focus_tree = {
	id = iraq_focus

	country = {
		factor = 0
		
		modifier = {
			add = 10
			tag = IRQ
		}
	}
	
	default = no

	continuous_focus_position = { x = 50 y = 1600 }

	focus = {
		id = IRQ_logistics
		icon = GFX_goal_generic_position_armies
		mutually_exclusive = { focus = IRQ_consumer }
		x = 1
		y = 0
		cost = 10
		ai_will_do = {
			factor = 4
		}

		available_if_capitulated = yes

		bypass = {
			291 = { NOT = { is_owned_and_controlled_by = IRQ } }
			# Need province based trigger for this to work
			#291 = {		
			#	NOT = { 
			#		free_building_slots = {
			#			building = infrastructure
			#			size > 1
			#		} 
			#	}
			#	NOT = { 
			#		free_building_slots = {
			#			building = naval_base
			#			size > 2
			#		} 
			#	}
			#}
			676 = { NOT = { is_owned_and_controlled_by = IRQ } }
			# Need province based trigger for this to work
			#676 = {
			#	NOT = { 
			#		free_building_slots = {
			#			building = infrastructure
			#			size > 2
			#		} 
			#	}
			#}
		}

		completion_reward = {
			if = { limit = { 291 = { is_owned_and_controlled_by = IRQ } }
				291 = {
					add_building_construction = {
						type = infrastructure
						level = 2
						instant_build = yes
					}
				}
				291 = {
					add_building_construction = {
						type = naval_base
						level = 1
						province = 12766
						instant_build = yes
					}
				}
			}

			if = { limit = { 676 = { is_owned_and_controlled_by = IRQ } }
				676 = {
						add_building_construction = {
							type = infrastructure
							level = 1
							instant_build = yes
						}
				}
      	676 = {
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
				    }
				}
			}
		}
	}

	focus = {
		id = IRQ_collectivist_ethos
		icon = GFX_goal_generic_national_unity #icon = GFX_goal_tripartite_pact
		prerequisite = { focus = IRQ_logistics }
		available = {
			OR = {
				has_government = fascism
				has_government = neutrality
			}
		}
		x = 1
		y = 1
		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 = IRQ_nationalism_focus
		icon = GFX_goal_support_fascism #icon = GFX_goal_tripartite_pact
		prerequisite = { focus = IRQ_collectivist_ethos }
		available = {
			OR = {
				has_government = fascism
				has_government = neutrality
			}
		}
		x = 1
		y = 2
		cost = 15

		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
			remove_ideas = irq_desi
		}
	}

	focus = {
		id = IRQ_political_effort
		icon = GFX_goal_generic_demand_territory
		prerequisite = { focus = IRQ_nationalism_focus }
		x = 1
		y = 3
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
		    if = {
				limit = {
					has_country_leader = { id = 550 }
				}
				retire_country_leader = yes
			}
			if = {
				limit = {
					NOT = { has_government = fascism }
				}
				set_politics = {
					ruling_party = fascism
					elections_allowed = no
				}
			}
		    add_popularity = {
				popularity = 0.40
				ideology = fascism
		    }
			add_political_power = 30
			remove_ideas = irq_eq
		}
	}

	focus = {
		id = IRQ_war_with_saudi
		icon = GFX_goal_generic_major_war
		prerequisite = { focus = IRQ_political_effort }
		available = {
		    OR = {
				has_government = fascism
			}	
			is_puppet = no			
		}
		x = 0
		y = 4
		cost = 10
		bypass = {
			OR = {
				NOT = { country_exists = IRQ }
				has_war_with = IRQ
			}
		}
		historical_ai = {
			date > 1939.1.1
			NOT = {
				any_neighbor_country = {
					has_war_with = ROOT
				}		
			}
		}
		ai_will_do = {
			factor = 10			
			modifier = {
				factor = 0.05
				date < 1939.1.1
			}
		}	
		completion_reward = {
 			create_wargoal = {
 				type = puppet_wargoal_focus
 				target = SAU
 			}
		}
	}

	focus = {
		id = IRQ_war_with_iraq
		icon = GFX_goal_generic_major_war
		prerequisite = { focus = IRQ_war_with_saudi }
		available = {
		    OR = {
				has_government = fascism
			}
			NOT = { has_war_with = SAU }
			is_subject = no
			NOT = {
				any_other_country = {
					has_war_with = IRQ
				}
			}
		}
		x = 0
		y = 5
		cost = 10
		bypass = {
			OR = {
				NOT = { country_exists = IRQ }
				has_war_with = IRQ
			}
		}
		completion_reward = {
 			create_wargoal = {
 				type = puppet_wargoal_focus
 				target = TUR
 			}
		}
	}

	focus = {
		id = IRQ_war_with_iran
		icon = GFX_goal_generic_major_war
		prerequisite = { focus = IRQ_war_with_iraq }
		available = {
		    OR = {
				has_government = fascism
			}
			NOT = { has_war_with = IRQ }
			is_subject = no
			NOT = {
				any_other_country = {
					is_in_faction_with = GER
					has_war_with = IRQ
				}
			}
		}
		x = 0
		y = 6
		cost = 10
		bypass = {
			OR = {
				NOT = { country_exists = IRQ }
				has_war_with = PER
			}
		}
		historical_ai = {
			date > 1939.1.1
			NOT = {
				any_neighbor_country = {
					has_war_with = ROOT
				}		
			}
		}
		ai_will_do = {
			factor = 10			
			modifier = {
				factor = 0.05
				date < 1939.1.1
			}
		}	
		completion_reward = {
 			create_wargoal = {
 				type = puppet_wargoal_focus
 				target = PER
 			}
		}
	}

	focus = {
		id = IRQ_inter
		icon = GFX_goal_generic_political_pressure
		prerequisite = { focus = IRQ_political_effort }
		x = 2
		y = 4
		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 = IRQ_milita
		icon = GFX_goal_generic_demand_territory
		prerequisite = { focus = IRQ_inter }
		x = 2
		y = 6
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = irq_milita
		}
	}

	focus = {
		id = IRQ_consumer
		icon = GFX_goal_generic_consumer_goods
		mutually_exclusive = { focus = IRQ_logistics }
		x = 7
		y = 0
		cost = 10

		available_if_capitulated = yes 

		ai_will_do = {
			factor = 6
		}

		completion_reward = {
			add_ideas = irq_consumer
		}
	}

	focus = {
		id = IRQ_efficient
		icon = GFX_goal_generic_production
		prerequisite = { focus = IRQ_consumer }
		x = 7
		y = 1
		cost = 10

		available_if_capitulated = yes 

		completion_reward = {
			add_ideas = irq_effi
		}
	}

	focus = {
		id = IRQ_construction
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = IRQ_efficient }
		x = 6
		y = 2
		cost = 10

		available_if_capitulated = yes


		
		ai_will_do = {
			factor = 2
		}

		bypass = {
			custom_trigger_tooltip = {
				tooltip = construction_effort_tt
				all_owned_state = {
					free_building_slots = {
						building = industrial_complex
						size < 1
						include_locked = yes
					}					
				}
			}
		}

		complete_tooltip = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}			
		}

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

	focus = {
		id = IRQ_production_effort
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = IRQ_efficient }
		x = 8
		y = 2
		cost = 10

		available_if_capitulated = yes


		ai_will_do = {
			factor = 2			
		}

		bypass = {
			custom_trigger_tooltip = {
				tooltip = production_effort_tt
				all_owned_state = {
					free_building_slots = {
						building = arms_factory
						size < 1
						include_locked = yes
					}
				}
			}
		}

		complete_tooltip = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}

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

	focus = {
		id = IRQ_construction_effort_2
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = IRQ_construction }
		prerequisite = { focus = IRQ_production_effort }
		x = 7
		y = 3
		cost = 10

		available_if_capitulated = yes


		ai_will_do = {
			factor = 2
		}

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

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

		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size > 1
						include_locked = yes
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = industrial_complex
										size > 1
										include_locked = yes
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
	}

	focus = {
		id = IRQ_infrastructure_effort
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = { focus = IRQ_construction_effort_2 }
		x = 7
		y = 4
		cost = 10

		available_if_capitulated = yes

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

		complete_tooltip = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}

		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size > 0
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = infrastructure
										size > 0
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size > 1
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = infrastructure
										size > 1
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
		}
	}

	focus = {
		id = IRQ_construction_effort_3
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = IRQ_infrastructure_effort focus = IRQ_inter}
		x = 6
		y = 5
		cost = 10

		available_if_capitulated = yes


		ai_will_do = {
			factor = 2
		}

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

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

		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size > 1
						include_locked = yes
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = industrial_complex
										size > 1
										include_locked = yes
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
	}

	focus = {
		id = IRQ_nuclear_effort
		icon = GFX_focus_wonderweapons
		prerequisite = { focus = IRQ_infrastructure_effort }
		x = 7
		y = 6
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = nuclear_bonus
				ahead_reduction = 0.5
				category = nuclear
			}
		}

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0.25
				always = yes
			}
		}
	}

	focus = {
		id = IRQ_extra_tech_slot
		icon = GFX_focus_research
		prerequisite = { focus = IRQ_infrastructure_effort }
		x = 9
		y = 5
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_research_slot = 1
		}
	}
	
	focus = {
		id = IRQ_extra_tech_slot_2
		icon = GFX_focus_research
		prerequisite = { focus = IRQ_extra_tech_slot }
		available = {
			num_of_factories > 50
		}
		cancel_if_invalid = no
		continue_if_invalid = yes
		x = 9
		y = 6
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_research_slot = 1
		}
	}

	focus = {
		id = IRQ_secret_weapons
		icon = GFX_goal_generic_secret_weapon
		prerequisite = { focus = IRQ_nuclear_effort focus = IRQ_construction_effort_3 }
		x = 6
		y = 7
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = secret_bonus
				bonus = 0.6
				uses = 4
				category = electronics
				category = nuclear
				category = rocketry
			}
		}

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0.25
				always = yes
			}
		}
	}

	focus = {
		id = IRQ_infrastructure_effort_2
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = { focus = IRQ_production_effort }
		x = 9
		y = 3
		cost = 10

		available_if_capitulated = yes

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

		complete_tooltip = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}

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

	focus = {
		id = IRQ_naval_effort
		icon = GFX_goal_generic_construct_naval_dockyard
		x = 13
		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 = IRQ_flexible_navy
		icon = GFX_goal_generic_build_navy
		prerequisite = { focus = IRQ_naval_effort }
		x = 12
		y = 1
		cost = 10

		available_if_capitulated = yes


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

		completion_reward = {
			add_tech_bonus = {
				name = sub_op_bonus
				bonus = 0.5
				uses = 2
				technology = convoy_interdiction_ti
				technology = unrestricted_submarine_warfare
				technology = wolfpacks
				technology = advanced_submarine_warfare
				technology = combined_operations_raiding
			}
		}
	}

	focus = {
		id = IRQ_large_navy
		icon = GFX_goal_generic_navy_doctrines_tactics
		prerequisite = { focus = IRQ_naval_effort }
		x = 10
		y = 1
		cost = 10

		available_if_capitulated = yes


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

		completion_reward = {
			add_tech_bonus = {
				name = fleet_in_being_bonus
				bonus = 0.5
				uses = 2
				category = fleet_in_being_tree
			}
		}
	}

	focus = {
		id = IRQ_submarine_effort
		icon = GFX_goal_generic_navy_submarine
		prerequisite = { focus = IRQ_naval_effort }
		x = 14
		y = 1
		cost = 10

		available_if_capitulated = yes


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

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

	focus = {
		id = IRQ_cruiser_effort
		icon = GFX_goal_generic_navy_cruiser
		prerequisite = { focus = IRQ_naval_effort }
		x = 16
		y = 1
		cost = 10

		available_if_capitulated = yes


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

		completion_reward = {
			add_tech_bonus = {
				name = 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 = IRQ_destroyer_effort
		icon = GFX_goal_generic_wolf_pack
		prerequisite = { focus = IRQ_submarine_effort }
		x = 14
		y = 2
		cost = 10

		available_if_capitulated = yes


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

		completion_reward = {
			add_tech_bonus = {
				name = dd_bonus
				bonus = 0.5
				ahead_reduction = 1
				uses = 1
				technology = early_destroyer
				technology = basic_destroyer
				technology = improved_destroyer
				technology = advanced_destroyer
			}
		}
	}

	focus = {
		id = IRQ_capital_ships_effort
		icon = GFX_goal_generic_navy_battleship
		prerequisite = { focus = IRQ_flexible_navy }
		x = 12
		y = 2
		cost = 10

		available_if_capitulated = yes


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

		completion_reward = {
			navy_experience = 25
			add_tech_bonus = {
				name = capital_ships_bonus
				bonus = 0.5
				ahead_reduction = 1
				uses = 1
				technology = basic_battlecruiser
				technology = basic_battleship
				technology = improved_battleship
				technology = advanced_battleship
				technology = heavy_battleship
				technology = heavy_battleship2
				technology = early_carrier
				technology = basic_carrier
				technology = improved_carrier
				technology = advanced_carrier
			}
		}
	}

	focus = {
		id = IRQ_aviation_effort
		icon = GFX_goal_generic_build_airforce
		x = 20
		y = 0
		cost = 10

		available_if_capitulated = yes


		complete_tooltip = {
			air_experience = 25
			if = { limit = { has_country_flag = IRQ_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 = IRQ_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 = IRQ_aviation_effort_AB }
				}
			}
			add_tech_bonus = {
				name = air_doc_bonus
				bonus = 0.5
				uses = 1
				category = air_doctrine
			}
		}
	}

	focus = {
		id = IRQ_fighter_focus
		icon = GFX_goal_generic_air_fighter
		prerequisite = { focus = IRQ_aviation_effort }
		x = 21
		y = 1
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = fighter_bonus
				bonus = 0.5
				uses = 2
				technology = early_fighter
				technology = fighter1
				technology = fighter2
				technology = fighter3
				technology = heavy_fighter1
				technology = heavy_fighter2
				technology = heavy_fighter3
			}
		}
	}

	focus = {
		id = IRQ_bomber_focus
		icon = GFX_goal_generic_air_bomber
		prerequisite = { focus = IRQ_fighter_focus }
		x = 20
		y = 2
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = bomber_bonus
				bonus = 0.5
				uses = 2
				technology = strategic_bomber1
				technology = strategic_bomber2
				technology = strategic_bomber3
				category = tactical_bomber
			}
		}
	}

	focus = {
		id = IRQ_CAS_effort
		icon = GFX_goal_generic_CAS
		prerequisite = { focus = IRQ_bomber_focus }
		x = 19
		y = 3
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = CAS_bonus
				bonus = 0.5
				ahead_reduction = 1
				uses = 1
				category = cas_bomber
			}
		}
	}

	focus = {
		id = IRQ_rocket_effort
		icon = GFX_focus_rocketry
		prerequisite = { focus = IRQ_CAS_effort }
		x = 20
		y = 4
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = jet_rocket_bonus
				ahead_reduction = 0.5
				uses = 2
				category = rocketry
				category = jet_technology
			}
		}

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0.25
				always = yes
			}
		}
	}

	focus = {
		id = IRQ_NAV_effort
		icon = GFX_goal_generic_air_naval_bomber
		prerequisite = { focus = IRQ_rocket_effort }
		x = 21
		y = 5
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = nav_bomber_bonus
				bonus = 0.5
				ahead_reduction = 1
				uses = 1
				category = naval_bomber
			}
		}
	}

	focus = {
		id = IRQ_army_effort
		icon = GFX_goal_generic_allies_build_infantry
		x = 26
		y = 0
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			army_experience = 5
			add_tech_bonus = {
				name = land_doc_bonus
				bonus = 0.5
				uses = 1
				category = land_doctrine
			}
		}
	}

	focus = {
		id = IRQ_equipment_effort
		icon = GFX_goal_generic_small_arms
		prerequisite = { focus = IRQ_army_effort }
		x = 24
		y = 1
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = IRQ_motorization_effort
		icon = GFX_goal_generic_army_motorized
		prerequisite = { focus = IRQ_army_effort }
		x = 26
		y = 1
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = IRQ_doctrine_effort
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = IRQ_army_effort }
		x = 28
		y = 1
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			army_experience = 5
			add_tech_bonus = {
				name = land_doc_bonus
				bonus = 0.5
				uses = 1
				category = land_doctrine
			}
		}
	}

	focus = {
		id = IRQ_equipment_effort_2
		icon = GFX_goal_generic_army_artillery
		prerequisite = { focus = IRQ_army_effort }
		x = 30
		y = 1
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = IRQ_mechanization_effort
		icon = GFX_goal_generic_build_tank
		prerequisite = { focus = IRQ_motorization_effort focus = IRQ_equipment_effort }
		x = 25
		y = 2
		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 = IRQ_armor_effort
		icon = GFX_goal_generic_army_tanks
		prerequisite = { focus = IRQ_mechanization_effort focus = IRQ_doctrine_effort }
		x = 25
		y = 3
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = IRQ_special_forces
		icon = GFX_goal_generic_special_forces
		prerequisite = { focus = IRQ_equipment_effort_2 }
		x = 30
		y = 3
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = IRQ_poli
		icon = GFX_goal_generic_attack_allies
		prerequisite = { focus = IRQ_milita }
		prerequisite = { focus = IRQ_construction_effort_3 }
		x = 3
		y = 7
		cost = 10

		available_if_capitulated = yes 

		completion_reward = {
			add_ideas = irq_infantry_focus
		}
	}

	focus = {
		id = IRQ_war_with_afg
		icon = GFX_goal_generic_major_war
		prerequisite = { focus = IRQ_war_with_iran }
		available = {
		    OR = {
				has_government = fascism
			}
			NOT = { has_war_with = PER }
			is_subject = no
			NOT = {
				any_other_country = {
					is_in_faction_with = GER
					has_war_with = IRQ
				}
			}
		}
		x = 0
		y = 7
		cost = 10
		bypass = {
			OR = {
				NOT = { country_exists = AFG }
				has_war_with = AFG
			}
		}
		historical_ai = {
			date > 1939.1.1
			NOT = {
				any_neighbor_country = {
					has_war_with = ROOT
				}		
			}
		}
		ai_will_do = {
			factor = 10			
			modifier = {
				factor = 0.05
				date < 1939.1.1
			}
		}	
		completion_reward = {
 			create_wargoal = {
 				type = puppet_wargoal_focus
 				target = AFG
 			}
		}
	}

	focus = {
		id = IRQ_faction
		icon = GFX_goal_anschluss
		prerequisite = { focus = IRQ_poli }
		mutually_exclusive = { focus = IRQ_join_axis }
		x = 2
		y = 8
		cost = 10

		available_if_capitulated = yes 

		completion_reward = {
		    set_rule = { can_create_factions = yes }
			create_faction = dominion_faction
		}
	}

	focus = {
		id = IRQ_join_axis
		icon = GFX_goal_support_fascism
		prerequisite = { focus = IRQ_poli }
		mutually_exclusive = { focus = IRQ_faction }
		x = 4
		y = 8

		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 = IRQ
				}
			}
		}

		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 = IRQ_technology_sharing
		icon = GFX_goal_generic_scientific_exchange
		prerequisite = { focus = IRQ_secret_weapons }
		prerequisite = { focus = IRQ_join_axis }
		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 = 5
		y = 10
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = IRQ_equip
		icon = GFX_goal_generic_army_artillery
		prerequisite = { focus = IRQ_faction }
		prerequisite = { focus = IRQ_war_with_afg }
		x = 1
		y = 10
		cost = 10

		available_if_capitulated = yes

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