focus_tree = {
	id = norway_focus
	
	country = {
		factor = 0
		
		modifier = {
			add = 10
			tag = NOR
		}
	}
	
	default = no

	focus = {
		id = NOR_aviation_effort
		icon = GFX_goal_generic_build_airforce
		x = 5
		y = 0
		cost = 10

		available_if_capitulated = yes


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

	focus = {
		id = NOR_fighter_focus
		icon = GFX_goal_generic_air_fighter
		prerequisite = { focus = NOR_aviation_effort }
		mutually_exclusive = { focus = NOR_bomber_focus }
		x = 4
		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 = NOR_bomber_focus
		icon = GFX_goal_generic_air_bomber
		prerequisite = { focus = NOR_aviation_effort }
		mutually_exclusive = { focus = NOR_fighter_focus }
		x = 6
		y = 1
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = NOR_aviation_effort_2
		icon = GFX_goal_generic_air_doctrine
		prerequisite = { focus = NOR_bomber_focus focus = NOR_fighter_focus }
		x = 5
		y = 2
		cost = 10

		available_if_capitulated = yes


		complete_tooltip = {
			air_experience = 25
			if = { limit = { has_country_flag = NOR_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 = NOR_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 = NOR_aviation_effort_2_AB }
				}
			}
			add_tech_bonus = {
				name =  air_doc_bonus
				bonus = 0.5
				uses = 1
				category = air_doctrine
			}
		}
	}

	focus = {
		id = NOR_CAS_effort
		icon = GFX_goal_generic_CAS
		prerequisite = { focus = NOR_aviation_effort_2 }
		x = 4
		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 = NOR_rocket_effort
		icon = GFX_focus_rocketry
		prerequisite = { focus = NOR_aviation_effort_2 }
		x = 5
		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 = NOR_NAV_effort
		icon = GFX_goal_generic_air_naval_bomber
		prerequisite = { focus = NOR_aviation_effort_2 }
		prerequisite = { focus = NOR_flexible_navy }
		x = 6
		y = 3
		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 = NOR_naval_effort
		icon = GFX_goal_generic_construct_naval_dockyard
		x = 9
		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 = NOR_naval_effort_built
			}
			if = {
				limit = {
					NOT = { has_country_flag = NOR_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 = NOR_naval_effort_built
			}
			if = {
				limit = {
					NOT = { has_country_flag = NOR_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 = NOR_flexible_navy
		icon = GFX_goal_generic_build_navy
		prerequisite = { focus = NOR_naval_effort }
		mutually_exclusive = { focus = NOR_large_navy }
		x = 8
		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 = NOR_large_navy
		icon = GFX_goal_generic_navy_doctrines_tactics
		prerequisite = { focus = NOR_naval_effort }
		mutually_exclusive = { focus = NOR_flexible_navy }
		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 = NOR_submarine_effort
		icon = GFX_goal_generic_navy_submarine
		prerequisite = { focus = NOR_flexible_navy focus = NOR_large_navy }
		x = 8
		y = 2
		cost = 10

		available_if_capitulated = yes


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

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

	focus = {
		id = NOR_cruiser_effort
		icon = GFX_goal_generic_navy_cruiser
		prerequisite = { focus = NOR_large_navy focus = NOR_flexible_navy }
		x = 10
		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 = 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 = NOR_destroyer_effort
		icon = GFX_goal_generic_wolf_pack
		prerequisite = { focus = NOR_submarine_effort }
		x = 8
		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 = dd_bonus
				bonus = 0.5
				ahead_reduction = 1
				uses = 1
				technology = early_destroyer
				technology = basic_destroyer
				technology = improved_destroyer
				technology = advanced_destroyer
			}
		}
	}

	focus = {
		id = NOR_capital_ships_effort
		icon = GFX_goal_generic_navy_battleship
		prerequisite = { focus = NOR_cruiser_effort }
		x = 10
		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 = {
			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 = NOR_army_effort
		icon = GFX_goal_generic_allies_build_infantry
		x = 1
		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 = NOR_equipment_effort
		icon = GFX_goal_generic_small_arms
		prerequisite = { focus = NOR_army_effort }
		x = 0
		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 = NOR_motorization_effort
		icon = GFX_goal_generic_army_motorized
		prerequisite = { focus = NOR_army_effort }
		bypass = { has_tech = NOR_motorised_infantry }
		x = 2
		y = 1
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = NOR_doctrine_effort
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = NOR_army_effort }
		x = 1
		y = 2
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = NOR_equipment_effort_2
		icon = GFX_goal_generic_army_artillery
		prerequisite = { focus = NOR_equipment_effort }
		x = 0
		y = 3
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = NOR_mechanization_effort
		icon = GFX_goal_generic_build_tank
		prerequisite = { focus = NOR_motorization_effort }
		x = 2
		y = 3
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = motorized_bonus
				ahead_reduction = 0.5
				uses = 1
				category = motorized_equipment
			}
		}
	}

	focus = {
		id = NOR_doctrine_effort_2
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = NOR_doctrine_effort }
		x = 1
		y = 4
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = NOR_equipment_effort_3
		icon = GFX_goal_generic_army_artillery2
		prerequisite = { focus = NOR_equipment_effort_2 }
		x = 0
		y = 5
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = NOR_armor_effort
		icon = GFX_goal_generic_army_tanks
		prerequisite = { focus = NOR_mechanization_effort }
		x = 2
		y = 5
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = NOR_special_forces
		icon = GFX_goal_generic_special_forces
		prerequisite = { focus = NOR_equipment_effort_3 }
		prerequisite = { focus = NOR_doctrine_effort_2 }
		prerequisite = { focus = NOR_armor_effort }
		x = 1
		y = 6
		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 = NOR_political_effort
		icon = GFX_goal_generic_demand_territory
		x = 16
		y = 0
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 10
		}	

		completion_reward = {
			add_political_power = 120
		}
	}

	focus = {
		id = NOR_neutrality_focus
		icon = GFX_goal_generic_neutrality_focus
		prerequisite = { focus = NOR_political_effort }
		mutually_exclusive = { focus = NOR_interventionism_focus }
		x = 15
		y = 1
		cost = 10

		ai_will_do = {
			factor = 2
		}	

		available_if_capitulated = yes

		completion_reward = {
			add_political_power = 150
		}
	}

	focus = {
		id = NOR_interventionism_focus
		icon = GFX_goal_generic_political_pressure
		prerequisite = { focus = NOR_political_effort }
		mutually_exclusive = { focus = NOR_neutrality_focus }
		x = 17
		y = 1
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
		}	

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

	focus = {
		id = NOR_scan
		icon = GFX_goal_generic_demand_territory
		prerequisite = { focus = NOR_interventionism_focus }
		available = {
			OR = {
				threat > 0.05
			}
		}
		x = 20
		y = 2
		cost = 10

		ai_will_do = {
			factor = 10
		}	

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = nor_scandinavia
		}
	}

	focus = {
		id = NOR_swe
		icon = GFX_goal_generic_trade
		prerequisite = { focus = NOR_scan }
		available = {
			country_exists = SWE
			OR = {
				SWE = { has_added_tension_amount > 1 }
				threat > 0.1
			}
		}

		continue_if_invalid = yes
		available_if_capitulated = yes

		x = 22
		y = 3
		cost = 10
		
		ai_will_do = {
			factor = 10
		}	
		
		completion_reward = {
			SWE = {
				add_opinion_modifier = { target = NOR modifier = embargo }
			}
		}
	}

	focus = {
		id = NOR_fin
		icon = GFX_goal_generic_trade
		prerequisite = { focus = NOR_scan }
		available = {
			country_exists = FIN
			OR = {
				FIN = { has_added_tension_amount > 1 }
				threat > 0.1
			}
		}

		continue_if_invalid = yes
		available_if_capitulated = yes

		x = 20
		y = 3
		cost = 10
		#ai_will_do = {
		#	factor = 1
		#}
		completion_reward = {
			FIN = {
				add_opinion_modifier = { target = NOR modifier = embargo }
			}
		}
	}

	focus = {
		id = NOR_den
		icon = GFX_goal_generic_trade
		prerequisite = { focus = NOR_scan }
		available = {
			country_exists = DEN
			OR = {
				DEN = { has_added_tension_amount > 1 }
				threat > 0.1
			}
		}

		continue_if_invalid = yes
		available_if_capitulated = yes

		x = 18
		y = 3
		cost = 10
		#ai_will_do = {
		#	factor = 1
		#}
		completion_reward = {
			DEN = {
				add_opinion_modifier = { target = NOR modifier = embargo }
			}
		}
	}

	focus = {
		id = NOR_swe_war
		icon = GFX_goal_support_democracy
		prerequisite = { focus = NOR_swe }
		available = {
			SWE = {
				exists = yes
				NOT = { has_government = ROOT }
			}
		}
		will_lead_to_war_with = SWE
		x = 22
		y = 4
		cost = 10
		#ai_will_do = {
		#	factor = 10
		#}
		completion_reward = {
			create_wargoal = {
				type = puppet_wargoal_focus
				target = SWE
			}
		}
	}

	focus = {
		id = NOR_fin_war
		icon = GFX_goal_support_democracy
		prerequisite = { focus = NOR_fin }
		available = {
			FIN = {
				exists = yes
				NOT = { has_government = neutrality }
			}
		}
		will_lead_to_war_with = FIN
		x = 20
		y = 4
		cost = 10
		#ai_will_do = {
		#	factor = 10
		#}
		completion_reward = {
			create_wargoal = {
				type = puppet_wargoal_focus
				target = FIN
			}
		}
	}

	focus = {
		id = NOR_den_war
		icon = GFX_goal_support_democracy
		prerequisite = { focus = NOR_den }
		available = {
			DEN = {
				exists = yes
				NOT = { has_government = ROOT }
			}
		}
		will_lead_to_war_with = DEN
		x = 18
		y = 4
		cost = 10
		#ai_will_do = {
		#	factor = 10
		#}
		completion_reward = {
			create_wargoal = {
				type = puppet_wargoal_focus
				target = DEN
			}
		}
	}

	focus = {
		id = NOR_deterrence
		icon = GFX_goal_generic_defence
		prerequisite = { focus = NOR_neutrality_focus}
		x = 14
		y = 2
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = deterrence
		}
	}

	focus = {
		id = NOR_volunteer_corps
		icon = GFX_goal_generic_allies_build_infantry
		prerequisite = { focus = NOR_deterrence }
		x = 13
		y = 3
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = volunteer_corps_focus
		}
	}

	focus = {
		id = NOR_foreign_expeditions
		icon = GFX_goal_generic_more_territorial_claims
		prerequisite = { focus = NOR_volunteer_corps }
		x = 13
		y = 4
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = foreign_expeditions_focus
		}
	}				

	focus = {
		id = NOR_technology_sharing
		icon = GFX_goal_generic_scientific_exchange
		prerequisite = { focus = NOR_foreign_expeditions }
		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 = 13
		y = 5
		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 = NOR_industrial_effort
		icon = GFX_goal_generic_production
		x = 26
		y = 0
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = NOR_industrial_bonus
				bonus = 0.5
				uses = 1
				category = industry
			}
		}
    }

	focus = {
		id = NOR_construction_effort
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = NOR_industrial_effort }
		x = 25
		y = 1
		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 = NOR_production_effort
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = NOR_industrial_effort }
		x = 27
		y = 1
		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 = NOR_construction_effort_2
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = NOR_construction_effort }
		x = 27
		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 = NOR_production_effort_2
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = NOR_production_effort }
		x = 25
		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 = NOR_infrastructure_effort
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = { focus = NOR_construction_effort_2 focus = NOR_production_effort_2 }
		x = 26
		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 = 2
					instant_build = yes
				}
			}
		}
	}

	focus = {
		id = NOR_infrastructure_effort_2
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = { focus = NOR_infrastructure_effort }
		x = 26
		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
				}
			}
		}
	}		

