focus_tree = {
	id = turkey_focus
	
	country = {
		factor = 0
		
		modifier = {
			add = 10
			tag = TUR
		}
	}
	
	default = yes

	continuous_focus_position = { x = 50 y = 1200 }

    focus = {
		id = TUR_prepare_for_the_next_war
		icon = GFX_goal_generic_build_tank
		
		x = 1
		y = 0
		cost = 10

		ai_will_do = {
			factor = 5
		}

		available_if_capitulated = yes

		completion_reward = {
		    army_experience = 5
			add_tech_bonus = {
				name = POL_prepare_for_the_next_war
				bonus = 0.5
				uses = 1
				category = land_doctrine
			}
			#1x 50% cost reduction for one land doctrine research
		}
	}

	focus = {
		id = TUR_the_defence_of_turkey
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = TUR_prepare_for_the_next_war }
		
		x = 1
		y = 1
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = TUR_the_defence_of_turkey
				bonus = 0.5
				uses = 1
				category = land_doctrine
			}
			#1x 50% reduction in land doctrine research
		}
	}

	focus = {
		id = TUR_romanian_bridgehead_strategy
		icon = GFX_goal_generic_position_armies
		prerequisite = { focus = TUR_the_defence_of_turkey }
		
		x = 1
		y = 2
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = TUR_romanian_bridgehead_strategy
				bonus = 0.5
				uses = 1
				category = land_doctrine
			}
			#1x 50% reduction in land doctrine research
		}
	}

	focus = {
		id = TUR_standardisation_of_equipment
		icon = GFX_goal_generic_small_arms
		prerequisite = { focus = TUR_prepare_for_the_next_war }
		
		x = -1
		y = 1
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = POL_standardisation_of_equipment
				bonus = 0.5
				uses = 1
				category = infantry_weapons
			}
			#1x 50% for Infantry Equipment
		}
	}

	focus = {
		id = TUR_modernising_the_cavalry
		icon = GFX_goal_generic_cavalry
		prerequisite = { focus = TUR_standardisation_of_equipment }
		
		x = -2
		y = 2
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = POL_modernising_the_cavalry
				bonus = 0.75
				uses = 1
				category = motorized_equipment
			}
			#75% research bonus for Motorised
		}
	}

	focus = {
		id = TUR_study_foreign_tanks
		icon = GFX_goal_generic_production
		prerequisite = { focus = TUR_modernising_the_cavalry }
		
		x = -2
		y = 3
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = POL_study_foreign_tanks
				bonus = 0.5
				uses = 1
				category = armor
			}
			#50% armor research
		}
	}

	focus = {
		id = TUR_cruiser_tank_experiments
		icon = GFX_goal_generic_army_tanks
		prerequisite = { focus = TUR_study_foreign_tanks }
		
		x = -2
		y = 4
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = TUR_cruiser_tank_experiments
				bonus = 0.5
				uses = 1
				technology = basic_medium_tank
			}
			#1x 50% reduction on research for medium tanks
		}
	}

	focus = {
		id = TUR_artillery_modernisation
		icon = GFX_goal_generic_army_artillery
		prerequisite = { focus = TUR_romanian_bridgehead_strategy }
		
		x = 2
		y = 4
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = POL_artillery_modernisation
				bonus = 0.5
				uses = 1
				category = artillery
			}
			#1 x 50% for Artillery Equipment
		}
	}

	focus = {
		id = TUR_anti_tank_guns
		icon = GFX_goal_generic_army_artillery2
		prerequisite = { focus = TUR_romanian_bridgehead_strategy }
		
		x = 0
		y = 4
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = TUR_anti_tank_guns
				bonus = 0.5
				uses = 1
				category = cat_anti_tank
			}
			#1x 50% bonus for Anti-Tank guns
		}
	}

	focus = {
		id = TUR_army_modernisation
		icon = GFX_goal_generic_allies_build_infantry
		prerequisite = { focus = TUR_artillery_modernisation focus = TUR_anti_tank_guns focus = TUR_cruiser_tank_experiments }
		
		x = 0
		y = 5
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

		completion_reward = {
		    army_experience = 35
		    add_tech_bonus = {
				name = TUR_prepare_for_the_next_war
				bonus = 0.5
				uses = 2
				category = land_doctrine
			}
			add_tech_bonus = {
				name = TUR_army_modernisation
				bonus = 0.5
				uses = 1
				category = infantry_weapons
			}

			#1 x 50% for Infantry Equipment
		}
	}

	focus = {
		id = TUR_air_base_expansion
		icon = GFX_goal_generic_air_production
		
		x = 6
		y = 0
		cost = 10

		ai_will_do = {
			factor = 1
		}

		available_if_capitulated = yes

		complete_tooltip = {
			random_state = {
				limit = { has_state_flag = TUR_air_base_expansion_1 }
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
			}
		}

		completion_reward = {
			random_owned_controlled_state = {
				prioritize = { 49 }
				limit = {
					free_building_slots = {
						building = air_base
						size > 1
					}
				}
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				set_state_flag = TUR_air_base_expansion_1
			}
			#Add 2 Airbases in Ankara
			
		}
	}

	focus = {
		id = TUR_fighter_modernisation
		icon = GFX_goal_generic_air_fighter
		prerequisite = { focus = TUR_air_base_expansion }
		
		x = 7
		y = 1
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = TUR_fighter_modernisation
				bonus = 0.5
				uses = 1
				category = light_fighter
			}
			#1x50% research bonus to fighter models
		}
	}



	focus = {
		id = TUR_air_innovations
		icon = GFX_goal_generic_build_airforce
		prerequisite = { focus = TUR_air_base_expansion }
		
		x = 5
		y = 1
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = TUR_air_innovations
				bonus = 0.5
				uses = 1
				category = air_doctrine
			}
			#1x50% research bonus to Air Doctrine Research
		}
	}

	focus = {
		id = TUR_heavy_fighter_concept
		icon = GFX_goal_generic_air_fighter2
		prerequisite = { focus = TUR_air_innovations focus = TUR_fighter_modernisation }
		
		x = 6
		y = 2
		cost = 10

		ai_will_do = {
			factor = 10
		}
		
		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = TUR_heavy_fighter_concept
				bonus = 0.5
				uses = 1				
				category = cat_heavy_fighter
			}
			#1x 50% research bonus to Heavy Fighters
		}
	}

	focus = {
		id = TUR_naval_bomber_experiments
		icon = GFX_goal_generic_air_naval_bomber
		prerequisite = { focus = TUR_air_innovations }
		
		x = 4
		y = 2
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = POL_naval_bomber_experiments
				bonus = 0.5
				uses = 1				
				category = naval_bomber
			}
			#1x50% research bonus to NAV
		}
	}

	focus = {
		id = TUR_medium_bomber_focus
		icon = GFX_goal_generic_occupy_start_war
		prerequisite = { focus = TUR_heavy_fighter_concept focus = TUR_air_innovations }
		mutually_exclusive = { focus = TUR_light_bomber_focus }
		
		x = 5
		y = 3
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = TUR_medium_bomber_focus
				bonus = 0.5
				uses = 1				
				category = tactical_bomber
			}
			#1 x 50% research bonus to Tactical Bomber models
		}
	}

	focus = {
		id = TUR_light_bomber_focus
		icon = GFX_goal_generic_CAS
		prerequisite = { focus = TUR_heavy_fighter_concept focus = TUR_fighter_modernisation }
		mutually_exclusive = { focus = TUR_medium_bomber_focus }
		
		x = 7
		y = 3
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = POL_light_bomber_focus
				bonus = 0.5
				uses = 1				
				category = cas_bomber
			}
			#1 x 50% research bonus to CAS
		}
	}

	focus = {
		id = TUR_air_modernisations_programme
		icon = GFX_goal_generic_air_doctrine
		prerequisite = { focus = TUR_light_bomber_focus focus = TUR_medium_bomber_focus }
		
		x = 6
		y = 4
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = POL_air_modernisations_programme
				bonus = 0.5
				uses = 1
				category = air_doctrine
			}
			#1x 50% reduction in an air doctrine research
			
		}
	}

	focus = {
		id = TUR_rocket_development
		icon = GFX_focus_rocketry
		prerequisite = { focus = TUR_air_modernisations_programme }
		
		x = 6
		y = 5
		cost = 10

		ai_will_do = {
			factor = 1
		}

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = POL_rocket_development
				bonus = 0.5
				uses = 2
				category = jet_technology
				category = rocketry
			}
			#2x50% research to Rockets and Jet Engine Research
		}
	}

	focus = {
		id = TUR_develop_polish_ship_building
		icon = GFX_goal_generic_construct_naval_dockyard
		
		x = 12
		y = 0
		cost = 10

		ai_will_do = {
			factor = 2
		}

		available_if_capitulated = yes
		
		complete_tooltip = {
			random_state = {
				limit = { has_state_flag = TUR_develop_polish_ship_building_1 }
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
		}

		completion_reward = {
			random_owned_controlled_state = {
				prioritize = { 341 }
				limit = {
					free_building_slots = {
						building = dockyard
						size > 2
						include_locked = yes
					}
				}
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
				set_state_flag = POL_develop_polish_ship_building_1
			}
			#Add 3 Dockyards at Instanbul			
		}
	}

	focus = {
		id = TUR_study_foreign_built_ships
		icon = GFX_goal_generic_production
		prerequisite = { focus = TUR_develop_polish_ship_building }
	
		x = 13
		y = 1
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = POL_study_foreign_built_ships
				bonus = 0.5
				uses = 1
				category = dd_tech
			}
			#1x 50% research bonus for Destroyers
		}
	}

	focus = {
		id = TUR_a_cruiser_navy
		icon = GFX_goal_generic_navy_anti_submarine
		prerequisite = { focus = TUR_study_foreign_built_ships }
		
		x = 14
		y = 2
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = TUR_a_cruiser_navy
				bonus = 0.5
				uses = 1
				category = cl_tech
			}
			#1x50% research bonus to Light Cruisers
		}
	}

	focus = {
		id = TUR_import_submarine_technology
		icon = GFX_goal_generic_production2
		prerequisite = { focus = TUR_develop_polish_ship_building }
		
		x = 11
		y = 1
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = TUR_import_submarine_technology
				bonus = 0.5
				uses = 1
				category = ss_tech
			}
			#1 x50% research bonus for Submarines
		}
	}

	focus = {
		id = TUR_commerce_attack
		icon = GFX_goal_generic_navy_submarine
		prerequisite = { focus = TUR_import_submarine_technology }
		x = 10
		y = 2
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = TUR_commerce_attack
				bonus = 0.5
				uses = 1
				category = submarine_doctrine
			}
			#1x50% research bonus to Submarine Doctrine
		}
	}

	focus = {
		id = TUR_the_twin_threats
		icon = GFX_goal_generic_navy_doctrines_tactics
		prerequisite = { focus = TUR_import_submarine_technology focus = TUR_study_foreign_built_ships }
		
		x = 12
		y = 2
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = TUR_the_twin_threats
				bonus = 0.5
				uses = 1
				category = naval_doctrine
			}
			#1x50% bonus to Naval Doctrine Research
		}
	}

	focus = {
		id = TUR_coastal_defense
		icon = GFX_goal_generic_navy_cruiser
		prerequisite = { focus = TUR_the_twin_threats }
		mutually_exclusive = { focus = TUR_strike_force }
		x = 13
		y = 3
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = TUR_coastal_defense
				bonus = 0.5
				uses = 1
				category = ss_tech
			}
			add_tech_bonus = {
				name = TUR_coastal_defense
				bonus = 0.5
				uses = 1
				category = dd_tech
			}
			#1x50% research bonus to destroyers & 1 x50% bonus to Submarines
		}
	}
	
	focus = {
		id = TUR_strike_force
		icon = GFX_goal_generic_occupy_states_coastal
		prerequisite = { focus = TUR_the_twin_threats }
		mutually_exclusive = { focus = TUR_coastal_defense }
		x = 11
		y = 3
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = TUR_strike_force
				bonus = 0.5
				uses = 1
				category = cl_tech
			}
			add_tech_bonus = {
				name = TUR_strike_force
				bonus = 0.5
				uses = 1
				category = ca_tech
			}
			#1x50% research bonus to Light Cruisers & 1x50% bonus to Heavy Cruisers
		}
	}

	focus = {
		id = TUR_baltic_navy
		icon = GFX_goal_generic_navy_battleship
		prerequisite = { focus = TUR_strike_force focus = TUR_coastal_defense }
		
		x = 12
		y = 4
		cost = 10

		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = TUR_baltic_navy
				bonus = 0.5
				uses = 1
				category = naval_doctrine
			}
			#1x50% bonus to Naval Doctrine research
		}
	}

	focus = {
		id = TUR_political_effort
		icon = GFX_goal_generic_demand_territory
		x = 20
		y = 0
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 10
		}

		completion_reward = {
			add_political_power = 150
		}
	}

	focus = {
		id = TUR_nationalism_focus
		icon = GFX_goal_support_fascism #icon = GFX_goal_tripartite_pact
		prerequisite = { focus = TUR_political_effort }
		mutually_exclusive = { focus = TUR_liberty_ethos }
		available = {
			OR = {
				has_government = fascism
				has_government = neutrality
			}
		}

		ai_will_do = {
			factor = 1
		}

		x = 21
		y = 1
		cost = 10

		available_if_capitulated = yes


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

		completion_reward = {
		    add_popularity = {
				popularity = 0.45
				ideology = fascism
		    }
		    add_named_threat = { threat = 3 name = TUR_militarism }		
			add_ideas = nationalism
		}
	}

	focus = {
		id = TUR_liberty_ethos
		icon = GFX_goal_support_democracy
		prerequisite = { focus = TUR_political_effort }
		mutually_exclusive = { focus = TUR_nationalism_focus }
		available = {
			OR = {
				has_government = democratic
				has_government = neutrality
			}
		}
		x = 19
		y = 1
		cost = 10

		ai_will_do = {
			factor = 2
		}

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = liberty_ethos_focus
		}
	}

	focus = {
		id = TUR_militarism
		icon = GFX_goal_generic_political_pressure
		prerequisite = { focus = TUR_nationalism_focus }
		x = 22
		y = 2
		cost = 5

		available_if_capitulated = yes

		ai_will_do = {
			factor = 20
		}

		completion_reward = {
			if = {
				limit = { has_idea = neutrality_idea }
				remove_ideas = neutrality_idea
			}
			add_popularity = {
				popularity = 0.05
				ideology = fascism
		    }	
			add_ideas = militarism_focus
			army_experience = 30
			navy_experience = 30
			air_experience = 30
			set_rule = { can_send_volunteers = yes }
		}
	}

	focus = {
		id = TUR_military_youth
		icon = GFX_goal_generic_more_territorial_claims
		prerequisite = { focus = TUR_nationalism_focus }
		x = 24
		y = 2
		cost = 5

		available_if_capitulated = yes

		ai_will_do = {
			factor = 20
		}

		completion_reward = {
		    add_popularity = {
				popularity = 0.05
				ideology = fascism
		    }
			add_ideas = military_youth_focus
		}
	}

	focus = {
		id = TUR_political
		icon = GFX_goal_generic_attack_allies
		prerequisite = { focus = TUR_military_youth }
		prerequisite = { focus = TUR_militarism }
		x = 23
		y = 3
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 90
		}

		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_ideas = the_new_empire_ottoman
			remove_ideas = the_war_of_independence_of_turkey
		}
	}

	focus = {
		id = TUR_planned
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = TUR_political }
		available = {
			OR = {
				has_government = fascism
			}
		}
		x = 22
		y = 4
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 10
		}

		completion_reward = {
			add_ideas = planned_war_tactics
		}
	}

	focus = {
		id = TUR_industrial
		icon = GFX_goal_generic_construction
		prerequisite = { focus = TUR_political }
		available = {
			OR = {
				has_government = fascism
			}
		}
		x = 24
		y = 4
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = tur_industrial_elite
		}
	}

	focus = {
		id = TUR_arm
		icon = GFX_goal_generic_allies_build_infantry
		prerequisite = { focus = TUR_industrial focus = TUR_planned }
		available = {
			OR = {
				has_government = fascism
			}
		}
		x = 23
		y = 5
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = tur_infantry_focus
		}
	}

	focus = {
		id = TUR_amphibious_operations
		icon = GFX_goal_generic_amphibious_assault
		prerequisite = { focus = TUR_political }
		x = 27
		y = 4
		cost = 10
		
		ai_will_do = {
			factor = 5
		}

		available_if_capitulated = yes
		
		completion_reward = {
            add_ideas = tur_invasion
			add_tech_bonus = {
				bonus = 0.5
				uses = 1
				category = tp_tech
			}
		}
	}

	focus = {
		id = TUR_focus_on_war
		icon = GFX_focus_generic_commonwealth_build_infantry
		prerequisite = { focus = TUR_war_with_greece }
		x = 27
		y = 6
		cost = 10
		
		ai_will_do = {
			factor = 5
		}

		available_if_capitulated = yes
		
		completion_reward = {
            add_ideas = tur_war_bonds_focus
		}
	}

	focus = {
		id = TUR_war_with_greece
		icon = GFX_goal_generic_major_war
		prerequisite = { focus = TUR_amphibious_operations }
		available = {
		    OR = {
				has_government = fascism
			}	
			is_puppet = no			
			NOT = { is_in_faction_with = GRE }
		}
		x = 27
		y = 5
		cost = 10
		
		ai_will_do = {
			factor = 95
		}

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

	focus = {
		id = TUR_war_with_iraq
		icon = GFX_goal_generic_major_war
		prerequisite = { focus = TUR_focus_on_war }
		available = {
		    OR = {
				has_government = fascism
			}	
			is_puppet = no			
			NOT = { is_in_faction_with = IRQ }
		}
		x = 28
		y = 7
		cost = 10
		
		ai_will_do = {
			factor = 10
		}

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

	focus = {
		id = TUR_war_with_iran
		icon = GFX_goal_generic_major_war
		prerequisite = { focus = TUR_focus_on_war }
		available = {
		    OR = {
				has_government = fascism
			}	
			is_puppet = no			
			NOT = { is_in_faction_with = PER }
		}
		x = 26
		y = 7
		cost = 10
		
		ai_will_do = {
			factor = 10
		}

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

	focus = {
		id = TUR_construction_effort
		icon = GFX_goal_generic_construct_civ_factory
		x = 31
		y = 0
		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 = TUR_production_effort
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = TUR_construction_effort }
		x = 31
		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 = TUR_construction_effort_2
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = TUR_production_effort }
		x = 31
		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 = TUR_production_effort_2
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = TUR_construction_effort_2 }
		x = 31
		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 = 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 = TUR_infrastructure_effort
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = { focus = TUR_production_effort_2 }
		x = 31
		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 = TURKEY_nuclear_effort
		text = nuclear_effort
		icon = GFX_focus_wonderweapons
		prerequisite = { focus = TUR_infrastructure_effort }
		x = 31
		y = 5
		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 = TURKEY_extra_tech_slot
		text = extra_tech_slot_2
		icon = GFX_focus_research
		prerequisite = { focus = TURKEY_nuclear_effort }
		x = 31
		y = 6
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_research_slot = 1
		}
	}
	
	focus = {
		id = TUR_extra_tech_slot_2
		icon = GFX_focus_research_2
		prerequisite = { focus = TURKEY_extra_tech_slot }
		available = {
			num_of_factories > 20
		}
		cancel_if_invalid = no
		continue_if_invalid = yes
		x = 31
		y = 7
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_research_slot = 1
		}
	}	

	focus = {
		id = TUR_deterrence
		icon = GFX_goal_generic_defence
		prerequisite = { focus = TUR_liberty_ethos }
		x = 18
		y = 2
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = deterrence
		}
	}

	focus = {
		id = TUR_volunteer_corps
		icon = GFX_goal_generic_allies_build_infantry
		prerequisite = { focus = TUR_deterrence }
		x = 17
		y = 3
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = volunteer_corps_focus
		}
	}

	focus = {
		id = TUR_foreign_expeditions
		icon = GFX_goal_generic_more_territorial_claims
		prerequisite = { focus = TUR_volunteer_corps }
		x = 17
		y = 4
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = foreign_expeditions_focus
		}
	}				

	focus = {
		id = TUR_technology_sharing
		icon = GFX_goal_generic_scientific_exchange
		prerequisite = { focus = TUR_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 = 17
		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 = TUR_join_axis
		icon = GFX_goal_support_fascism
		prerequisite = { focus = TUR_arm }
		x = 23
		y = 6

		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 = TUR
				}
			}
		}

		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 = TUR_extra_tech_slot
		icon = GFX_focus_research
		prerequisite = { focus = TUR_planned }
		x = 21
		y = 5
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_research_slot = 1
		}
	}

	focus = {
		id = TUR_tank_licenses
		icon = GFX_focus_generic_license_production
		prerequisite = { focus = TUR_join_axis }
		x = 21
		y = 7

		cost = 10

		ai_will_do = {
			factor = 60
			modifier = {
				factor = 1.2
				is_in_faction_with = GER
			}
		}

		available = {

		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		complete_tooltip = {

		}

		completion_reward = {
			add_ideas = tur_tank_licenses
		}
	}

	focus = {
		id = TUR_child
		icon = GFX_goal_generic_demand_territory
		prerequisite = { focus = TUR_join_axis }
		x = 22
		y = 8
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_political_power = -150
			add_ideas = tur_eq
		}
	}

	focus = {
		id = TUR_why_we_fight
		icon = GFX_goal_generic_propaganda
		prerequisite = { focus = TUR_child focus = TUR_join_axis }
		available = { 
			OR = { 
				threat > 0.75 
				has_offensive_war = yes 
			}
		}

		continue_if_invalid = yes
		
		x = 24
		y = 9
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = why_we_fight_focus
		}
	}

	focus = {
		id = TUR_war_with_uk
		icon = GFX_goal_generic_major_war
		prerequisite = { focus = TUR_child }
		prerequisite = { focus = TUR_tank_licenses }
		available = {
		    OR = {
				has_government = fascism
			}	
			is_puppet = no			
			NOT = { is_in_faction_with = ENG }
		}
		x = 19
		y = 9
		cost = 10
		bypass = {
			OR = {
				NOT = { country_exists = TUR }
				has_war_with = ENG
			}
		}
		completion_reward = {
 			create_wargoal = {
 				type = puppet_wargoal_focus
 				target = ENG
 			}
		}
	}