focus_tree = {
	id = arm_focus_1
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = ARM
		}
	}
	default = no
	focus = {
		id = aviation_effort_a
		icon = GFX_goal_generic_build_airforce
		cost = 10.00
		x = 1
		y = 0
			search_filters = { FOCUS_FILTER_RESEARCH }
			available_if_capitulated = yes
			complete_tooltip = {
					air_experience = 25
					if = {
							limit = {
									has_country_flag = aviation_effort_AB
								}
							add_building_construction = {
									type = air_base
									level = 2
									instant_build = yes
								}
						}
					add_tech_bonus = {
							name = air_doc_bonus
							bonus = 1.0
							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 = 1.0
							uses = 1
							category = air_doctrine
						}
				}

	}
	focus = {
		id = naval_effort_a
		icon = GFX_goal_generic_construct_naval_dockyard
		cost = 10.00
		x = 5
		y = 0
			search_filters = { FOCUS_FILTER_INDUSTRY }
			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 = industrial_effort_a
		icon = GFX_goal_generic_production
		cost = 10.00
		x = 19
		y = 0
			search_filters = { FOCUS_FILTER_INDUSTRY  FOCUS_FILTER_RESEARCH }
			available_if_capitulated = yes
			completion_reward = {
					add_tech_bonus = {
							name = industrial_bonus
							bonus = 1.0
							uses = 1
							category = industry
						}
				}
			ai_will_do = {
					factor = 3
					modifier = {
							factor = 0
							date < 1939.1.1
							OR = {
									tag = GXC
									tag = YUN
									tag = SHX
									tag = XSM
									tag = BEL
									tag = LUX
									tag = HOL
									tag = DEN
									num_of_controlled_states < 2
								}
						}
				}

	}
	focus = {
		id = independance_1
		icon = GFX_focus_generic_support_the_left_right
		cost = 10.00
		x = 13
		y = 0
			completion_reward = {
					add_political_power = 240
					add_autonomy_score = {
							value = 100
						}
					add_ideas = independance_from_soviet
				}
				ai_will_do = {
					factor = 10
				}

	}
	focus = {
		id = flexible_navy_a
		icon = GFX_goal_generic_build_navy
		cost = 10.00
		prerequisite = {
			focus = naval_effort_a
		}
		mutually_exclusive = {
			focus = large_navy_a
		}
		x = -1
		y = 1
		relative_position_id = naval_effort_a
			search_filters = { FOCUS_FILTER_RESEARCH }
			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 = 1.0
							uses = 2
							technology = convoy_interdiction_ti
							technology = unrestricted_submarine_warfare
							technology = wolfpacks
							technology = advanced_submarine_warfare
							technology = combined_operations_raiding
						}
				}

	}
	focus = {
		id = large_navy_a
		icon = GFX_goal_generic_navy_doctrines_tactics
		cost = 10.00
		prerequisite = {
			focus = naval_effort_a
		}
		mutually_exclusive = {
			focus = flexible_navy_a
		}
		x = 1
		y = 1
		relative_position_id = naval_effort_a
			search_filters = { FOCUS_FILTER_RESEARCH }
			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 = 1.0
							uses = 2
							category = fleet_in_being_tree
						}
				}

	}
	focus = {
		id = submarine_effort_a
		icon = GFX_goal_generic_navy_submarine
		cost = 10.00
		prerequisite = {
			focus = flexible_navy_a
			focus = large_navy_a
		}
		x = 0
		y = 1
		relative_position_id = flexible_navy_a
			search_filters = { FOCUS_FILTER_RESEARCH }
			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 = 1.0
							ahead_reduction = 2
							uses = 1
							category = ss_tech
						}
				}

	}
	focus = {
		id = separate_arm
		icon = GFX_focus_spa_the_war_of_vengeance
		cost = 5.00
		prerequisite = {
			focus = independance_1
		}
		mutually_exclusive = {
			focus = racial_effort
		}
		ai_will_do = {
			factor = 10
		}
		x = 12
		y = 1
			available = {
					is_subject = no
					has_global_flag = independance_from_soviet_flag
				}
			completion_reward = {
				remove_ideas = multiracial_nation_1
					AZR = {
							transfer_state = 229
							add_ideas = recovering_from_dependance
						}
					GEO = {
							transfer_state = 231
							add_ideas = recovering_from_dependance
						}
					set_capital = 230
					hidden_effect = {
							set_stability = 0.65
							229 = {
									remove_core_of = ARM
								}
							231 = {
									remove_core_of = ARM
								}
							ARM = {
									set_popularities = {
											democratic = 25
											neutrality = 25
											fascism = 25
											communism = 25
										}
								}
							set_politics = {
									ruling_party = communism
								}
						}
				}

	}
	focus = {
		id = facism_effort
		icon = GFX_goal_support_fascism
		cost = 5.00
		prerequisite = {
			focus = separate_arm
		}
		mutually_exclusive = {
			focus = naturaly_effort
		}
		x = 9
		y = 2
			completion_reward = {
					add_popularity = {
							ideology = fascism
							popularity = 0.15
						}
					add_timed_idea = {
							idea = nationalism
							days = 365
						}
				}

	}
	focus = {
		id = join_axis
		icon = GFX_focus_chi_mission_to_germany
		cost = 10.00
		prerequisite = {
			focus = facism_effort
		}
		mutually_exclusive = {
			focus = new_alliance
		}
		x = 8
		y = 3
			available = {
					has_government = fascism
					is_in_faction = no
				}
			completion_reward = {
					GER = {
							add_to_faction = ARM
						}
				}

	}
	focus = {
		id = axis_power
		icon = GFX_goal_generic_national_unity
		cost = 10.00
		prerequisite = {
			focus = join_axis
		}
		x = 9
		y = 4
			available = {
					is_in_faction_with = GER
				}
			completion_reward = {
					add_manpower = 100000
					add_tech_bonus = {
							name = land_doc_bonus
							bonus = 1.0
							uses = 2
							category = land_doctrine
						}
					add_tech_bonus = {
							bonus = 1.0
							uses = 1
							name = mech_army_bonus
							technology = basic_medium_tank
							technology = improved_medium_tank
							technology = advanced_medium_tank
							technology = mechanised_infantry
						}
				}

	}
	focus = {
		id = new_alliance
		icon = GFX_focus_generic_support_the_left_right
		cost = 10.00
		prerequisite = {
			focus = facism_effort
		}
		mutually_exclusive = {
			focus = join_axis
		}
		x = 10
		y = 3
			available = {
					has_government = fascism
					is_in_faction = no
				}
			completion_reward = {
					set_rule = {
							can_create_factions = yes
						}
					create_faction = ARM_ORIGINAL_FACTION
				}

	}
	focus = {
		id = naturaly_effort
		icon = GFX_goal_support_democracy
		cost = 10.00
		prerequisite = {
			focus = separate_arm
		}
		mutually_exclusive = {
			focus = facism_effort
		}
		x = 3
		y = 0
		ai_will_do = {
			factor = 10
		}
		relative_position_id = facism_effort
			completion_reward = {
					add_timed_idea = {
							idea = construction_effort_idea
							days = 365
						}
					add_popularity = {
							ideology = fascism
							popularity = -0.1
						}
					add_popularity = {
							ideology = communism
							popularity = -0.1
						}
				}

	}
	focus = {
		id = naturaly_effort_2
		icon = GFX_goal_tfv_strengthen_commonwealth_ties
		cost = 10.00
		prerequisite = {
			focus = naturaly_effort
		}
		mutually_exclusive = {
			focus = democratic_effort
		}
		x = 12
		y = 3
		ai_will_do = {
			factor = 10
		}
			completion_reward = {
					add_timed_idea = {
							idea = neutrality_influence
							days = 365
						}
					add_popularity = {
							ideology = neutrality
							popularity = 0.1
						}
					hidden_effect = {
							set_global_flag = complete_neut_focus
						}
				}

	}
	focus = {
		id = martial_law
		icon = GFX_focus_spr_the_anti_fascist_workers_revolution
		cost = 10.00
		prerequisite = {
			focus = new_alliance
			focus = naturaly_effort_2
		}
		x = 11
		y = 4
		ai_will_do = {
			factor = 10
		}
			available = {
					OR = {
							has_government = neutrality
							has_government = fascism
						}
				}
			completion_reward = {
					add_ideas = arm_martial_law
					add_timed_idea = {
							idea = construction_effort_idea_2
							days = 720
						}
				}

	}
	focus = {
		id = conquest_1
		icon = GFX_goal_anschluss
		cost = 10.00
		prerequisite = {
			focus = axis_power
			focus = martial_law
		}
		x = 10
		y = 5
		ai_will_do = {
			factor = 10
		}
			available = {
					NOT = {
							is_subject = yes
						}
				}
			completion_reward = {
					create_wargoal = {
							target = AZR
							type = take_state_focus
							generator = { 229 }
						}
					create_wargoal = {
							target = GEO
							type = take_state_focus
							generator = { 231 }
						}
				}

	}
	focus = {
		id = racial_effort
		icon = GFX_focus_generic_diplomatic_treaty
		cost = 10.00
		prerequisite = {
			focus = independance_1
		}
		mutually_exclusive = {
			focus = separate_arm
		}
		x = 14
		y = 1
			available = {
					is_subject = no
					has_global_flag = independance_from_soviet_flag
				}
			completion_reward = {
					swap_ideas = {
							remove_idea = multiracial_nation_1
							add_idea = multiracial_nation_2
						}
				}

	}
	focus = {
		id = racial_effort_2
		icon = GFX_goal_generic_forceful_treaty
		cost = 10.00
		prerequisite = {
			focus = racial_effort
		}
		x = 14
		y = 2
			completion_reward = {
					swap_ideas = {
							remove_idea = multiracial_nation_2
							add_idea = multiracial_nation_3
						}
				}

	}
	focus = {
		id = democratic_effort
		icon = GFX_goal_support_democracy
		cost = 10.00
		prerequisite = {
			focus = naturaly_effort
			focus = racial_effort_2
		}
		mutually_exclusive = {
			focus = naturaly_effort_2
		}
		x = 14
		y = 3
			completion_reward = {
					add_timed_idea = {
							idea = democratic_influence
							days = 365
						}
					add_popularity = {
							ideology = democratic
							popularity = 0.1
						}
					hidden_effect = {
							set_global_flag = complete_demo_focus
						}
				}

	}
	focus = {
		id = communism_effort
		icon = GFX_goal_support_communism
		cost = 10.00
		prerequisite = {
			focus = democratic_effort
		}
		mutually_exclusive = {
			focus = join_allied
		}
		x = 13
		y = 4
			completion_reward = {
					remove_ideas = democratic_influence
					add_popularity = {
							ideology = communism
							popularity = 0.15
						}
					add_timed_idea = {
							idea = internationalism
							days = 365
						}
				}

	}
	focus = {
		id = development_city
		icon = GFX_focus_generic_industry_3
		cost = 10.00
		prerequisite = {
			focus = communism_effort
			focus = martial_law
		}
		x = 12
		y = 5
			completion_reward = {
					random_owned_controlled_state = {
							limit = {
									free_building_slots = {
											building = industrial_complex
											size > 1
										}
									OR = {
											is_in_home_area = yes
											NOT = {
													owner = {
															any_owned_state = {
																	free_building_slots = {
																			building = industrial_complex
																			size > 1
																		}
																	is_in_home_area = yes
																}
														}
												}
										}
								}
							add_extra_state_shared_building_slots = 3
							add_building_construction = {
									type = industrial_complex
									level = 3
									instant_build = yes
								}
						}
					random_owned_controlled_state = {
							limit = {
									free_building_slots = {
											building = industrial_complex
											size > 1
										}
									OR = {
											is_in_home_area = yes
											NOT = {
													owner = {
															any_owned_state = {
																	free_building_slots = {
																			building = industrial_complex
																			size > 1
																		}
																	is_in_home_area = yes
																}
														}
												}
										}
								}
							add_extra_state_shared_building_slots = 3
							add_building_construction = {
									type = industrial_complex
									level = 3
									instant_build = yes
								}
						}
					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 = 2
							add_building_construction = {
									type = arms_factory
									level = 2
									instant_build = yes
								}
						}
					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 = 2
							add_building_construction = {
									type = arms_factory
									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 = conquest_abkhazia
		icon = GFX_focus_RAJ_lions_of_the_great_war
		cost = 10.00
		prerequisite = {
			focus = development_city
		}
		prerequisite = {
			focus = communism_effort
		}
		x = 13
		y = 6
			available = {
					NOT = {
							is_subject = yes
						}
					has_government = communism
				}
			completion_reward = {
					create_wargoal = {
							target = AZR
							type = take_state_focus
							generator = { 229 }
						}
					create_wargoal = {
							target = GEO
							type = take_state_focus
							generator = { 231 }
						}
				}

	}
	focus = {
		id = conquest_oil
		icon = GFX_goal_generic_soviet_construction
		cost = 10.00
		prerequisite = {
			focus = conquest_abkhazia
		}
		x = 14
		y = 7
			available = {
					NOT = {
							is_subject = yes
						}
				}
			completion_reward = {
					create_wargoal = {
							target = IRQ
							type = take_state_focus
							generator = { 676 }
						}
					create_wargoal = {
							target = PER
							type = take_state_focus
							generator = { 419  420 }
						}
				}

	}
	focus = {
		id = join_allied
		icon = GFX_focus_chi_british_cooperation
		cost = 10.00
		prerequisite = {
			focus = democratic_effort
		}
		mutually_exclusive = {
			focus = communism_effort
		}
		x = 15
		y = 4
			available = {
					is_subject = no
					is_in_faction = no
				}
			completion_reward = {
					ENG = {
							add_to_faction = ARM
						}
				}

	}
	focus = {
		id = aug_defence_2
		icon = GFX_goal_continuous_non_factory_construct
		cost = 10.00
		prerequisite = {
			focus = join_allied
		}
		x = 15
		y = 5
			completion_reward = {
					random_owned_controlled_state = {
							limit = {
									free_building_slots = {
											building = industrial_complex
											size > 1
										}
									OR = {
											is_in_home_area = yes
											NOT = {
													owner = {
															any_owned_state = {
																	free_building_slots = {
																			building = industrial_complex
																			size > 1
																		}
																	is_in_home_area = yes
																}
														}
												}
										}
								}
							add_extra_state_shared_building_slots = 3
							add_building_construction = {
									type = industrial_complex
									level = 3
									instant_build = yes
								}
						}
					random_owned_controlled_state = {
							limit = {
									free_building_slots = {
											building = industrial_complex
											size > 1
										}
									OR = {
											is_in_home_area = yes
											NOT = {
													owner = {
															any_owned_state = {
																	free_building_slots = {
																			building = industrial_complex
																			size > 1
																		}
																	is_in_home_area = yes
																}
														}
												}
										}
								}
							add_extra_state_shared_building_slots = 3
							add_building_construction = {
									type = industrial_complex
									level = 3
									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 = 4
									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 = 4
									instant_build = yes
								}
						}
				}

	}
	focus = {
		id = aus_defence_3
		icon = GFX_goal_generic_defence
		cost = 10.00
		prerequisite = {
			focus = aug_defence_2
		}
		x = 15
		y = 6
			completion_reward = {
					custom_effect_tooltip = MAN_expand_the_imperial_guards_tt
					hidden_effect = {
							division_template = {
									name = "Italy Guards Division"
									priority = 2
									division_names_group = ARM_INF_01
									regiments = {
											infantry = {
													x = 0
													y = 0
												}
											infantry = {
													x = 0
													y = 1
												}
											infantry = {
													x = 0
													y = 2
												}
											infantry = {
													x = 1
													y = 0
												}
											infantry = {
													x = 1
													y = 1
												}
											infantry = {
													x = 1
													y = 2
												}
											infantry = {
													x = 2
													y = 0
												}
											artillery_brigade = {
													x = 2
													y = 1
												}
											artillery_brigade = {
													x = 2
													y = 2
												}
										}
								}
							random_owned_controlled_state = {
									limit = {
											ROOT = {
													has_full_control_of_state = PREV
												}
										}
									prioritize = { 230 }
									create_unit = {
											division = "name = \"1. Loyal Guards Division\" division_template = \"Italy Guards Division\" start_experience_factor = 1.0"
											owner = ARM
										}
									create_unit = {
											division = "name = \"2. Loyal Guards Division\" division_template = \"Italy Guards Division\" start_experience_factor = 1.0"
											owner = ARM
										}
									create_unit = {
											division = "name = \"3. Loyal Guards Division\" division_template = \"Italy Guards Division\" start_experience_factor = 1.0"
											owner = ARM
										}
									create_unit = {
											division = "name = \"4. Loyal Guards Division\" division_template = \"Italy Guards Division\" start_experience_factor = 1.0"
											owner = ARM
										}
									create_unit = {
											division = "name = \"5. Loyal Guards Division\" division_template = \"Italy Guards Division\" start_experience_factor = 1.0"
											owner = ARM
										}
									create_unit = {
											division = "name = \"6. Loyal Guards Division\" division_template = \"Italy Guards Division\" start_experience_factor = 1.0"
											owner = ARM
										}
								}
						}
				}

	}
	focus = {
		id = intaractive_azr
		icon = GFX_goal_anschluss
		cost = 10.00
		prerequisite = {
			focus = join_allied
		}
		x = 17
		y = 5
			available = {
					has_government = democratic
					is_subject = no
				}
			completion_reward = {
					if = {
							limit = {
									AND = {
											country_exists = GEO
											country_exists = AZR
										}
								}
							GEO = {
									country_event = arm.4
								}
							AZR = {
									country_event = arm.4
								}
						}
					else = {
							229 = {
									add_extra_state_shared_building_slots = 2
									add_building_construction = {
											type = industrial_complex
											level = 2
											instant_build = yes
										}
									add_building_construction = {
											type = infrastructure
											level = 5
											instant_build = yes
										}
								}
							231 = {
									add_extra_state_shared_building_slots = 2
									add_building_construction = {
											type = industrial_complex
											level = 2
											instant_build = yes
										}
									add_building_construction = {
											type = infrastructure
											level = 5
											instant_build = yes
										}
								}
						}
					hidden_effect = {
							TUR = {
									add_popularity = {
											ideology = communism
											popularity = 0.5
										}
									add_ideas = communist_pressure
								}
						}
				}

	}
	focus = {
		id = anti_comintern_2
		icon = GFX_focus_ger_bulwark_against_bolshevism
		cost = 10.00
		prerequisite = {
			focus = intaractive_azr
		}
		x = 17
		y = 6
			available = {
					NOT = {
							AND = {
									country_exists = GEO
									country_exists = AZR
								}
						}
				}
			completion_reward = {
					random_owned_controlled_state = {
							limit = {
									free_building_slots = {
											building = industrial_complex
											size > 1
										}
									OR = {
											is_in_home_area = yes
											NOT = {
													owner = {
															any_owned_state = {
																	free_building_slots = {
																			building = industrial_complex
																			size > 1
																		}
																	is_in_home_area = yes
																}
														}
												}
										}
								}
							add_extra_state_shared_building_slots = 3
							add_building_construction = {
									type = industrial_complex
									level = 3
									instant_build = yes
								}
						}
					random_owned_controlled_state = {
							limit = {
									free_building_slots = {
											building = industrial_complex
											size > 1
										}
									OR = {
											is_in_home_area = yes
											NOT = {
													owner = {
															any_owned_state = {
																	free_building_slots = {
																			building = industrial_complex
																			size > 1
																		}
																	is_in_home_area = yes
																}
														}
												}
										}
								}
							add_extra_state_shared_building_slots = 3
							add_building_construction = {
									type = industrial_complex
									level = 3
									instant_build = yes
								}
						}
					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 = 2
							add_building_construction = {
									type = arms_factory
									level = 2
									instant_build = yes
								}
						}
					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 = 2
							add_building_construction = {
									type = arms_factory
									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 = turkish_threat
		icon = GFX_goal_generic_war_with_comintern
		cost = 10.00
		prerequisite = {
			focus = anti_comintern_2
		}
		prerequisite = {
			focus = aus_defence_3
		}
		x = 16
		y = 7
			available = {
					TUR = {
							communism > 0.5
						}
				}
			completion_reward = {
					231 = {
							add_building_construction = {
									type = bunker
									province = 3653
									level = 4
									instant_build = yes
								}
							add_building_construction = {
									type = bunker
									province = 3656
									level = 4
									instant_build = yes
								}
							add_building_construction = {
									type = bunker
									province = 6669
									level = 4
									instant_build = yes
								}
						}
					230 = {
							add_building_construction = {
									type = bunker
									province = 12441
									level = 4
									instant_build = yes
								}
							add_building_construction = {
									type = bunker
									province = 3564
									level = 4
									instant_build = yes
								}
							add_building_construction = {
									type = bunker
									province = 12320
									level = 4
									instant_build = yes
								}
						}
				}

	}
	focus = {
		id = anti_comintern
		icon = GFX_goal_generic_war_with_comintern
		cost = 10.00
		prerequisite = {
			focus = join_axis
		}
		x = 8
		y = 5
			completion_reward = {
					229 = {
							add_building_construction = {
									type = bunker
									province = 6763
									level = 4
									instant_build = yes
								}
							add_building_construction = {
									type = bunker
									province = 11645
									level = 4
									instant_build = yes
								}
							add_building_construction = {
									type = bunker
									province = 4545
									level = 4
									instant_build = yes
								}
							add_building_construction = {
									type = bunker
									province = 4458
									level = 4
									instant_build = yes
								}
						}
					231 = {
							add_building_construction = {
									type = bunker
									province = 11617
									level = 4
									instant_build = yes
								}
							add_building_construction = {
									type = bunker
									province = 672
									level = 4
									instant_build = yes
								}
							add_building_construction = {
									type = bunker
									province = 654
									level = 4
									instant_build = yes
								}
							add_building_construction = {
									type = bunker
									province = 9626
									level = 4
									instant_build = yes
								}
							add_building_construction = {
									type = bunker
									province = 1530
									level = 4
									instant_build = yes
								}
							add_building_construction = {
									type = bunker
									province = 4534
									level = 4
									instant_build = yes
								}
							add_building_construction = {
									type = bunker
									province = 6436
									level = 4
									instant_build = yes
								}
						}
				}

	}
	focus = {
		id = coop_italy
		icon = GFX_focus_befriend_italy
		cost = 10.00
		prerequisite = {
			focus = anti_comintern
		}
		mutually_exclusive = {
			focus = coop_greek
		}
		x = 8
		y = 6
			available = {
					has_global_flag = form_armenian_empire_flag
				}
			completion_reward = {
					custom_effect_tooltip = MAN_expand_the_imperial_guards_tt
					custom_effect_tooltip = MAN_expand_the_imperial_guards_tt
					custom_effect_tooltip = MAN_expand_the_imperial_guards_tt
					hidden_effect = {
							division_template = {
									name = "Italy Guards Division"
									priority = 2
									division_names_group = ARM_INF_01
									regiments = {
											infantry = {
													x = 0
													y = 0
												}
											infantry = {
													x = 0
													y = 1
												}
											infantry = {
													x = 0
													y = 2
												}
											infantry = {
													x = 1
													y = 0
												}
											infantry = {
													x = 1
													y = 1
												}
											infantry = {
													x = 1
													y = 2
												}
											infantry = {
													x = 2
													y = 0
												}
											artillery_brigade = {
													x = 2
													y = 1
												}
											artillery_brigade = {
													x = 2
													y = 2
												}
										}
								}
							random_owned_controlled_state = {
									limit = {
											ROOT = {
													has_full_control_of_state = PREV
												}
										}
									prioritize = { 230 }
									create_unit = {
											division = "name = \"1. Italy Guards Division\" division_template = \"Italy Guards Division\" start_experience_factor = 1.0"
											owner = ARM
										}
									create_unit = {
											division = "name = \"2. Italy Guards Division\" division_template = \"Italy Guards Division\" start_experience_factor = 1.0"
											owner = ARM
										}
									create_unit = {
											division = "name = \"3. Italy Guards Division\" division_template = \"Italy Guards Division\" start_experience_factor = 1.0"
											owner = ARM
										}
									create_unit = {
											division = "name = \"4. Italy Guards Division\" division_template = \"Italy Guards Division\" start_experience_factor = 1.0"
											owner = ARM
										}
									create_unit = {
											division = "name = \"5. Italy Guards Division\" division_template = \"Italy Guards Division\" start_experience_factor = 1.0"
											owner = ARM
										}
									create_unit = {
											division = "name = \"6. Italy Guards Division\" division_template = \"Italy Guards Division\" start_experience_factor = 1.0"
											owner = ARM
										}
									create_unit = {
											division = "name = \"7. Italy Guards Division\" division_template = \"Italy Guards Division\" start_experience_factor = 1.0"
											owner = ARM
										}
									create_unit = {
											division = "name = \"8. Italy Guards Division\" division_template = \"Italy Guards Division\" start_experience_factor = 1.0"
											owner = ARM
										}
									create_unit = {
											division = "name = \"9. Italy Guards Division\" division_template = \"Italy Guards Division\" start_experience_factor = 1.0"
											owner = ARM
										}
									create_unit = {
											division = "name = \"10. Italy Guards Division\" division_template = \"Italy Guards Division\" start_experience_factor = 1.0"
											owner = ARM
										}
									create_unit = {
											division = "name = \"11. Italy Guards Division\" division_template = \"Italy Guards Division\" start_experience_factor = 1.0"
											owner = ARM
										}
									create_unit = {
											division = "name = \"12. Italy Guards Division\" division_template = \"Italy Guards Division\" start_experience_factor = 1.0"
											owner = ARM
										}
								}
						}
				}

	}
	focus = {
		id = bomber_focus_a
		icon = GFX_goal_generic_air_bomber
		cost = 10.00
		prerequisite = {
			focus = aviation_effort_a
		}
		mutually_exclusive = {
			focus = fighter_focus_a
		}
		x = 1
		y = 1
		relative_position_id = aviation_effort_a
			search_filters = { FOCUS_FILTER_RESEARCH }
			available_if_capitulated = yes
			completion_reward = {
					add_tech_bonus = {
							name = bomber_bonus
							bonus = 1.0
							uses = 2
							technology = strategic_bomber1
							technology = strategic_bomber2
							technology = strategic_bomber3
							category = tactical_bomber
						}
				}

	}
	focus = {
		id = fighter_focus_a
		icon = GFX_goal_generic_air_fighter
		cost = 10.00
		prerequisite = {
			focus = aviation_effort_a
		}
		mutually_exclusive = {
			focus = bomber_focus_a
		}
		x = -1
		y = 1
		relative_position_id = aviation_effort_a
			search_filters = { FOCUS_FILTER_RESEARCH }
			available_if_capitulated = yes
			completion_reward = {
					add_tech_bonus = {
							name = fighter_bonus
							bonus = 1.0
							uses = 2
							technology = early_fighter
							technology = fighter1
							technology = fighter2
							technology = fighter3
							technology = heavy_fighter1
							technology = heavy_fighter2
							technology = heavy_fighter3
						}
				}

	}
	focus = {
		id = aviation_effort_2_a
		icon = GFX_goal_generic_air_doctrine
		cost = 10.00
		prerequisite = {
			focus = fighter_focus_a
			focus = bomber_focus_a
		}
		x = -1
		y = 1
		relative_position_id = bomber_focus_a
			search_filters = { FOCUS_FILTER_RESEARCH }
			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 = 1.0
							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 = 2
											instant_build = yes
										}
									ROOT = {
											set_country_flag = aviation_effort_2_AB
										}
								}
						}
					add_tech_bonus = {
							name = air_doc_bonus
							bonus = 1.0
							uses = 1
							category = air_doctrine
						}
				}

	}
	focus = {
		id = CAS_effort_a
		icon = GFX_goal_generic_CAS
		cost = 10.00
		prerequisite = {
			focus = aviation_effort_2_a
		}
		x = -1
		y = 1
		relative_position_id = aviation_effort_2_a
			search_filters = { FOCUS_FILTER_RESEARCH }
			available_if_capitulated = yes
			completion_reward = {
					add_tech_bonus = {
							name = CAS_bonus
							bonus = 1.0
							ahead_reduction = 2
							uses = 1
							category = cas_bomber
						}
				}

	}
	focus = {
		id = rocket_effort_a
		icon = GFX_focus_rocketry
		cost = 10.00
		prerequisite = {
			focus = aviation_effort_2_a
		}
		x = 0
		y = 2
		relative_position_id = aviation_effort_2_a
			search_filters = { FOCUS_FILTER_RESEARCH }
			available_if_capitulated = yes
			completion_reward = {
					add_tech_bonus = {
							name = jet_rocket_bonus
							ahead_reduction = 2
							uses = 2
							category = rocketry
							category = jet_technology
						}
				}
			ai_will_do = {
					factor = 1
					modifier = {
							factor = 0.25
							always = yes
						}
				}

	}
	focus = {
		id = NAV_effort_a
		icon = GFX_goal_generic_air_naval_bomber
		cost = 10.00
		prerequisite = {
			focus = aviation_effort_2_a
		}
		x = 1
		y = 1
		relative_position_id = aviation_effort_2_a
			search_filters = { FOCUS_FILTER_RESEARCH }
			available_if_capitulated = yes
			completion_reward = {
					add_tech_bonus = {
							name = nav_bomber_bonus
							bonus = 1.0
							ahead_reduction = 2
							uses = 1
							category = naval_bomber
						}
				}

	}
	focus = {
		id = cruiser_effort_a
		icon = GFX_goal_generic_navy_cruiser
		cost = 10.00
		prerequisite = {
			focus = large_navy_a
			focus = flexible_navy_a
		}
		x = 0
		y = 1
		relative_position_id = large_navy_a
			search_filters = { FOCUS_FILTER_RESEARCH }
			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 = 1.0
							ahead_reduction = 2
							uses = 1
							category = cl_tech
							category = ca_tech
						}
				}

	}
	focus = {
		id = destroyer_effort_a
		icon = GFX_goal_generic_wolf_pack
		cost = 10.00
		prerequisite = {
			focus = submarine_effort_a
		}
		x = 0
		y = 1
		relative_position_id = submarine_effort_a
			search_filters = { FOCUS_FILTER_RESEARCH }
			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 = 1.0
							ahead_reduction = 2
							uses = 1
							category = dd_tech
						}
				}

	}
	focus = {
		id = construction_effort_a
		icon = GFX_goal_generic_construct_civ_factory
		cost = 10.00
		prerequisite = {
			focus = industrial_effort_a
		}
		x = -1
		y = 1
		relative_position_id = industrial_effort_a
			search_filters = { FOCUS_FILTER_INDUSTRY }
			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 = {
					230 = {
							add_extra_state_shared_building_slots = 1
							add_building_construction = {
									type = industrial_complex
									level = 1
									instant_build = yes
								}
						}
				}

	}
	focus = {
		id = production_effort_a
		icon = GFX_goal_generic_construct_mil_factory
		cost = 10.00
		prerequisite = {
			focus = industrial_effort_a
		}
		x = 1
		y = 1
		relative_position_id = industrial_effort_a
			search_filters = { FOCUS_FILTER_INDUSTRY }
			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 = {
					230 = {
							add_extra_state_shared_building_slots = 1
							add_building_construction = {
									type = arms_factory
									level = 1
									instant_build = yes
								}
						}
				}

	}
	focus = {
		id = construction_effort_2_a
		icon = GFX_goal_generic_construct_civ_factory
		cost = 10.00
		prerequisite = {
			focus = construction_effort_a
		}
		x = 0
		y = 1
		relative_position_id = construction_effort_a
			search_filters = { FOCUS_FILTER_INDUSTRY }
			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 = {
					230 = {
							add_extra_state_shared_building_slots = 2
							add_building_construction = {
									type = industrial_complex
									level = 2
									instant_build = yes
								}
						}
				}

	}
	focus = {
		id = production_effort_2_a
		icon = GFX_goal_generic_construct_mil_factory
		cost = 10.00
		prerequisite = {
			focus = production_effort_a
		}
		x = 0
		y = 1
		relative_position_id = production_effort_a
			search_filters = { FOCUS_FILTER_INDUSTRY }
			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 = {
					230 = {
							add_extra_state_shared_building_slots = 2
							add_building_construction = {
									type = arms_factory
									level = 2
									instant_build = yes
								}
						}
				}

	}
	focus = {
		id = infrastructure_effort_2_a
		icon = GFX_goal_generic_construct_infrastructure
		cost = 10.00
		prerequisite = {
			focus = production_effort_2_a
		}
		prerequisite = {
			focus = construction_effort_2_a
		}
		x = 19
		y = 3
			search_filters = { FOCUS_FILTER_INDUSTRY }
			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 = {
					230 = {
							add_building_construction = {
									type = infrastructure
									level = 1
									instant_build = yes
								}
						}
					230 = {
							add_building_construction = {
									type = infrastructure
									level = 2
									instant_build = yes
								}
						}
				}

	}
	focus = {
		id = nuclear_effort_a
		icon = GFX_focus_wonderweapons
		cost = 10.00
		prerequisite = {
			focus = infrastructure_effort_2_a
		}
		x = -1
		y = 1
		relative_position_id = infrastructure_effort_2_a
			search_filters = { FOCUS_FILTER_RESEARCH }
			available_if_capitulated = yes
			completion_reward = {
					add_tech_bonus = {
							name = nuclear_bonus
							ahead_reduction = 2
							category = nuclear
						}
				}
			ai_will_do = {
					factor = 1
					modifier = {
							factor = 0.25
							always = yes
						}
				}

	}
	focus = {
		id = extra_tech_slot_a
		icon = GFX_focus_research
		cost = 10.00
		prerequisite = {
			focus = infrastructure_effort_2_a
		}
		x = 1
		y = 1
		relative_position_id = infrastructure_effort_2_a
			search_filters = { FOCUS_FILTER_RESEARCH }
			available_if_capitulated = yes
			completion_reward = {
					add_research_slot = 1
				}

	}
	focus = {
		id = extra_tech_slot_2_a
		icon = GFX_focus_research
		cost = 10.00
		prerequisite = {
			focus = extra_tech_slot_a
		}
		x = 0
		y = 1
		relative_position_id = extra_tech_slot_a
			available = {
					num_of_factories > 50
				}
			cancel_if_invalid = no
			continue_if_invalid = yes
			search_filters = { FOCUS_FILTER_RESEARCH }
			available_if_capitulated = yes
			completion_reward = {
					add_research_slot = 1
				}

	}
	focus = {
		id = coop_greek
		icon = GFX_goal_support_democracy
		cost = 10.00
		prerequisite = {
			focus = conquest_1
		}
		mutually_exclusive = {
			focus = coop_italy
		}
		x = 10
		y = 6
			available = {
					has_global_flag = form_armenian_empire_flag
					is_subject = no
					OR = {
							is_faction_leader = yes
							is_in_faction = no
						}
				}
			completion_reward = {
					if = {
							limit = {
									AND = {
											is_faction_leader = yes
											has_government = fascism
										}
								}
							set_faction_name = ARM_ORIGINAL_FACTION_2
							ARM = {
									add_to_faction = GRE
								}
							GRE = {
									set_political_party = {
											ideology = fascism
											popularity = 50
										}
									set_politics = {
											ruling_party = fascism
										}
								}
						}
					else = {
							set_rule = {
									can_create_factions = yes
								}
							create_faction = ARM_ORIGINAL_FACTION_2
							ARM = {
									add_to_faction = GRE
								}
						}
					custom_effect_tooltip = MAN_expand_the_imperial_guards_tt
					custom_effect_tooltip = MAN_expand_the_imperial_guards_tt
					custom_effect_tooltip = MAN_expand_the_imperial_guards_tt
					hidden_effect = {
							division_template = {
									name = "Greek Guards Division"
									priority = 2
									division_names_group = ARM_INF_01
									regiments = {
											infantry = {
													x = 0
													y = 0
												}
											infantry = {
													x = 0
													y = 1
												}
											infantry = {
													x = 0
													y = 2
												}
											infantry = {
													x = 1
													y = 0
												}
											infantry = {
													x = 1
													y = 1
												}
											infantry = {
													x = 1
													y = 2
												}
											infantry = {
													x = 2
													y = 0
												}
											artillery_brigade = {
													x = 2
													y = 1
												}
											artillery_brigade = {
													x = 2
													y = 2
												}
										}
								}
							random_owned_controlled_state = {
									limit = {
											ROOT = {
													has_full_control_of_state = PREV
												}
										}
									prioritize = { 230 }
									create_unit = {
											division = "name = \"1. Greek Guards Division\" division_template = \"Greek Guards Division\" start_experience_factor = 1.0"
											owner = ARM
										}
									create_unit = {
											division = "name = \"2. Greek Guards Division\" division_template = \"Greek Guards Division\" start_experience_factor = 1.0"
											owner = ARM
										}
									create_unit = {
											division = "name = \"3. Greek Guards Division\" division_template = \"Greek Guards Division\" start_experience_factor = 1.0"
											owner = ARM
										}
									create_unit = {
											division = "name = \"4. Greek Guards Division\" division_template = \"Greek Guards Division\" start_experience_factor = 1.0"
											owner = ARM
										}
									create_unit = {
											division = "name = \"5. Greek Guards Division\" division_template = \"Greek Guards Division\" start_experience_factor = 1.0"
											owner = ARM
										}
									create_unit = {
											division = "name = \"6. Greek Guards Division\" division_template = \"Greek Guards Division\" start_experience_factor = 1.0"
											owner = ARM
										}
									create_unit = {
											division = "name = \"7. Greek Guards Division\" division_template = \"Greek Guards Division\" start_experience_factor = 1.0"
											owner = ARM
										}
									create_unit = {
											division = "name = \"8. Greek Guards Division\" division_template = \"Greek Guards Division\" start_experience_factor = 1.0"
											owner = ARM
										}
									create_unit = {
											division = "name = \"9. Greek Guards Division\" division_template = \"Greek Guards Division\" start_experience_factor = 1.0"
											owner = ARM
										}
									create_unit = {
											division = "name = \"10. Greek Guards Division\" division_template = \"Greek Guards Division\" start_experience_factor = 1.0"
											owner = ARM
										}
									create_unit = {
											division = "name = \"11. Greek Guards Division\" division_template = \"Greek Guards Division\" start_experience_factor = 1.0"
											owner = ARM
										}
									create_unit = {
											division = "name = \"12. Greek Guards Division\" division_template = \"Greek Guards Division\" start_experience_factor = 1.0"
											owner = ARM
										}
								}
						}
				}

	}
	focus = {
		id = conquest_turkey
		icon = GFX_goal_anschluss
		cost = 10.00
		prerequisite = {
			focus = coop_greek
			focus = coop_italy
		}
		x = 9
		y = 7
			available = {
					NOT = {
							is_subject = yes
						}
				}
			completion_reward = {
					create_wargoal = {
							target = TUR
							type = take_state_focus
							generator = { 344  349  350  352  353  354 }
						}
					hidden_effect = {
							set_global_flag = complete_conq_turkey
						}
				}

	}
	focus = {
		id = conquest_commiy
		icon = GFX_goal_generic_war_with_comintern
		cost = 10.00
		prerequisite = {
			focus = conquest_turkey
		}
		prerequisite = {
			focus = coop_italy
		}
		x = 8
		y = 8
			available = {
					NOT = {
							is_subject = yes
						}
				}
			completion_reward = {
					create_wargoal = {
							target = SOV
							type = take_state_focus
							generator = { 344  349  350  352  353  354 }
						}
				}

	}
	focus = {
		id = aug_defence
		icon = GFX_goal_generic_defence
		cost = 10.00
		prerequisite = {
			focus = conquest_turkey
		}
		prerequisite = {
			focus = coop_greek
		}
		x = 10
		y = 8
			completion_reward = {
					add_tech_bonus = {
							name = land_doc_bonus
							bonus = 2.0
							uses = 2
							category = land_doctrine
						}
					add_tech_bonus = {
							bonus = 3.0
							uses = 4
							name = mech_army_bonus
							technology = decimetric_radar
							technology = improved_decimetric_radar
							technology = centimetric_radar
							technology = improved_centimetric_radar
						}
					229 = {
							add_building_construction = {
									type = bunker
									province = 6763
									level = 4
									instant_build = yes
								}
							add_building_construction = {
									type = bunker
									province = 11645
									level = 4
									instant_build = yes
								}
							add_building_construction = {
									type = bunker
									province = 4545
									level = 4
									instant_build = yes
								}
							add_building_construction = {
									type = bunker
									province = 4458
									level = 4
									instant_build = yes
								}
						}
					231 = {
							add_building_construction = {
									type = bunker
									province = 11617
									level = 4
									instant_build = yes
								}
							add_building_construction = {
									type = bunker
									province = 672
									level = 4
									instant_build = yes
								}
							add_building_construction = {
									type = bunker
									province = 654
									level = 4
									instant_build = yes
								}
							add_building_construction = {
									type = bunker
									province = 9626
									level = 4
									instant_build = yes
								}
							add_building_construction = {
									type = bunker
									province = 1530
									level = 4
									instant_build = yes
								}
							add_building_construction = {
									type = bunker
									province = 4534
									level = 4
									instant_build = yes
								}
							add_building_construction = {
									type = bunker
									province = 6436
									level = 4
									instant_build = yes
								}
						}
				}

	}
	focus = {
		id = conquest_turkey_2
		icon = GFX_goal_generic_soviet_construction
		cost = 10.00
		prerequisite = {
			focus = conquest_abkhazia
		}
		x = 12
		y = 7
			completion_reward = {
					create_wargoal = {
							target = TUR
							type = take_state_focus
							generator = { 344  349  350  352  353  354 }
						}
				}

	}
	focus = {
		id = conquest_asia
		icon = GFX_focus_por_workers_of_iberia
		cost = 10.00
		prerequisite = {
			focus = conquest_turkey_2
		}
		prerequisite = {
			focus = conquest_oil
		}
		x = 13
		y = 8
			completion_reward = {
					create_wargoal = {
							target = SAU
							type = take_state_focus
						}
					create_wargoal = {
							target = AFG
							type = take_state_focus
						}
					create_wargoal = {
							target = RAJ
							type = take_state_focus
						}
				}

	}
	focus = {
		id = conquest_commiy_2
		icon = GFX_goal_generic_construct_military
		cost = 10.00
		prerequisite = {
			focus = turkish_threat
		}
		x = 16
		y = 8
			available = {
					NOT = {
							has_war_with = GER
						}
					is_subject = no
				}
			completion_reward = {
					create_wargoal = {
							target = SOV
							type = take_state_focus
							generator = { 344  349  350  352  353  354 }
						}
					229 = {
							add_building_construction = {
									type = bunker
									province = 6763
									level = 4
									instant_build = yes
								}
							add_building_construction = {
									type = bunker
									province = 11645
									level = 4
									instant_build = yes
								}
							add_building_construction = {
									type = bunker
									province = 4545
									level = 4
									instant_build = yes
								}
							add_building_construction = {
									type = bunker
									province = 4458
									level = 4
									instant_build = yes
								}
						}
					231 = {
							add_building_construction = {
									type = bunker
									province = 11617
									level = 4
									instant_build = yes
								}
							add_building_construction = {
									type = bunker
									province = 672
									level = 4
									instant_build = yes
								}
							add_building_construction = {
									type = bunker
									province = 654
									level = 4
									instant_build = yes
								}
							add_building_construction = {
									type = bunker
									province = 9626
									level = 4
									instant_build = yes
								}
							add_building_construction = {
									type = bunker
									province = 1530
									level = 4
									instant_build = yes
								}
							add_building_construction = {
									type = bunker
									province = 4534
									level = 4
									instant_build = yes
								}
							add_building_construction = {
									type = bunker
									province = 6436
									level = 4
									instant_build = yes
								}
						}
				}

	}
}
