focus_tree = {
	id = greece_focus
	
	country = {
		factor = 0
		
		modifier = {
			add = 10
			tag = GRE
		}
		
		modifier = {
			add = 10
			original_tag = GRE
		}
	}
	
	default = no

	focus = {
		id = GRE_industry
		icon = GFX_goal_generic_construction
		x = 1
		y = 0
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

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

	focus = {
		id = GRE_athens_industry
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = GRE_industry }
		x = 0
		y = 1
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

		complete_tooltip = {
			random_state = {
				limit = { has_state_flag = GRE_athens_industry_1 }
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}

		completion_reward = {
			#	Adds a civilian Factory (Athens)
			random_owned_controlled_state = {
				prioritize = { 47 }
				limit = {									
					free_building_slots = {
						building = industrial_complex
						size > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				set_state_flag = GRE_athens_industry_1
			}
		}
	}

	focus = {
		id = GRE_peloponnese
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = { focus = GRE_industry }
		x = 2
		y = 1
		cost = 10

		ai_will_do = {
			factor = 10
		}

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

		available_if_capitulated = yes

		complete_tooltip = {
			random_state = {
				limit = { has_state_flag = GRE_peloponnese_1 }
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}	
			}
		}

		completion_reward = {
			random_owned_controlled_state = {
			    prioritize = { 186 }
				limit = {
					free_building_slots = {
						building = infrastructure
						size > 2
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = infrastructure
										size > 1
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
				set_state_flag = GRE_peloponnese_1
			}
		}
	}

	focus = {
		id = GRE_building_slot
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = { focus = GRE_peloponnese focus= GRE_athens_industry }
		x = 1
		y = 2
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

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

		completion_reward = {
			random_owned_controlled_state = {
			    prioritize = { 184 }
				limit = {
					free_building_slots = {
						building = infrastructure
						size > 2
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = infrastructure
										size > 1
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
				set_state_flag = GRE_building_slot
			}
		}
	}

	focus = {
		id = GRE_building_slot2
		icon = GFX_goal_generic_production2
		prerequisite = { focus = GRE_building_slot }
		x = 1
		y = 3
		cost = 15

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

		completion_reward = {
			add_research_slot = 1
		}
	}

	focus = {
		id = GRE_prodct
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = GRE_building_slot2 }
		mutually_exclusive = { focus = GRE_factory }
		x = 2
		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 < 3
						include_locked = yes
					}
				}
			}
		}

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

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

    focus = {
		id = GRE_factory
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = GRE_building_slot2 }
		mutually_exclusive = { focus = GRE_prodct }
		x = 0
		y = 4
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

		complete_tooltip = {
			random_state = {
				limit = { has_state_flag = GRE_factory_1 }
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}

		completion_reward = {
			#	Adds a civilian Factory (Athens)
			random_owned_controlled_state = {
				prioritize = { 47 }
				limit = {									
					free_building_slots = {
						building = industrial_complex
						size > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = industrial_complex
					level = 3
					instant_build = yes
				}
				set_state_flag = GRE_factory_1
			}
		}
	}

	 focus = {
		id = GRE_factory_2
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = GRE_factory }
		x = 0
		y = 5
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

		complete_tooltip = {
			random_state = {
				limit = { has_state_flag = GRE_factory_1 }
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}

		completion_reward = {
			#	Adds a civilian Factory (Athens)
			random_owned_controlled_state = {
				prioritize = { 47 }
				limit = {									
					free_building_slots = {
						building = industrial_complex
						size > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
				set_state_flag = GRE_factory_2
			}
		}
	}

	focus = {
		id = GRE_factory_3
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = GRE_factory_2 }
		x = 0
		y = 6
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

		complete_tooltip = {
			random_state = {
				limit = { has_state_flag = GRE_factory_1 }
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}

		completion_reward = {
			#	Adds a civilian Factory (Athens)
			random_owned_controlled_state = {
				prioritize = { 47 }
				limit = {									
					free_building_slots = {
						building = industrial_complex
						size > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
				set_state_flag = GRE_factory_3
			}
		}
	}

	focus = {
		id = GRE_prodct_2
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = GRE_prodct }
		x = 2
		y = 5
		cost = 10

		available_if_capitulated = yes


		ai_will_do = {
			factor = 2
		}

		bypass = {
			custom_trigger_tooltip = {
				tooltip = production_effort_tt
				all_owned_state = {
					free_building_slots = {
						building = arms_factory
						size < 3
						include_locked = yes
					}
				}
			}
		}

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

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

	focus = {
		id = GRE_prodct_3
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = GRE_prodct_2 }
		x = 2
		y = 6
		cost = 10

		available_if_capitulated = yes


		ai_will_do = {
			factor = 2
		}

		bypass = {
			custom_trigger_tooltip = {
				tooltip = production_effort_tt
				all_owned_state = {
					free_building_slots = {
						building = arms_factory
						size < 3
						include_locked = yes
					}
				}
			}
		}

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

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

	focus = {
		id = GRE_political
		icon = GFX_goal_generic_demand_territory
		mutually_exclusive = { focus = GRE_politica }
		x = 9
		y = -1
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_political_power = 175
		}
	}

	focus = {
		id = GRE_politica
		icon = GFX_goal_generic_demand_territory
		mutually_exclusive = { focus = GRE_political }
		x = 28
		y = -1
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_political_power = -100
		}
	}

	focus = {
		id = GRE_libert_ethos
		icon = GFX_goal_support_democracy
		prerequisite = { focus = GRE_politica }
		mutually_exclusive = { focus = GRE_nationalism_focus }
		mutually_exclusive = { focus = GRE_internationalism_focus }
		available = {
			OR = {
				has_government = democratic
				has_government = neutrality
			}
		}
		x = 26
		y = 0
		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 = democracy
		}
	}

	focus = {
		id = GRE_liberty_et
		icon = GFX_goal_generic_positive_trade_relations
		prerequisite = { focus = GRE_libert_ethos }
		available = {
			OR = {
				has_government = democratic
				has_government = neutrality
			}
		}
		x = 26
		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 = GRE_interventionism_liberty
		icon = GFX_goal_generic_political_pressure
		prerequisite = { focus = GRE_liberty_et }
		available = {
			OR = {
				has_government = democratic
			}
		}
		x = 26
		y = 2
		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 = GRE_manpower
		icon = GFX_goal_generic_forceful_treaty
		prerequisite = { focus = GRE_interventionism_liberty }
		x = 26
		y = 3
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_manpower = 300000
		}
	}

	focus = {
		id = GRE_alliess
		icon = GFX_goal_support_democracy
		prerequisite = { focus = GRE_manpower }
		x = 26
		y = 4
		cost = 10

		available_if_capitulated = yes 

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

	focus = {
		id = GRE_nationalism_focus
		icon = GFX_goal_support_fascism #icon = GFX_goal_tripartite_pact
		prerequisite = { focus = GRE_politica }
		mutually_exclusive = { focus = GRE_libert_ethos }
		mutually_exclusive = { focus = GRE_internationalism_focus }
		available = {
			OR = {
				has_government = fascism
				has_government = neutrality
			}
		}
		x = 28
		y = 0
		cost = 5

		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 = GRE_militar
		icon = GFX_goal_generic_political_pressure
		prerequisite = { focus = GRE_nationalism_focus }
		x = 28
		y = 1
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
		    add_popularity = {
				popularity = 0.20
				ideology = fascism
		    }
			if = {
				limit = { has_idea = neutrality_idea }
				remove_ideas = neutrality_idea
			}			
			add_ideas = militarism_focus
			army_experience = 40
			navy_experience = 40
			air_experience = 40
			set_rule = { can_send_volunteers = yes }
		}
	}

	focus = {
		id = GRE_army_national
		icon = GFX_goal_generic_more_territorial_claims
		prerequisite = { focus = GRE_militar }
		x = 28
		y = 2
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = national_army
		}
	}

	focus = {
		id = GRE_defesaaa
		icon = GFX_goal_generic_defence
		prerequisite = { focus = GRE_army_national }
		x = 28
		y = 3
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = deterrence
		}
	}

	focus = {
		id = GRE_join_axis
		icon = GFX_goal_support_fascism
		prerequisite = { focus = GRE_defesaaa }
		x = 28
		y = 4

		cost = 10

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				GER = {
					has_capitulated = yes
				}
			}
		}

		available = {
		    OR = {
				has_government = fascism
			}
			GER = { is_faction_leader = yes }
			is_in_faction = no
			NOT = { has_war_with = GER }
			is_subject = no
			NOT = {
				any_other_country = {
					is_in_faction_with = GER
					has_war_with = GRE
				}
			}
		}

		bypass = {
			is_in_faction_with = GER
		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes

		complete_tooltip = {

		}

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

	focus = {
		id = GRE_internationalism_focus
		icon = GFX_goal_support_communism #icon = GFX_goal_tripartite_pact
		prerequisite = { focus = GRE_politica }
		mutually_exclusive = { focus = GRE_libert_ethos }
		mutually_exclusive = { focus = GRE_nationalism_focus }
		available = {
			if = {
				limit = { original_tag = CHI }
				has_government = communism
				else = {
					OR = {
						has_government = communism
						has_government = neutrality
					}
				}
			}
		}
		x = 30
		y = 0
		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 = GRE_partissan
		icon = GFX_goal_generic_dangerous_deal
		prerequisite = { focus = GRE_internationalism_focus }
		x = 30
		y = 1
		cost = 10
		ai_will_do = {
			factor = 1
		}

		available_if_capitulated = yes
		
		completion_reward = {
			add_ideas = partisan_suppression_focus
		}
	}	

	focus = {
		id = GRE_five_year_plan
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = GRE_partissan }
		x = 30
		y = 2
		cost = 10
		ai_will_do = {
			factor = 5
		}

		available_if_capitulated = yes

		bypass = {
			custom_trigger_tooltip =  {
				tooltip = construction_effort_tt
				all_owned_state = {
					free_building_slots = {
						building = industrial_complex
						size < 2
						include_locked = yes
					}
				}
			}
		}

		complete_tooltip = {
			every_state = {
				limit = { has_state_flag = SOV_finish_five_year_plan_2IC }
				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 = {
					industrial_complex > 0
					free_building_slots = {
						building = industrial_complex
						size > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
				set_state_flag = SOV_finish_five_year_plan_2IC
			}
			random_owned_controlled_state = {
				limit = {
					industrial_complex > 0
					free_building_slots = {
						building = industrial_complex
						size > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
				set_state_flag = SOV_finish_five_year_plan_2IC
			}
		}
	}

	focus = {
		id = GRE_slot_for_communism
		icon = GFX_focus_research
		prerequisite = { focus = GRE_five_year_plan }
		x = 30
		y = 3
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_research_slot = 1
		}
	}

	focus = {
		id = GRE_comunista
		icon = GFX_goal_support_communism
		prerequisite = { focus = GRE_slot_for_communism }
		available = {
	 		is_puppet = no
	 		is_in_faction = no
	 		OR = {
	 			has_government = communism
	 		}
		}
		x = 30
		y = 4
		cost = 10

		available_if_capitulated = yes 

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

	focus = {
		id = GRE_line
		icon = GFX_goal_generic_defence
		prerequisite = { focus = GRE_political }
		x = 7
		y = 1
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = deterrence
		}
	}

	focus = {
		id = GRE_national_mobilization
		icon = GFX_goal_generic_allies_build_infantry
	 	available = {
	 		OR = {
	 			has_government = neutrality
	 			neutrality > 0.1
	 		}
		}
	 	prerequisite = { focus = GRE_line }
		x = 6
		y = 3
		cost = 10

		available_if_capitulated = yes


		#ai_will_do = {
		#	factor = 1
		#}
		completion_reward = {
			add_ideas = FRA_national_mobilization_focus
		}
	}

	focus = {
		id = GRE_volunte
		icon = GFX_goal_generic_allies_build_infantry
		prerequisite = { focus = GRE_national_mobilization }
		x = 6
		y = 5
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = volunteer_corps_focus
		}
	}

	focus = {
		id = GRE_rare
		icon = GFX_goal_generic_construction2
		prerequisite = { focus = GRE_political }
		x = 8
		y = 2
		cost = 10
		available = {
			OR = {
				has_full_control_of_state = 185
				has_full_control_of_state = 186
			}
		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes

		complete_tooltip = {

		}

		completion_reward = {
			if = {
				limit = {
					has_full_control_of_state = 185
				}
				185 = {
					add_resource = {
						type = tungsten
						amount = 8
					}
				}
			}

			if = {
				limit = {
					has_full_control_of_state = 186
				}
				186 = {
					add_resource = {
						type = chromium
						amount = 8
					}
				}
			}
		}
	}

	focus = {
		id = GRE_oil
		icon = GFX_goal_generic_oil_refinery
		prerequisite = { focus = GRE_rare }
		x = 9
		y = 3
		cost = 10
		available = {
			has_full_control_of_state = 731
		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes

		complete_tooltip = {

		}

		completion_reward = {
			if = {
				limit = {
					has_full_control_of_state = 731
				}
				731 = {
					add_resource = {
						type = oil
						amount = 12
					}
				}
			}
		}
	}

	focus = {
		id = GRE_political_2
		icon = GFX_goal_generic_demand_territory
		prerequisite = { focus = GRE_political }
		x = 11
		y = 2
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_political_power = 65
		}
	}

	focus = {
		id = GRE_militaris
		icon = GFX_goal_generic_military_sphere
		prerequisite = { focus = GRE_political_2 }
		x = 13
		y = 3
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = paramilitarism_focus
		}
	}

	focus = {
		id = GRE_public
		icon = GFX_focus_research
		prerequisite = { focus = GRE_political_2}
		x = 10
		y = 4
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_research_slot = 1
		}
	}

	focus = {
		id = GRE_allies
		icon = GFX_goal_support_democracy
		prerequisite = { focus = GRE_public }
		available = {
			OR = {
				has_government = democratic
				has_government = neutrality
			}
		}
		x = 11
		y = 5
		cost = 5

		available_if_capitulated = yes


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

		completion_reward = {
			add_ideas = liberty_ethos_focus
		}
	}

	focus = {
		id = GRE_miyouth
		icon = GFX_goal_generic_more_territorial_claims
		prerequisite = { focus = GRE_public }
		x = 9
		y = 5
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = GRE_italy_war
		prerequisite = { focus = GRE_miyouth }
		prerequisite = { focus = GRE_volunte }
		icon = GFX_goal_generic_major_war
		x = 8
		y = 7
		cost = 25
		ai_will_do = {
			factor = 1
		}	
		completion_reward = {
			create_wargoal = {
				type = puppet_wargoal_focus
				target = ITA
			} 
		}
	}

	focus = {
		id = GRE_army
		icon = GFX_goal_generic_allies_build_infantry
		x = 19
		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 = GRE_naval
		icon = GFX_goal_generic_construct_naval_dockyard
		x = 17
		y = 0
		cost = 10

		available_if_capitulated = yes


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

		complete_tooltip = {
			navy_experience = 10
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
		
		completion_reward = {
			navy_experience = 10
			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 = GRE_aviation
		icon = GFX_goal_generic_build_airforce
		x = 21
		y = 0
		cost = 10

		available_if_capitulated = yes


		complete_tooltip = {
			air_experience = 10
			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 = 10

			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 = GRE_definitive
		prerequisite = { focus = GRE_aviation }
		prerequisite = { focus = GRE_naval }
		prerequisite = { focus = GRE_army }
		icon = GFX_goal_generic_position_armies
		x = 19
		y = 2
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			army_experience = 25
			navy_experience = 25
			air_experience = 25
		}
	}

	focus = {
		id = GRE_equipment
		icon = GFX_goal_generic_small_arms
		prerequisite = { focus = GRE_definitive }
		x = 16
		y = 3
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = infantry_weapons_bonus
				bonus = 0.5
				uses = 2
				category = infantry_weapons
				category = artillery
			}
		}
	}

	focus = {
		id = GRE_tatics
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = GRE_definitive }
		x = 18
		y = 3
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = land_doc_bonus
				bonus = 0.5
				uses = 2
				category = land_doctrine
			}
		}
    }

    focus = {
		id = GRE_engineers
		icon = GFX_goal_generic_production
		prerequisite = { focus = GRE_definitive }
		x = 17
		y = 4
		cost = 10

		ai_will_do = {
			factor = 50
		}

		available = {

		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		complete_tooltip = {

		}

		completion_reward = {
			add_tech_bonus = {
				name = GRE_engineers
				bonus = 0.75
				uses = 1
				category = engineers_tech
			}
		}
	}

	focus = {
		id = GRE_artillery
		icon = GFX_goal_generic_army_artillery2
		prerequisite = { focus = GRE_engineers }
		x = 15
		y = 5
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = GRE_tanks
		icon = GFX_goal_generic_army_tanks
		prerequisite = { focus = GRE_engineers }
		x = 17
		y = 5
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = GRE_forces
		icon = GFX_goal_generic_special_forces
		prerequisite = { focus = GRE_engineers }
		x = 19
		y = 5
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = special_forces_bonus
				bonus = 0.5
				uses = 2
				technology = paratroopers
				technology = paratroopers2
				technology = marines
				technology = marines2
				technology = tech_mountaineers
				technology = tech_mountaineers2
			}
		}
	}

	focus = {
		id = GER_fighter
		icon = GFX_goal_generic_air_fighter
		prerequisite = { focus = GRE_definitive }
		x = 20
		y = 3
		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 = GRE_bomber
		icon = GFX_goal_generic_air_bomber
		prerequisite = { focus = GER_fighter }
		x = 21
		y = 4
		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 = GRE_support_air
		icon = GFX_goal_generic_CAS
		prerequisite = { focus = GRE_bomber }
		x = 21
		y = 5
		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 = GRE_navy
		icon = GFX_goal_generic_build_navy
		prerequisite = { focus = GRE_definitive }
		x = 22
		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 = 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 = GRE_submarine
		icon = GFX_goal_generic_navy_submarine
		prerequisite = { focus = GRE_navy }
		x = 23
		y = 4
		cost = 10

		available_if_capitulated = yes


		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				all_owned_state = {
					OR = {
						is_coastal = no
						dockyard < 1
					}
				}
			}
		}

		completion_reward = {
			add_tech_bonus = {
				name = ss_bonus
				bonus = 0.5
				ahead_reduction = 1
				uses = 1
				technology = early_submarine
				technology = basic_submarine
				technology = improved_submarine
				technology = advanced_submarine
			}
		}
	}

	focus = {
		id = GRE_destroyer
		icon = GFX_goal_generic_wolf_pack
		prerequisite = { focus = GRE_submarine }
		x = 23
		y = 5
		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
			}
		}
	}