NOT = {
								free_building_slots = {
									building = air_base
									size > 1
								}
							}
						}
					}
				}
				random_owned_controlled_state = {
					limit = {
						free_building_slots = {
							building = air_base
							size > 1
						}
					}
					add_building_construction = {
						type = air_base
						level = 2
						instant_build = yes
					}
					ROOT = { set_country_flag = aviation_effort_2_AB }
				}
			}
			if = {
				limit = {
					capital_scope = {
						is_controlled_by = ROOT
						free_building_slots = {
							building = air_base
							size > 1
						}
					}
				}
				capital_scope = {
					add_building_construction = {
						type = air_base
						level = 2
						instant_build = yes
					}				
					ROOT = { set_country_flag = aviation_effort_2_AB }
				}
			}
			add_tech_bonus = {
				name =  air_doc_bonus
				bonus = 0.5
				uses = 1
				category = air_doctrine
			}
		}
	}

	focus = {
		id = CAS_effort
		icon = GFX_goal_generic_CAS
		prerequisite = { focus = aviation_effort_2 }
		prerequisite = { focus = motorization_effort }
		x = -1
		y = 1
		relative_position_id = aviation_effort_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 = NAV_effort
		icon = GFX_goal_generic_air_naval_bomber
		prerequisite = { focus = aviation_effort_2 }
		x = 1
		y = 1
		relative_position_id = aviation_effort_2
		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 = rocket_effort
		icon = GFX_focus_rocketry
		prerequisite = { focus = CAS_effort }
		prerequisite = { focus = NAV_effort }
		x = 0
		y = 2
		relative_position_id = aviation_effort_2
		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 = naval_effort
		icon = GFX_goal_generic_construct_naval_dockyard
		x = 50
		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 = flexible_navy
		icon = GFX_goal_generic_build_navy
		prerequisite = { focus = naval_effort }
		mutually_exclusive = { focus = large_navy }
		x = -1
		y = 1
		relative_position_id = naval_effort
		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 = large_navy
		icon = GFX_goal_generic_navy_doctrines_tactics
		prerequisite = { focus = naval_effort }
		mutually_exclusive = { focus = flexible_navy }
		x = 1
		y = 1
		relative_position_id = naval_effort
		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 = submarine_effort
		icon = GFX_goal_generic_navy_submarine
		prerequisite = { focus = flexible_navy focus = large_navy }
		x = 0
		y = 1
		relative_position_id = flexible_navy
		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 = cruiser_effort
		icon = GFX_goal_generic_navy_cruiser
		prerequisite = { focus = large_navy focus = flexible_navy }
		x = 0
		y = 1
		relative_position_id = large_navy
		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 = destroyer_effort
		icon = GFX_goal_generic_wolf_pack
		prerequisite = { focus = submarine_effort }
		x = 0
		y = 1
		relative_position_id = submarine_effort
		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 = capital_ships_effort
		icon = GFX_goal_generic_navy_battleship
		prerequisite = { focus = cruiser_effort }
		x = 0
		y = 1
		relative_position_id = cruiser_effort
		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
			}
		}
	}

}