focus_tree = {
	id = nef_liberated_focus
	
	country = {
		factor = 2
	}
	
	default = yes
	reset_on_civilwar = no

	focus = {
		id = nef_lib_army_effort
		icon = GFX_goal_generic_allies_build_infantry
		x = 1
		y = 0
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			army_experience = 5
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.5
				uses = 1
				category = land_doctrine
			}
		}
	}

	focus = {
		id = nef_lib_equipment_effort
		icon = GFX_goal_generic_small_arms
		prerequisite = { focus = nef_lib_army_effort }
		x = 0
		y = 1
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = nef_lib_motorization_effort
		icon = GFX_goal_generic_army_tanks
		prerequisite = { focus = nef_lib_army_effort }
		x = 2
		y = 1
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = armor2_bonus
				bonus = 0.5
				uses = 2
				category = armor
			}
		}
	}

	focus = {
		id = nef_lib_doctrine_effort
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = nef_lib_army_effort }
		x = 1
		y = 2
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			army_experience = 5
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.5
				uses = 1
				category = land_doctrine
			}
		}
	}

	focus = {
		id = nef_lib_equipment_effort_2
		icon = GFX_goal_generic_army_artillery
		prerequisite = { focus = nef_lib_equipment_effort }
		x = 0
		y = 3
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = nef_lib_mechanization_effort
		icon = GFX_goal_generic_build_tank
		prerequisite = { focus = nef_lib_motorization_effort }
		x = 2
		y = 3
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = nef_lib_doctrine_effort_2
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = nef_lib_doctrine_effort }
		x = 1
		y = 4
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			army_experience = 5
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.5
				uses = 1
				category = land_doctrine
			}
		}
	}

	focus = {
		id = nef_lib_equipment_effort_3
		icon = GFX_goal_generic_army_artillery2
		prerequisite = { focus = nef_lib_equipment_effort_2 }
		x = 0
		y = 5
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = nef_lib_armor_effort
		icon = GFX_goal_generic_army_tanks
		prerequisite = { focus = nef_lib_mechanization_effort }
		x = 2
		y = 5
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = nef_lib_special_forces
		icon = GFX_goal_generic_special_forces
		prerequisite = { focus = nef_lib_equipment_effort_3 }
		prerequisite = { focus = nef_lib_doctrine_effort_2 }
		prerequisite = { focus = nef_lib_armor_effort }
		x = 1
		y = 6
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = nef_lib_hostile_environments
		icon = GFX_focus_RAJ_indian_gentlemen_offcers
		prerequisite = { focus = nef_lib_special_forces }
		x = 3
		y = 6
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			set_technology = {
				jungle_warfare = 1
				mountain_gun = 1
			}
		}
	}
	
	focus = {
		id = nef_lib_aviation_effort
		icon = GFX_goal_generic_build_airforce
		x = 5
		y = 0
		cost = 10

		available_if_capitulated = yes


		complete_tooltip = {
			air_experience = 25
			if = { limit = { has_country_flag = aviation_effort_AB }
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
			}			
			add_doctrine_cost_reduction = {
				name = air_doc_bonus
				cost_reduction = 0.5
				uses = 1
				category = air_doctrine
			}			
		}

		completion_reward = {
			air_experience = 25

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

	focus = {
		id = nef_lib_fighter_focus
		icon = GFX_goal_generic_air_fighter
		prerequisite = { focus = nef_lib_aviation_effort }
		mutually_exclusive = { focus = nef_lib_bomber_focus }
		x = 4
		y = 1
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = fighter_bonus
				bonus = 0.5
				uses = 2
				technology = early_fighter
				technology = fighter1
				technology = fighter2
				technology = fighter3
				technology = cas1
				technology = cas2
				technology = cas3
			}
		}
	}

	focus = {
		id = nef_lib_bomber_focus
		icon = GFX_goal_generic_air_bomber
		prerequisite = { focus = nef_lib_aviation_effort }
		mutually_exclusive = { focus = nef_lib_fighter_focus }
		x = 6
		y = 1
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = nef_lib_aviation_effort_2
		icon = GFX_goal_generic_air_doctrine
		prerequisite = { focus = nef_lib_bomber_focus focus = nef_lib_fighter_focus }
		x = 5
		y = 2
		cost = 10

		available_if_capitulated = yes


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

	focus = {
		id = nef_lib_CAS_effort
		icon = GFX_goal_generic_CAS
		prerequisite = { focus = nef_lib_aviation_effort_2 }
		x = 4
		y = 3
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = nef_lib_rocket_effort
		icon = GFX_focus_rocketry
		prerequisite = { focus = nef_lib_aviation_effort_2 }
		x = 5
		y = 4
		cost = 10

		available_if_capitulated = yes

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

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

	focus = {
		id = nef_lib_NAV_effort
		icon = GFX_goal_generic_air_naval_bomber
		prerequisite = { focus = nef_lib_aviation_effort_2 }
		prerequisite = { focus = nef_lib_flexible_navy }
		x = 6
		y = 3
		cost = 10

		available_if_capitulated = yes

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

	focus = {
		id = nef_lib_naval_effort
		icon = GFX_goal_generic_construct_naval_dockyard
		x = 9
		y = 0
		cost = 10

		available_if_capitulated = yes


		available = {
			any_state = {
				is_coastal = yes
				is_controlled_by = ROOT
			}
		}

		complete_tooltip = {
			navy_experience = 25
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
		
		completion_reward = {
			navy_experience = 25
			if = {
				limit = {
					NOT = {
						any_owned_state = {
							dockyard > 0
							free_building_slots = {
								building = dockyard
								size > 2
								include_locked = yes
							}
						}
					}
					any_owned_state = {
						is_coastal = yes
					}
				}
				random_owned_controlled_state = {
					limit = {
						is_coastal = yes
						free_building_slots = {
							building = dockyard
							size > 2
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 3
					add_building_construction = {
						type = dockyard
						level = 3
						instant_build = yes
					}
				}
				set_country_flag = 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 = nef_lib_flexible_navy
		icon = GFX_goal_generic_build_navy
		prerequisite = { focus = nef_lib_naval_effort }
		mutually_exclusive = { focus = nef_lib_large_navy }
		x = 8
		y = 1
		cost = 10

		available_if_capitulated = yes


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

		completion_reward = {
			add_doctrine_cost_reduction = {
				name = sub_op_bonus
				cost_reduction = 0.5
				uses = 2
				technology = convoy_interdiction_ti
				technology = unrestricted_submarine_warfare
				technology = wolfpacks
				technology = advanced_submarine_warfare
				technology = combined_operations_raiding
			}
		}
	}

	focus = {
		id = nef_lib_large_navy
		icon = GFX_goal_generic_navy_doctrines_tactics
		prerequisite = { focus = nef_lib_naval_effort }
		mutually_exclusive = { focus = nef_lib_flexible_navy }
		x = 10
		y = 1
		cost = 10

		available_if_capitulated = yes


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

		completion_reward = {
			add_doctrine_cost_reduction = {
				name = fleet_in_being_bonus
				cost_reduction = 0.5
				uses = 2
				category = fleet_in_being_tree
			}
		}
	}

	focus = {
		id = nef_lib_submarine_effort
		icon = GFX_goal_generic_navy_submarine
		prerequisite = { focus = nef_lib_flexible_navy focus = nef_lib_large_navy }
		x = 8
		y = 2
		cost = 10

		available_if_capitulated = yes


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

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

	focus = {
		id = nef_lib_cruiser_effort
		icon = GFX_goal_generic_navy_cruiser
		prerequisite = { focus = nef_lib_large_navy focus = nef_lib_flexible_navy }
		x = 10
		y = 2
		cost = 10

		available_if_capitulated = yes


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

		completion_reward = {
			add_tech_bonus = {
				name = cr_bonus
				bonus = 0.5
				ahead_reduction = 1
				uses = 1
				technology = improved_light_cruiser
				technology = advanced_light_cruiser
				technology = improved_heavy_cruiser
				technology = advanced_heavy_cruiser
			}
		}
	}

	focus = {
		id = nef_lib_destroyer_effort
		icon = GFX_goal_generic_wolf_pack
		prerequisite = { focus = nef_lib_submarine_effort }
		x = 8
		y = 3
		cost = 10

		available_if_capitulated = yes


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

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

	focus = {
		id = nef_lib_capital_ships_effort
		icon = GFX_goal_generic_navy_battleship
		prerequisite = { focus = nef_lib_cruiser_effort }
		x = 10
		y = 3
		cost = 10

		available_if_capitulated = yes


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

		completion_reward = {
			navy_experience = 25
			add_tech_bonus = {
				name = capital_ships_bonus
				bonus = 0.5
				ahead_reduction = 1
				uses = 1
				technology = basic_battlecruiser
				technology = basic_battleship
				technology = improved_battleship
				technology = advanced_battleship
				technology = heavy_battleship
				technology = heavy_battleship2
				technology = early_carrier
				technology = basic_carrier
				technology = improved_carrier
				technology = advanced_carrier
			}
		}
	}
	
	focus = {
		id = nef_lib_liberate_oceania
		icon = GFX_goal_generic_major_war
		x = 15
		y = 0
		cost = 5

		available_if_capitulated = no
		
		ai_will_do = {
			factor = 0
			modifier = {
				add = 50
				date > 1984.1.1
			}
		}
		completion_reward = {
			add_named_threat = { threat = 5 name = nef_threat_liberateoceania }
			create_wargoal = {
				target = ENG
				type = annex_everything
			}
			create_wargoal = {
				target = USA
				type = annex_everything
			}
			create_wargoal = {
				target = MEX
				type = annex_everything
			}
			create_wargoal = {
				target = BRA
				type = annex_everything
			}
			create_wargoal = {
				target = SAF
				type = annex_everything
			}
		}
	}
	
	focus = {
		id = nef_lib_liberate_eurasia
		icon = GFX_goal_generic_major_war
		x = 17
		y = 0
		cost = 5

		available_if_capitulated = no
		
		ai_will_do = {
			factor = 0
			modifier = {
				add = 50
				date > 1984.1.1
			}
		}
		completion_reward = {
			add_named_threat = { threat = 5 name = nef_threat_liberateeurasia }
			create_wargoal = {
				target = SOV
				type = annex_everything
			}
			create_wargoal = {
				target = DEN
				type = annex_everything
			}
			create_wargoal = {
				target = GER
				type = annex_everything
			}
			create_wargoal = {
				target = SPR
				type = annex_everything
			}
			create_wargoal = {
				target = TUR
				type = annex_everything
			}
		}
	}
	
	focus = {
		id = nef_lib_liberate_eastasia
		icon = GFX_goal_generic_major_war
		x = 19
		y = 0
		cost = 5

		available_if_capitulated = no
		
		ai_will_do = {
			factor = 0
			modifier = {
				add = 50
				date > 1984.1.1
			}
		}
		completion_reward = {
			add_named_threat = { threat = 5 name = nef_threat_liberateeastasia }
			create_wargoal = {
				target = PRC
				type = annex_everything
			}
			create_wargoal = {
				target = JAP
				type = annex_everything
			}
			create_wargoal = {
				target = MAN
				type = annex_everything
			}
			create_wargoal = {
				target = NEP
				type = annex_everything
			}
			create_wargoal = {
				target = PER
				type = annex_everything
			}
		}
	}
	
#############################################
#############################################
#############################################
########### Liberated Political Tree	


	focus = {
		id = nef_lib_industrial_effort
		icon = GFX_goal_generic_production
		x = 13
		y = 0
		cost = 10

		available_if_capitulated = yes

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

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

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

	focus = {
		id = nef_lib_construction_effort
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = nef_lib_industrial_effort }
		x = 12
		y = 1
		cost = 10

		available_if_capitulated = yes


		
		ai_will_do = {
			factor = 2
		}

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

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

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

	focus = {
		id = nef_lib_production_effort
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = nef_lib_industrial_effort }
		x = 14
		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 = nef_lib_construction_effort_2
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = nef_lib_construction_effort }
		x = 12
		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 = nef_lib_production_effort_2
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = nef_lib_production_effort }
		x = 14
		y = 2
		cost = 10

		available_if_capitulated = yes


		ai_will_do = {
			factor = 2
		}

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

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

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

	focus = {
		id = nef_lib_infrastructure_effort
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = { focus = nef_lib_construction_effort_2 }
		x = 12
		y = 3
		cost = 10

		available_if_capitulated = yes

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

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

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

	focus = {
		id = nef_lib_production_effort_3
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = nef_lib_production_effort_2 }
		x = 14
		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 = nef_lib_infrastructure_effort_2
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = { focus = nef_lib_infrastructure_effort }
		x = 12
		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 > 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
				}
			}
		}
	}

	focus = {
		id = nef_lib_construction_effort_3
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = nef_lib_infrastructure_effort }
		x = 14
		y = 4
		cost = 10

		available_if_capitulated = yes


		ai_will_do = {
			factor = 2
		}

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

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

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

	focus = {
		id = nef_lib_nuclear_effort
		icon = GFX_focus_wonderweapons
		prerequisite = { focus = nef_lib_infrastructure_effort_2 }
		x = 10
		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 = nef_lib_extra_tech_slot
		icon = GFX_focus_research
		prerequisite = { focus = nef_lib_infrastructure_effort_2 }
		x = 12
		y = 5
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_research_slot = 1
		}
	}
	
	focus = {
		id = nef_lib_extra_tech_slot_2
		icon = GFX_focus_research
		prerequisite = { focus = nef_lib_extra_tech_slot }
		available = {
			num_of_factories > 50
		}
		cancel_if_invalid = no
		continue_if_invalid = yes
		x = 12
		y = 6
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_research_slot = 1
		}
	}	

	focus = {
		id = nef_lib_secret_weapons
		icon = GFX_goal_generic_secret_weapon
		prerequisite = { focus = nef_lib_infrastructure_effort_2 }
		x = 14
		y = 5
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = secret_bonus
				bonus = 0.5
				uses = 4
				category = electronics
				category = nuclear
				category = rocketry
			}
		}

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