focus_tree = {
	id = swe_focus
	
	country = {
		factor = 0
		
		modifier = {
			add = 10
			tag = SWE
		}
		
		modifier = {
			add = 10
			original_tag = SWE
		}
	}
	
	default = no

    focus = {
		id = SWE_political_effor
		icon = GFX_goal_generic_demand_territory
		x = 10
		y = 0
		cost = 5

		available_if_capitulated = yes

		ai_will_do = {
			factor = 10
		}

		completion_reward = {
			add_national_unity = -0.05
		}
	}

	focus = {
		id = SWE_political_effort
		icon = GFX_goal_generic_demand_territory
		prerequisite = { focus = SWE_political_effor }
		mutually_exclusive = { focus = SWE_political_effo }
		x = 2
		y = 1
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
		}

		completion_reward = {
		    add_popularity = {
				popularity = 0.10
				ideology = democratic
		    }
			add_political_power = 120
		}
	}

	focus = {
		id = SWE_political_effo
		icon = GFX_goal_generic_demand_territory
		prerequisite = { focus = SWE_political_effor }
		mutually_exclusive = { focus = SWE_political_effort }
		x = 18
		y = 1
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
		}

		completion_reward = {
		    add_popularity = {
				popularity = 0.10
				ideology = communism
		    }
		    add_popularity = {
				popularity = 0.10
				ideology = fascism
		    }
			add_political_power = -120
		}
	}

	focus = {
		id = SWE_envolvement
		icon = GFX_goal_generic_construction
		prerequisite = { focus = SWE_political_effo }
		x = 26
		y = 2
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
		}

		completion_reward = {
		    add_ideas = swe_arms
		}
	}

	focus = {
		id = SWE_envolvement_2
		icon = GFX_goal_generic_military_deal
		prerequisite = { focus = SWE_envolvement }
		x = 26
		y = 3
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
		}

		completion_reward = {
		    add_ideas = swe_arms_2
		}
	}

	focus = {
		id = SWE_rare_2
		text = SWE_rare
		icon = GFX_goal_generic_construction2
		prerequisite = { focus = SWE_political_effo }
		x = 24
		y = 2
		cost = 10
		available = {
			OR = {
				has_full_control_of_state = 138
				has_full_control_of_state = 138
			}
		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes

		complete_tooltip = {

		}

		completion_reward = {
			if = {
				limit = {
					has_full_control_of_state = 138
				}
				138 = {
					add_resource = {
						type = tungsten
						amount = 6
					}
				}
			}

			if = {
				limit = {
					has_full_control_of_state = 138
				}
				138 = {
					add_resource = {
						type = chromium
						amount = 13
					}
				}
			}
		}
	}

	focus = {
		id = SWE_oil_2
		text = SWE_oil
		icon = GFX_goal_generic_oil_refinery
		prerequisite = { focus = SWE_rare_2 }
		x = 24
		y = 3
		cost = 10
		available = {
			has_full_control_of_state = 666
		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes

		complete_tooltip = {

		}

		completion_reward = {
			if = {
				limit = {
					has_full_control_of_state = 666
				}
				666 = {
					add_resource = {
						type = oil
						amount = 17
					}
				}
			}
		}
	}

	focus = {
		id = SWE_industrial_effort
		icon = GFX_goal_generic_production
		prerequisite = { focus = SWE_political_effort }
		x = -1
		y = 2
		cost = 10

		available_if_capitulated = yes

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

		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				date < 1939.1.1
				OR = { 
					# we dont want chinese minors to go crazy on slots early since they get eaten
					tag = GXC 
					tag = YUN
					tag = SHX
					tag = XSM
					tag = BEL
					tag = LUX
					tag = HOL
					tag = DEN

					# we also dont want tiny nations to go crazy with slots right away
					num_of_controlled_states < 2
				}				
			}
		}
	}

	focus = {
		id = SWE_construction_effort
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = SWE_industrial_effort }
		x = -1
		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 < 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 = SWE_rare
		icon = GFX_goal_generic_construction2
		prerequisite = { focus = SWE_political_effort }
		x = -3
		y = 2
		cost = 10
		available = {
			OR = {
				has_full_control_of_state = 138
				has_full_control_of_state = 138
			}
		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes

		complete_tooltip = {

		}

		completion_reward = {
			if = {
				limit = {
					has_full_control_of_state = 138
				}
				138 = {
					add_resource = {
						type = tungsten
						amount = 6
					}
				}
			}

			if = {
				limit = {
					has_full_control_of_state = 138
				}
				138 = {
					add_resource = {
						type = chromium
						amount = 13
					}
				}
			}
		}
	}

	focus = {
		id = SWE_oil
		icon = GFX_goal_generic_oil_refinery
		prerequisite = { focus = SWE_rare }
		x = -3
		y = 3
		cost = 10
		available = {
			has_full_control_of_state = 666
		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes

		complete_tooltip = {

		}

		completion_reward = {
			if = {
				limit = {
					has_full_control_of_state = 666
				}
				666 = {
					add_resource = {
						type = oil
						amount = 17
					}
				}
			}
		}
	}

	focus = {
		id = SWE_construction_effort_2
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = SWE_construction_effort }
		x = -1
		y = 4
		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 = SWE_production_effort_2
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = SWE_construction_effort_2 }
		x = -1
		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 < 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 = SWE_extra_tech_slot
		icon = GFX_focus_research
		prerequisite = { focus = SWE_production_effort_2 }
		x = -1
		y = 6
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_research_slot = 1
		}
	}

	focus = {
		id = SWE_infrastructure_effort
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = { focus = SWE_political_effort }
		x = 1
		y = 2
		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 = 2
					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 = SWE_production_effort_3
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = SWE_infrastructure_effort }
		x = 1
		y = 3
		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 = 2
				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 = SWE_deterrence
		icon = GFX_goal_generic_defence
		prerequisite = { focus = SWE_political_effort }
		x = 3
		y = 2
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = deterrence
		}
	}

	focus = {
		id = SWE_volunteer_corps
		icon = GFX_goal_generic_allies_build_infantry
		prerequisite = { focus = SWE_deterrence }
		x = 3
		y = 3
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
		    set_rule = { can_send_volunteers = yes }
			add_ideas = volunteer_corps_focus
		}
	}

	focus = {
		id = SWE_paramilitarism
		icon = GFX_goal_generic_military_sphere
		prerequisite = { focus = SWE_volunteer_corps }
		x = 3
		y = 4
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = paramilitarism_focus
		}
	}

	focus = {
		id = SWE_aviation_effort
		icon = GFX_goal_generic_build_airforce
		x = 7
		y = 2
		cost = 10

		available_if_capitulated = yes


		complete_tooltip = {
			air_experience = 50
			if = { limit = { has_country_flag = aviation_effort_AB }
				add_building_construction = {
					type = air_base
					level = 3
					instant_build = yes
				}
			}			
			add_tech_bonus = {
				name = air_doc_bonus
				bonus = 0.5
				uses = 1
				category = air_doctrine
			}			
		}

		completion_reward = {
			air_experience = 25

			if = {
				limit = {
					capital_scope = {
						NOT = {
							free_building_slots = {
								building = air_base
								size > 1
							}
						}
					}
				}
				random_owned_controlled_state = {
					limit = {
						free_building_slots = {
							building = air_base
							size > 1
						}
					}
					add_building_construction = {
						type = air_base
						level = 2
						instant_build = yes
					}
					ROOT = { set_country_flag = aviation_effort_AB }
				}
			}
			if = {
				limit = {
					capital_scope = {
						free_building_slots = {
							building = air_base
							size > 1
						}
					}
				}
				capital_scope = {
					add_building_construction = {
						type = air_base
						level = 2
						instant_build = yes
					}
					ROOT = { set_country_flag = aviation_effort_AB }
				}
			}
			add_tech_bonus = {
				name = air_doc_bonus
				bonus = 0.5
				uses = 1
				category = air_doctrine
			}
		}
	}

	focus = {
		id = SWE_fighter_focus
		icon = GFX_goal_generic_air_fighter
		prerequisite = { focus = SWE_aviation_effort }
		x = 7
		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 = SWE_bomber_focus
		icon = GFX_goal_generic_air_bomber
		prerequisite = { focus = SWE_fighter_focus }
		x = 7
		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 = SWE_aviation_effort_2
		icon = GFX_goal_generic_air_doctrine
		prerequisite = { focus = SWE_bomber_focus }
		x = 7
		y = 5
		cost = 10

		available_if_capitulated = yes


		complete_tooltip = {
			air_experience = 25
			if = { limit = { has_country_flag = aviation_effort_2_AB }
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
			}
			add_tech_bonus = {
				name =  air_doc_bonus
				bonus = 0.5
				uses = 1
				category = air_doctrine
			}
		}
		completion_reward = {
			air_experience = 25
			if = {
				limit = {
					capital_scope = {
						OR = {
							NOT = { is_controlled_by = ROOT }
							NOT = {
								free_building_slots = {
									building = air_base
									size > 1
								}
							}
						}
					}
				}
				random_owned_controlled_state = {
					limit = {
						free_building_slots = {
							building = air_base
							size > 1
						}
					}
					add_building_construction = {
						type = air_base
						level = 2
						instant_build = yes
					}
					ROOT = { set_country_flag = aviation_effort_2_AB }
				}
			}
			if = {
				limit = {
					capital_scope = {
						is_controlled_by = ROOT
						free_building_slots = {
							building = air_base
							size > 1
						}
					}
				}
				capital_scope = {
					add_building_construction = {
						type = air_base
						level = 4
						instant_build = yes
					}				
					ROOT = { set_country_flag = aviation_effort_2_AB }
				}
			}
			add_tech_bonus = {
				name =  air_doc_bonus
				bonus = 0.5
				uses = 2
				category = air_doctrine
			}
		}
	}

	focus = {
		id = SWE_CAS_effort
		icon = GFX_goal_generic_CAS
		prerequisite = { focus = SWE_aviation_effort_2 }
		x = 7
		y = 6
		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 = SWE_naval_effort
		icon = GFX_goal_generic_construct_naval_dockyard
		x = 10
		y = 2
		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 = SWE_flexible_navy
		icon = GFX_goal_generic_build_navy
		prerequisite = { focus = SWE_naval_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 = {
			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 = SWE_large_navy
		icon = GFX_goal_generic_navy_doctrines_tactics
		prerequisite = { focus = SWE_flexible_navy }
		x = 10
		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 = fleet_in_being_bonus
				bonus = 0.5
				uses = 2
				category = fleet_in_being_tree
			}
		}
	}

	focus = {
		id = SWE_submarine_effort
		icon = GFX_goal_generic_navy_submarine
		prerequisite = { focus = SWE_large_navy }
		x = 10
		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 = ss_bonus
				bonus = 0.5
				ahead_reduction = 1
				uses = 1
				technology = early_submarine
				technology = basic_submarine
				technology = improved_submarine
				technology = advanced_submarine
			}
		}
	}

	focus = {
		id = SWE_cruiser_effort
		icon = GFX_goal_generic_navy_cruiser
		prerequisite = { focus = SWE_submarine_effort }
		x = 10
		y = 6
		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 = SWE_war_tactics
		icon = GFX_goal_generic_allies_build_infantry
		x = 13
		y = 2
		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 = SWE_new_equipment
		icon = GFX_goal_generic_small_arms
		prerequisite = { focus = SWE_war_tactics }
		x = 13
		y = 3
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = infantry_weapons_bonus
				bonus = 0.75
				uses = 1
				category = infantry_weapons
				category = artillery
			}
		}
	}

	focus = {
		id = SWE_the_speed_to_victory
		icon = GFX_goal_generic_army_motorized
		prerequisite = { focus = SWE_new_equipment }
		x = 13
		y = 4
		cost = 8

		available_if_capitulated = yes

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

	focus = {
		id = SWE_tactics_are_needed
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = SWE_the_speed_to_victory }
		x = 13
		y = 5
		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 = SWE_updated_rifles
		icon = GFX_goal_generic_small_arms
		prerequisite = { focus = SWE_tactics_are_needed }
		x = 13
		y = 6
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = SWE_industrial_efforts
		icon = GFX_goal_generic_production
		prerequisite = { focus = SWE_political_effo }
		x = 16
		y = 2
		cost = 10

		available_if_capitulated = yes

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

		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				date < 1939.1.1
				OR = { 
					# we dont want chinese minors to go crazy on slots early since they get eaten
					tag = GXC 
					tag = YUN
					tag = SHX
					tag = XSM
					tag = BEL
					tag = LUX
					tag = HOL
					tag = DEN

					# we also dont want tiny nations to go crazy with slots right away
					num_of_controlled_states < 2
				}				
			}
		}
	}

	focus = {
		id = SWE_construction_efforts
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = SWE_industrial_efforts }
		x = 16
		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 < 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 = SWE_construction_efforts_2
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = SWE_construction_efforts }
		x = 16
		y = 4
		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 = SWE_production_efforts_2
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = SWE_construction_efforts_2 }
		x = 16
		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 < 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 = SWE_extra_tech_slots
		icon = GFX_focus_research
		prerequisite = { focus = SWE_production_efforts_2 }
		x = 16
		y = 6
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_research_slot = 1
		}
	}

	focus = {
		id = SWE_nationalism_focus
		icon = GFX_goal_support_fascism #icon = GFX_goal_tripartite_pact
		prerequisite = { focus = SWE_political_effo }
		mutually_exclusive = { focus =  SWE_internationalism_focus }
		available = {
			OR = {
				has_government = democratic
				has_government = neutrality
			}
		}
		x = 18
		y = 2
		cost = 10

		ai_will_do = {
			factor = 50
		}

		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_popularity = {
				popularity = 0.25
				ideology = fascism
			}	
			add_ideas = nationalism
		}
	}

	focus = {
		id = SWE_internationalism_focus
		icon = GFX_goal_support_communism #icon = GFX_goal_tripartite_pact
		prerequisite = { focus = SWE_political_effo }
		mutually_exclusive = { focus = SWE_nationalism_focus }
		available = {
			if = {
				limit = { original_tag = SWE }
				else = {
					OR = {
						has_government = democratic
						has_government = neutrality
					}
				}
			}
		}
		x = 20
		y = 2
		cost = 10

		available_if_capitulated = yes


		ai_will_do = {
			factor = 50
		}

		completion_reward = {
		    add_popularity = {
				popularity = 0.25
				ideology = communism
			}	
			add_ideas = internationalism
		}
	}

	focus = {
		id = SWE_for_nor
		icon = GFX_goal_generic_occupy_states_ongoing_war
		prerequisite = { focus = SWE_political_effo }
		x = 22
		y = 2
		will_lead_to_war_with = SWE
		cost = 10

		ai_will_do = {
			factor = 10
		}

        available = {
			OR = {
				has_government = communism
				has_government = fascism
			}
		}

		completion_reward = {
		    remove_ideas = neutrality_idea
			create_wargoal = {
				type = puppet_wargoal_focus
				target = NOR
			}
		}
	}

	focus = {
		id = SWE_for_fin
		icon = GFX_goal_generic_occupy_states_ongoing_war
		prerequisite = { focus = SWE_for_nor }
		x = 22
		y = 3
		will_lead_to_war_with = SWE
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available = {
			OR = {
				has_government = communism
				has_government = fascism
			}
		}

		completion_reward = {
			create_wargoal = {
				type = puppet_wargoal_focus
				target = FIN
			}
		}
	}

	focus = {
		id = SWE_militarism
		icon = GFX_goal_generic_political_pressure
		prerequisite = { focus = SWE_nationalism_focus }
		x = 18
		y = 3
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = militarism_focus
			army_experience = 50
			set_rule = { can_send_volunteers = yes }
			add_ideas = foreign_expeditions_focus
		}
	}

	focus = {
		id = SWE_production_effort_fascism
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = SWE_militarism }
		x = 18
		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 = SWE_political_commisares
		icon = GFX_goal_generic_forceful_treaty
		prerequisite = { focus = SWE_internationalism_focus }
		x = 20
		y = 3
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = SWE_para
		icon = GFX_goal_generic_military_sphere
		prerequisite = { focus = SWE_political_commisares }
		x = 20
		y = 4
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = paramilitarism_focus
		}
	}

	focus = {
		id = SWE_new_world
		icon = GFX_goal_generic_propaganda
		prerequisite = { focus = SWE_para focus = SWE_production_effort_fascism }
		available = {
	 		is_puppet = no
		}
		x = 19
		y = 5
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes 

		completion_reward = {
			add_ideas = swe_state
		}
	}

	focus = {
		id = SWE_glory_of_sweden
		icon = GFX_focus_generic_support_the_left_right
		prerequisite = { focus = SWE_new_world }
		available = {
			is_puppet = no
			NOR = {
				exists = no
			}
			owns_state = 110
			owns_state = 142
			owns_state = 143
			owns_state = 144
		}

		x = 19
		y = 6
		cost = 10
		
		ai_will_do = {
			factor = 10
		}	
		
		completion_reward = {
			add_national_unity = 0.10
		}
	}

	focus = {
		id = SWE_infantry
		icon = GFX_goal_generic_axis_build_infantry
		prerequisite = { focus = SWE_glory_of_sweden }
		available = {
			is_puppet = no
		}

		x = 18
		y = 7
		cost = 10
		
		ai_will_do = {
			factor = 10
		}	
		
		completion_reward = {
			add_ideas = swe_arms_3
		}
	}

	focus = {
		id = SWE_guarantee_life
		icon = GFX_focus_CZE_german_puppet
		prerequisite = { focus = SWE_glory_of_sweden }
		available = {
			is_puppet = no
		}

		x = 20
		y = 7
		cost = 10
		
		ai_will_do = {
			factor = 10
		}	
		
		completion_reward = {
			add_ideas = swe_arms_4
		}
	}


	focus = {
		id = SWE_for_den
		icon = GFX_goal_generic_occupy_states_ongoing_war
		prerequisite = { focus = SWE_for_fin }
		x = 22
		y = 4
		will_lead_to_war_with = SWE
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available = {
			OR = {
				has_government = communism
				has_government = fascism
			}
		}

		completion_reward = {
			create_wargoal = {
				type = puppet_wargoal_focus
				target = DEN
			}
		}
	}		