focus_tree = {
	id = nef_resistance_focus
	
	country = {
		factor = 0
		
		modifier = {
			add = 10
			tag = RAJ
		}
		modifier = {
			add = 10
			tag = INS
		}
		modifier = {
			add = 10
			tag = SIA
		}
		modifier = {
			add = 10
			tag = ETH
		}
		modifier = {
			add = 10
			tag = SAU
		}
	}
	
	default = no
	reset_on_civil_war = yes
	
	focus = {
		id = nef_res_grand_council
		icon = GFX_focus_generic_diplomatic_treaty
		x = 11
		y = 0
		cost = 20
		
		available_if_capitulated = no
	
		ai_will_do = {
			factor = 100
		}	
		select_effect = {
			country_event = { id = nef_council.1 days = 5 }
		}
		
		completion_reward = {
			add_political_power = 150
			hidden_effect = { country_event = { id = nef_council.20 } }
		}
	}

##############################################################################
############ IDEOLOGY TREES ##################################################
##############################################################################

	focus = {
		id = nef_res_beacon_of_hope
		icon = GFX_focus_generic_treaty
		available = { has_country_flag = council_savior }
		prerequisite = { focus = nef_res_grand_council }
		x = 0
		y = 1
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 10
		}

		completion_reward = {
			add_ideas = nef_defendhomeland
		}
	}
	focus = {
		id = nef_res_the_strong_survive
		icon = GFX_goal_generic_demand_territory
		available = { has_country_flag = council_strongman }
		prerequisite = { focus = nef_res_grand_council }
		x = 2
		y = 1
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 10
		}

		completion_reward = {
			add_ideas = nef_defendhomeland
		}
	}
	focus = {
		id = nef_res_the_abyss_stares_back
		icon = GFX_goal_generic_wolf_pack
		available = { has_country_flag = council_dictator }
		prerequisite = { focus = nef_res_grand_council }
		x = 4
		y = 1
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 10
		}

		completion_reward = {
			add_ideas = nef_defendhomeland
		}
	}
	focus = {
		id = nef_res_galvanize_support
		icon = GFX_goal_tripartite_pact
		prerequisite = { focus = nef_res_beacon_of_hope }
		x = 0
		y = 2
		cost = 5

		available_if_capitulated = yes

		ai_will_do = {
			factor = 10
		}

		completion_reward = {
			add_ideas = nef_resist
			custom_effect_tooltip = nef_res_tt_expiration
		}
	}
	
	focus = {
		id = nef_res_consolidate_power
		icon = GFX_goal_generic_political_pressure
		prerequisite = { focus = nef_res_the_strong_survive }
		x = 2
		y = 2
		cost = 5

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = nef_resist2
			custom_effect_tooltip = nef_res_tt_expiration
		}
	}
	focus = {
		id = nef_res_fearmongering
		icon = GFX_goal_generic_propaganda
		prerequisite = { focus = nef_res_the_abyss_stares_back }
		x = 4
		y = 2
		cost = 5

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = nef_resist3
			custom_effect_tooltip = nef_res_tt_expiration
		}
	}
	focus = {
		id = nef_res_salvation_of_mankind
		icon = GFX_goal_support_democracy
		available = {
			date > 1984.1.1
		}
		prerequisite = { focus = nef_res_galvanize_support focus = nef_res_consolidate_power }
		mutually_exclusive = { focus = nef_res_destruction_is_salvation }
		x = 0
		y = 3
		cost = 5

		available_if_capitulated = yes

		ai_will_do = {
			factor = 10
		}

		completion_reward = {
			add_stability = 0.2
		}
	}
	focus = {
		id = nef_res_destruction_is_salvation
		icon = GFX_focus_generic_strike_at_democracy2
		available = {
			date > 1984.1.1
		}
		prerequisite = {focus = nef_res_consolidate_power focus = nef_res_fearmongering }
		mutually_exclusive = { focus = nef_res_salvation_of_mankind }
		x = 4
		y = 3
		cost = 5

		available_if_capitulated = yes

		completion_reward = {
			hidden_effect = {
				remove_ideas =  {
					res_volunteer_only
					res_limited_conscription
					res_extensive_conscription
					res_service_by_requirement
					res_all_adults_serve
					res_scraping_the_barrel
				}
				add_ideas = {
					nef_destsalv
					res_disarmed_nation
					}
			}
			country_event = { id = nef_resevent.3 days = 1 }
			set_party_name = { ideology = neutrality name = newsoc_short long_name = newsoc_long }
			set_rule = {
				can_create_factions = yes
			}
		}
	}
	focus = {
		id = nef_res_break_the_chains
		icon = GFX_goal_continuous_boost_freedom
		prerequisite = { focus = nef_res_salvation_of_mankind }
		x = 0
		y = 4
		cost = 5

		available_if_capitulated = yes

		ai_will_do = {
			factor = 10
		}

		completion_reward = {
			add_ideas = nef_breakchains
		}
	}
	
	focus = {
		id = nef_res_two_minutes_hate
		icon = GFX_focus_generic_strike_at_democracy1
		prerequisite = { focus = nef_res_destruction_is_salvation }
		x = 4
		y = 4
		cost = 5

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = nef_tmhate
		}
	}
	focus = {
		id = nef_res_liberate_oceania
		icon = GFX_goal_generic_territory_or_war
		available = {
			has_completed_focus = nef_res_break_the_chains
			}
		x = 0
		y = 5
		cost = 1

		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_res_liberate_eurasia
		icon = GFX_goal_generic_territory_or_war
		available = {
			has_completed_focus = nef_res_break_the_chains
			}
		x = 2
		y = 5
		cost = 1

		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_res_liberate_eastasia
		icon = GFX_goal_generic_territory_or_war
		available = {
			has_completed_focus = nef_res_break_the_chains
			}
		x = 1
		y = 6
		cost = 1

		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
			}
		}
	}
	focus = {
		id = nef_res_reprogramming
		icon = GFX_goal_generic_military_deal
		prerequisite = { focus = nef_res_two_minutes_hate }
		x = 4
		y = 5
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = nef_reprogramming
		}
	}
	
##############################################################################
############ ECONOMY TREES ###################################################
##############################################################################
	focus = {
		id = nef_res_concrete_jungles
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = nef_res_grand_council }
		x = 7
		y = 1
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 3
		}

		completion_reward = {
			
			add_tech_bonus = {
				name = construction_bonus
				bonus = 1.0
				uses = 2
				category = construction_tech
			}
		}
	}
	focus = {
		id = nef_res_one_year_plan
		icon = GFX_goal_generic_construction2
		prerequisite = { focus = nef_res_concrete_jungles }
		x = 7
		y = 2
		cost = 8

		available_if_capitulated = yes

		ai_will_do = {
			factor = 3
		}

		completion_reward = {
			add_timed_idea = {
				idea = nef_oneyearplan
				days = 365
			}
		}
	}
	focus = {
		id = nef_res_victory_goods
		icon = GFX_goal_generic_fortify_city
		prerequisite = { focus = nef_res_one_year_plan }
		mutually_exclusive = { focus = nef_res_state_capitalism }
		x = 6
		y = 3
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 2
		}

		completion_reward = {
			add_ideas = nef_patrationing
		}
	}
	
	focus = {
		id = nef_res_state_capitalism
		icon = GFX_focus_generic_industry_3
		prerequisite = { focus = nef_res_one_year_plan}
		mutually_exclusive = { focus = nef_res_victory_goods }
		x = 8
		y = 3
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 0
		}

		completion_reward = {
			add_ideas = nef_statecapt2
		}
	}
	
		focus = {
		id = nef_res_state_development
		icon = GFX_focus_generic_industry_3
		prerequisite = { focus = nef_res_victory_goods focus = nef_res_state_capitalism }
		x = 7
		y = 4
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 0
		}

		completion_reward = {
			custom_effect_tooltip = nef_unlock_state_development_tt
		}
	}

	focus = {
		id = nef_res_industrial_strength_victory
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = nef_res_grand_council }
		x = 11
		y = 1
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 3
		}

		completion_reward = {
			
			add_tech_bonus = {
				name = industrial_bonus
				bonus = 0.5
				uses = 1
				category = industry
			}
		}
	}
	focus = {
		id = nef_res_war_machine
		icon = GFX_goal_generic_construct_military
		prerequisite = { focus = nef_res_industrial_strength_victory }
		x = 11
		y = 2
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 3
		}

		completion_reward = {
			
			add_tech_bonus = {
				name = industrial_bonus
				bonus = 0.5
				uses = 1
				category = industry
			}
		}
	}
	focus = {
		id = nef_res_unpaid_overtime
		icon = GFX_goal_generic_production
		prerequisite = { focus = nef_res_war_machine }
		mutually_exclusive = { focus = nef_res_adapt_and_overcome }
		x = 10
		y = 3
		cost = 12

		available_if_capitulated = yes

		ai_will_do = {
			factor = 2
		}

		completion_reward = {
			add_ideas = nef_upot
		}
	}
	focus = {
		id = nef_res_adapt_and_overcome
		icon = GFX_focus_generic_license_production
		prerequisite = { focus = nef_res_war_machine }
		mutually_exclusive = { focus = nef_res_unpaid_overtime }
		x = 12
		y = 3
		cost = 12

		available_if_capitulated = yes

		ai_will_do = {
			factor = 0
		}

		completion_reward = {
			add_ideas = nef_adaptovercome
		}
	}
	focus = {
		id = nef_res_coal_of_duty
		icon = GFX_focus_generic_steel
		prerequisite = { focus = nef_res_grand_council }
		x = 14
		y = 1
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 2
		}

		completion_reward = {
			add_tech_bonus = {
				name = excavation_bonus
				bonus = 0.5
				uses = 2
				category = excavation_tech
			}
		}
	}
	focus = {
		id = nef_res_beans_and_bullets
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = { focus = nef_res_coal_of_duty }
		x = 14
		y = 2
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 2
		}

		completion_reward = {
			add_ideas = nef_beansbullets
		}
	}
	focus = {
		id = nef_res_inspect_your_gadgets
		icon = GFX_goal_continuous_research
		prerequisite = { focus = nef_res_grand_council }
		x = 17
		y = 1
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				bonus = 0.5
				uses = 2
				name = electronics_bonus
				category = electronics
			}
		}
	}
	focus = {
		id = nef_res_secrets_are_no_fun
		icon = GFX_focus_generic_cryptologic_bomb
		prerequisite = { focus = nef_res_inspect_your_gadgets }
		x = 17
		y = 2
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			if = {
				limit = {
					NOT = { has_dlc = "La Resistance" }
				}
				add_tech_bonus = {
					name = codebreaking_bonus
					bonus = 1.0
					uses = 2
					category = decryption_tech
					category = encryption_tech
				}
			}
			else = {
				hidden_effect = {
					set_technology = { lar_decryption_bonus_tech = 1 }
				}
				custom_effect_tooltip = lar_decryption_bonus_tt
			}
		}
	}
	focus = {
		id = nef_res_civil_defense_battalions
		icon = GFX_goal_generic_radar
		prerequisite = { focus = nef_res_secrets_are_no_fun }
		mutually_exclusive = { focus = nef_res_flak_boats }
		x = 16
		y = 3
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 0
		}

		completion_reward = {
			add_tech_bonus = {
				bonus = 0.5
				uses = 1
				name = radar_bonus
				category = radar_tech
			}
			add_ideas = nef_civildefense
		}
	}
	focus = {
		id = nef_res_flak_boats
		icon = GFX_focus_generic_air_defense
		prerequisite = { focus = nef_res_secrets_are_no_fun }
		mutually_exclusive = { focus = nef_res_civil_defense_battalions }
		x = 18
		y = 3
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
		}

		completion_reward = {
			add_tech_bonus = {
				bonus = 0.5
				uses = 1
				name = radar_bonus
				category = radar_tech
			}
			add_ideas = nef_flakboats
		}
	}
	focus = {
		id = nef_res_the_dark_arts
		icon = GFX_focus_research
		prerequisite = { focus = nef_res_grand_council }
		available = {
				has_war = yes
				date > 1983.1.1
		}
		x = 20
		y = 1
		cost = 15

		available_if_capitulated = yes

		ai_will_do = {
			factor = 10
		}

		completion_reward = {
			add_research_slot = 1
		}
	}
	focus = {
		id = nef_res_nuclear_reproliferation
		icon = GFX_focus_wonderweapons
		prerequisite = { focus = nef_res_the_dark_arts }
		x = 19
		y = 2
		cost = 20
			
		available_if_capitulated = yes
		
		ai_will_do = {
			factor = 2
		}
		
		completion_reward = {
			set_technology = {
				atomic_research = 1
			}
		}
	}
	focus = {
		id = nef_res_depleted_uranium
		icon = GFX_goal_generic_secret_weapon
		available = { date > 1991.1.1 }
		prerequisite = { focus = nef_res_the_dark_arts }
		x = 21
		y = 2
		cost = 15

		
		available_if_capitulated = yes
		
		ai_will_do = {
			factor = 100
		}

		completion_reward = {
			add_ideas = nef_depura
		}
	}
	focus = {
		id = nef_res_unrestricted_armaments
		icon = GFX_goal_generic_secret_weapon
		available = { date > 1992.1.1 }
		prerequisite = { focus = nef_res_the_dark_arts }
		x = 21
		y = 3
		cost = 15
		
		available_if_capitulated = yes
		
		ai_will_do = {
			factor = 100
		}

		completion_reward = {
			add_ideas = nef_unrarm2
		}
	}
	focus = {
		id = nef_res_high_on_violence
		icon = GFX_goal_generic_secret_weapon
		available = { date > 1993.1.1 }
		prerequisite = { focus = nef_res_unrestricted_armaments }
		x = 21
		y = 4
		cost = 10
		
		available_if_capitulated = yes
		
		ai_will_do = {
			factor = 100
		}

		completion_reward = {
			add_ideas = nef_hovio2
		}
	}

##############################################################################
############ DRUMS OF WAR ####################################################
##############################################################################

	focus = {
		id = nef_res_drums_of_war
		icon = GFX_goal_generic_major_war 
		available = { has_country_flag = council_started }
		x = 15
		y = 5
		cost = 7

		available_if_capitulated = yes

		ai_will_do = {
			factor = 5
		}

		completion_reward = {
			add_ideas = nef_mopeace2
		}
	}

############# ARMY

	focus = {
		id = nef_res_reform_the_army
		icon = GFX_goal_generic_build_tank
		prerequisite = { focus = nef_res_drums_of_war }
		x = 7
		y = 6
		cost = 7

		available_if_capitulated = yes

		ai_will_do = {
			factor = 3
		}

		completion_reward = {
			army_experience = 25
			add_doctrine_cost_reduction = {
				cost_reduction = 0.5
				uses = 1
				name = land_doctrine
				category = land_doctrine
			}
		}
	}

### MANPOWER TREE

	focus = {
		id = nef_res_our_countrys_pride
		icon = GFX_idea_generic_manpower_bonus
		prerequisite = { focus = nef_res_reform_the_army }
		
		x = 1
		y = 7
		cost = 10

		available_if_capitulated = yes


		ai_will_do = {
			factor = 2
		}

		completion_reward = {
			swap_ideas = {
				remove_idea = nef_mopeace2
				add_idea = nef_ocpres
			}
		}
	}	


	focus = {
		id = nef_res_tiny_training_world
		icon = GFX_focus_generic_military_academy
		prerequisite = { focus = nef_res_our_countrys_pride }
		mutually_exclusive = { focus = nef_res_sheep_to_slaughter }
		
		x = 0
		y = 8
		cost = 5

		available_if_capitulated = yes

		ai_will_do = {
			factor = 2
		}

		completion_reward = {
			swap_ideas = {
				remove_idea = nef_ocpres
				add_idea = nef_tinytraining
			}
		}
	}

	focus = {
		id = nef_res_sheep_to_slaughter
		icon = GFX_focus_generic_little_entente
		prerequisite = { focus = nef_res_our_countrys_pride }
		mutually_exclusive = { focus = nef_res_tiny_training_world }
		
		x = 2
		y = 8
		cost = 5

		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
		}

		completion_reward = {
			swap_ideas = {
				remove_idea = nef_ocpres
				add_idea = nef_sheepslaughter
			}
		}
	}

	focus = {
		id = nef_res_desperate_times
		icon = GFX_focus_generic_support_the_left_right
		prerequisite = { focus = nef_res_tiny_training_world focus = nef_res_sheep_to_slaughter }
		x = 1
		y = 9
		cost = 5
			
		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 50
				has_manpower < 2000000
			}
		}
		
		completion_reward = {
			add_stability = -0.05
			if = {
				limit = {
					NOT = {
						has_idea = nef_tinytraining
						has_idea = nef_sheepslaughter
						}
				}
				add_ideas = nef_desptimes
			}
			if = {
				limit = {
					has_idea = nef_tinytraining
				}
				swap_ideas = {
					remove_idea = nef_tinytraining
					add_idea = nef_tinytrainingdesptimes
				}
			}
			if = {
				limit = {
					has_idea = nef_sheepslaughter
				}
				swap_ideas = {
					remove_idea = nef_sheepslaughter
					add_idea = nef_sheepslaughterdesptimes
				}
			}
		}
	}


	focus = {
		id = nef_res_desperate_measures
		icon = GFX_goal_generic_political_pressure
		prerequisite = { focus = nef_res_desperate_times }
		available = {
			surrender_progress > 0.2
			}		
		x = 1
		y = 10
		cost = 5

		available_if_capitulated = yes
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 50
				has_manpower < 2000000
			}
		}
		completion_reward = {
			add_stability = -0.15
			if = {
				limit = {
					NOT = {
						has_idea = nef_tinytrainingdesptimes
						has_idea = nef_sheepslaughterdesptimes
						}
				}
				add_ideas = nef_despmeasures
			}
			if = {
				limit = {
					has_idea = nef_tinytrainingdesptimes
				}
				swap_ideas = {
					remove_idea = nef_tinytrainingdesptimes
					add_idea = nef_tinytrainingdespmeasures
				}
			}
			if = {
				limit = {
					has_idea = nef_sheepslaughterdesptimes
				}
				swap_ideas = {
					remove_idea = nef_sheepslaughterdesptimes
					add_idea = nef_sheepslaughterdespmeasures
				}
			}
			
			}
	}	
	
### QUEEN OF BATTLE


	focus = {
		id = nef_res_queen_of_battle
		icon = GFX_focus_secret_rearmament
		prerequisite = { focus = nef_res_reform_the_army }
		x = 5
		y = 7
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 2
		}
		completion_reward = {
			add_tech_bonus = {
				name = infantry_weapons
				bonus = 0.5
				uses = 1
				category = infantry_weapons
			}
		}
	}
	
	focus = {
		id = nef_res_sticks_and_stones
		icon = GFX_goal_generic_allies_build_infantry
		prerequisite = { focus = nef_res_queen_of_battle }
		mutually_exclusive = { focus = nef_res_old_dogs }
		x = 4
		y = 8
		cost = 5

		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 2
				OR = {
					tag = SIA
					tag = INS
					tag = MEX
					tag = BRA
					tag = DEN
					tag = JAP
					tag = SAF
					tag = ETH
					tag = SAU
					tag = GER
					tag = SPR
					tag = MAN
					tag = PER
					tag = USA
					}
				}
		}
		completion_reward = {
			add_ideas = nef_sticksstones
		}
	}
	
	focus = {
		id = nef_res_old_dogs
		icon = GFX_focus_generic_military_mission
		prerequisite = { focus = nef_res_queen_of_battle }
		mutually_exclusive = { focus = nef_res_sticks_and_stones }
		x = 6
		y = 8
		cost = 5

		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 2
				OR = {
					tag = SOV
					tag = TUR
					tag = PRC
					tag = RAJ
					tag = NEP
					tag = JAP
					}
				}
		}
		completion_reward = {
			add_ideas = nef_olddogs
		}
	}
	
	focus = {
		id = nef_res_what_makes_grass_grow
		icon = GFX_goal_generic_small_arms
		available = { 
			OR = {
				has_completed_focus = nef_res_sticks_and_stones
				has_completed_focus = nef_res_old_dogs
			}
		}
		x = 5
		y = 10
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = infantry_weapons
				bonus = 0.5
				uses = 1
				category = infantry_weapons
			}
		}
	}
	
	focus = {
		id = nef_res_supporting_cast
		icon = GFX_focus_chi_army_reform
		prerequisite = { focus = nef_res_what_makes_grass_grow }
		mutually_exclusive = { focus = nef_res_high_speed_low_drag }
		x = 4
		y = 11
		cost = 5

		available_if_capitulated = yes

		completion_reward = {	
			add_tech_bonus = {
				bonus = 0.5
				uses = 2
				name = support_tech
				category = support_tech
			}
		}
	}
	
	focus = {
		id = nef_res_high_speed_low_drag
		icon = GFX_goal_generic_special_forces
		prerequisite = { focus = nef_res_what_makes_grass_grow }
		mutually_exclusive = { focus = nef_res_supporting_cast }
		x = 6
		y = 11
		cost = 5

		available_if_capitulated = yes

		completion_reward = {	
			add_tech_bonus = {
				bonus = 0.5
				uses = 2
				name = special_forces_bonus
				category = mountaineers_tech
				category = marine_tech
				category = para_tech
			}
		}
	}

### KING OF BATTLE

	focus = {
		id = nef_res_king_of_battle
		icon = GFX_goal_generic_army_artillery
		prerequisite = { focus = nef_res_reform_the_army }
		x = 9
		y = 7
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = artillery
				bonus = 0.5
				uses = 1
				category = artillery
			}
		}
	}
	
	focus = {
		id = nef_res_no_guns_no_glory
		icon = GFX_goal_generic_army_artillery2
		prerequisite = { focus = nef_res_king_of_battle }
		mutually_exclusive = { focus = nef_res_willy_pete }
		x = 8
		y = 8
		cost = 5

		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 2
				OR = {
					tag = SOV
					tag = TUR
					tag = PRC
					tag = RAJ
					tag = NEP
					tag = JAP
					}
				}
		}
		completion_reward = {
			add_ideas = nef_nogunsnoglory
		}
	}
	
	focus = {
		id = nef_res_willy_pete
		icon = GFX_goal_poland_goal
		prerequisite = { focus = nef_res_king_of_battle }
		mutually_exclusive = { focus = nef_res_no_guns_no_glory }
		x = 10
		y = 8
		cost = 5

		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 2
				OR = {
					tag = SIA
					tag = INS
					tag = MEX
					tag = BRA
					tag = DEN
					tag = JAP
					tag = SAF
					tag = ETH
					tag = SAU
					tag = GER
					tag = SPR
					tag = MAN
					tag = PER
					tag = USA
					}
				}
		}
		completion_reward = {
			add_ideas = nef_willypete
		}
	}
	
	focus = {
		id = nef_res_smells_like_victory
		icon = GFX_focus_rocketry
		available = { 
			OR = {
				has_completed_focus = nef_res_no_guns_no_glory
				has_completed_focus = nef_res_willy_pete
			}
		}
		x = 9
		y = 10
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = artillery
				bonus = 0.5
				uses = 2
				category = artillery
			}
		}
	}
	
	focus = {
		id = nef_res_jungle_rats
		icon = GFX_focus_RAJ_indian_gentlemen_offcers
		prerequisite = { focus = nef_res_smells_like_victory }
		mutually_exclusive = { focus = nef_res_mountain_gods }
		x = 8
		y = 11
		cost = 5

		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 2
				OR = {
					tag = SIA
					tag = INS
					tag = BRA
					}
				}
		}
		completion_reward = {
			set_technology = {
				jungle_warfare = 1
			}
		}
	}
	
	focus = {
		id = nef_res_mountain_gods
		icon = GFX_focus_RAJ_indian_gurkhas
		prerequisite = { focus = nef_res_smells_like_victory }
		mutually_exclusive = { focus = nef_res_jungle_rats }
		x = 10
		y = 11
		cost = 5

		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 2
				OR = {
					tag = RAJ
					tag = NEP
					tag = PRC
					}
				}
		}
		completion_reward = {
			set_technology = {
				mountain_gun = 1
			}
		}
	}
	

### TANKS FOR YOUR SERVICE

	focus = {
		id = nef_res_tanks_for_your_service
		icon = GFX_idea_generic_acquire_tanks
		prerequisite = { focus = nef_res_reform_the_army }
		x = 13
		y = 7
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 2
				OR = {
					tag = ETH
					tag = SAU
					tag = GER
					tag = SPR
					tag = MAN
					tag = PER
					tag = USA
					}
				}
		}
		completion_reward = {
			add_tech_bonus = {
				name = armor_bonus
				bonus = 0.5
				uses = 1
				category = armor
			}
		}
	}
	
	focus = {
		id = nef_res_instruments_of_death
		icon = GFX_focus_generic_tank_production
		prerequisite = { focus = nef_res_tanks_for_your_service }
		mutually_exclusive = { focus = nef_res_concentration_of_force }
		x = 12
		y = 8
		cost = 5

		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 2
				OR = {
					tag = SIA
					tag = INS
					tag = MEX
					tag = BRA
					tag = DEN
					tag = JAP
					tag = SAF
					}
				}
		}
		completion_reward = {
			add_ideas = nef_instrumentsdeath
		}
	}
	
	focus = {
		id = nef_res_concentration_of_force
		icon = GFX_goal_generic_demand_territory
		prerequisite = { focus = nef_res_tanks_for_your_service }
		mutually_exclusive = { focus = nef_res_instruments_of_death }
		x = 14
		y = 8
		cost = 5

		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 2
				OR = {
					tag = ETH
					tag = SAU
					tag = GER
					tag = SPR
					tag = MAN
					tag = PER
					tag = USA
					}
				}
		}
		completion_reward = {
			add_ideas = nef_concentrationforce
		}
	}

	focus = {
		id = nef_res_my_tank_is_fight
		icon = GFX_focus_generic_army_tanks2
		available = { 
			OR = {
				has_completed_focus = nef_res_instruments_of_death
				has_completed_focus = nef_res_concentration_of_force
			}
		}
		x = 13
		y = 10
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = armor_bonus
				bonus = 0.5
				uses = 1
				category = armor
			}
		}
	}

	focus = {
		id = nef_res_bleeding_edge
		icon = GFX_goal_generic_army_tanks
		prerequisite = { focus = nef_res_my_tank_is_fight }
		mutually_exclusive = { focus = nef_res_ironclad_legions }
		x = 12
		y = 11
		cost = 5

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
					name = armor_bonus
					bonus = 0.5
					ahead_reduction = 1
					category = armor
			}
		}
	}
	
	focus = {
		id = nef_res_ironclad_legions
		icon = GFX_goal_generic_army_motorized
		prerequisite = { focus = nef_res_my_tank_is_fight }
		mutually_exclusive = { focus = nef_res_bleeding_edge }
		x = 14
		y = 11
		cost = 5

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = nef_ironlegions
			}
		}

### NO HORSEPLAY

	focus = {
		id = nef_res_no_horseplay
		icon = GFX_goal_generic_cavalry
		prerequisite = { focus = nef_res_reform_the_army }
		x = 16
		y = 7
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 2
				OR = {
					tag = ETH
					tag = SAU
					tag = GER
					tag = SPR
					tag = MAN
					tag = PER
					tag = USA
					}
				}
		}
		completion_reward = {
			add_tech_bonus = {
				name = motorized_bonus
				bonus = 0.75
				category = motorized_equipment
			}
		}
	}
	
	focus = {
		id = nef_res_maneuver_improver
		icon = GFX_focus_prc_infiltration
		prerequisite = { focus = nef_res_no_horseplay }
		x = 16
		y = 8
		cost = 5
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 2
				OR = {
					tag = ETH
					tag = SAU
					tag = GER
					tag = SPR
					tag = MAN
					tag = PER
					tag = USA
					}
				}
		}
		available_if_capitulated = yes

		completion_reward = {
			add_ideas = { nef_maneuverimprover }
		}
	}

### ARMY DOCTRINE

	focus = {
		id = nef_res_there_will_be_blood
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = nef_res_sheep_to_slaughter focus = nef_res_sticks_and_stones }
		mutually_exclusive = { focus = nef_res_ghost_of_clausewitz_past }
		mutually_exclusive = { focus = nef_res_fire_and_brimstone }
		mutually_exclusive = { focus = nef_res_unto_the_breach }
		x = 3
		y = 9
		cost = 15

		available_if_capitulated = yes

		completion_reward = {
			custom_effect_tooltip = ma_focus_tooltip
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.75
				uses = 1
				category = cat_mass_assault
				}
		}
	}
	
	focus = {
		id = nef_res_ghost_of_clausewitz_past
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = nef_res_old_dogs focus = nef_res_no_guns_no_glory }
		mutually_exclusive = { focus = nef_res_there_will_be_blood }
		mutually_exclusive = { focus = nef_res_fire_and_brimstone }
		mutually_exclusive = { focus = nef_res_unto_the_breach }
		x = 7
		y = 9
		cost = 15

		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 4
				OR = {
					tag = SOV
					tag = TUR
					tag = PRC
					tag = RAJ
					tag = NEP
					tag = JAP
					}
				}
		}
		completion_reward = {
			custom_effect_tooltip = gbp_focus_tooltip
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.75
				uses = 1
				category = cat_grand_battle_plan
				}
		}
	}
	
	focus = {
		id = nef_res_fire_and_brimstone
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = nef_res_willy_pete focus = nef_res_instruments_of_death }
		mutually_exclusive = { focus = nef_res_there_will_be_blood }
		mutually_exclusive = { focus = nef_res_ghost_of_clausewitz_past }
		mutually_exclusive = { focus = nef_res_unto_the_breach }
		x = 11
		y = 9
		cost = 15

		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 4
				OR = {
					tag = SIA
					tag = INS
					tag = MEX
					tag = BRA
					tag = DEN
					tag = JAP
					tag = SAF
					}
				}
		}
		completion_reward = {
			custom_effect_tooltip = sf_focus_tooltip
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.75
				uses = 1
				category = cat_superior_firepower
				}
		}
	}
	
	focus = {
		id = nef_res_unto_the_breach
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = nef_res_concentration_of_force focus = nef_res_maneuver_improver }
		mutually_exclusive = { focus = nef_res_there_will_be_blood }
		mutually_exclusive = { focus = nef_res_ghost_of_clausewitz_past }
		mutually_exclusive = { focus = nef_res_fire_and_brimstone }
		x = 15
		y = 9
		cost = 15

		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 4
				OR = {
					tag = ETH
					tag = SAU
					tag = GER
					tag = SPR
					tag = MAN
					tag = PER
					tag = USA
					}
				}
		}
		completion_reward = {
			custom_effect_tooltip = mw_focus_tooltip
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.75
				uses = 1
				category = cat_mobile_warfare
				}
		}
	}

	focus = {
		id = nef_res_path_to_glory
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = nef_res_supporting_cast focus = nef_res_high_speed_low_drag}
		x = 5
		y = 12
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 2
		}

		completion_reward = {
			add_doctrine_cost_reduction = {
				cost_reduction = 0.5
				uses = 1
				name = land_doctrine
				category = land_doctrine
			}
		}
	}
	focus = {
		id = nef_res_keys_to_victory
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = nef_res_mountain_gods focus = nef_res_jungle_rats}
		x = 9
		y = 12
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 2
		}

		completion_reward = {
			add_doctrine_cost_reduction = {
				cost_reduction = 0.5
				uses = 1
				name = land_doctrine
				category = land_doctrine
			}
		}
	}
	
	focus = {
		id = nef_res_winning_strategies
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = nef_res_bleeding_edge focus = nef_res_ironclad_legions}
		x = 13
		y = 12
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 2
		}

		completion_reward = {
			add_doctrine_cost_reduction = {
				cost_reduction = 0.5
				uses = 1
				name = land_doctrine
				category = land_doctrine
			}
		}
	}
############# NAVY

	focus = {
		id = nef_res_reform_the_navy
		icon = GFX_goal_generic_build_navy
		prerequisite = { focus = nef_res_drums_of_war }
		x = 20
		y = 6
		cost = 7

		available_if_capitulated = yes

		available = {
			any_state = {
				is_coastal = yes
				is_controlled_by = ROOT
			}
		}
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 2
				OR = {
					tag = INS
					tag = JAP
					tag = MEX
					tag = DEN
					}
				}
		}

		completion_reward = {
			navy_experience = 25
			add_doctrine_cost_reduction = {
				cost_reduction = 0.5
				uses = 2
				name = naval_doctrine
				category = naval_doctrine
			}
		}
	}
	focus = {
		id = nef_res_little_boats
		icon = GFX_focus_generic_destroyer
		prerequisite = { focus = nef_res_reform_the_navy }
		x = 18
		y = 7
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
		}

		completion_reward = {
			add_tech_bonus = {
				bonus = 0.5
				uses = 1
				name = dd_tech
				category = dd_tech
			}
			add_tech_bonus = {
				bonus = 0.5
				uses = 1
				name = cl_tech
				category = cl_tech
			}
		}
	}
	focus = {
		id = nef_res_big_boats
		icon = GFX_focus_generic_cruiser2
		prerequisite = { focus = nef_res_reform_the_navy }
		x = 20
		y = 7
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
		}

		completion_reward = {
			add_tech_bonus = {
				bonus = 0.5
				uses = 1
				name = ca_tech
				category = ca_tech
			}
			add_tech_bonus = {
				bonus = 0.5
				uses = 1
				name = bc_tech
				category = bc_tech
			}
		}
	}
	focus = {
		id = nef_res_bigger_boats
		icon = GFX_focus_generic_navy_battleship2
		prerequisite = { focus = nef_res_reform_the_navy }
		x = 22
		y = 7
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 2
			modifier = {
				factor = 2
				OR = {
					tag = INS
					tag = JAP
					tag = MEX
					tag = DEN
					}
				}
		}

		completion_reward = {
			add_tech_bonus = {
				bonus = 0.5
				uses = 1
				name = bb_tech
				category = bb_tech
			}
			add_tech_bonus = {
				bonus = 0.5
				uses = 1
				name = cv_tech
				category = cv_tech
			}
		}
	}
	focus = {
		id = nef_res_run_silent_run_deep
		icon = GFX_goal_generic_navy_submarine
		prerequisite = { focus = nef_res_little_boats }
		x = 18
		y = 8
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 2
				OR = {
					tag = RAJ
					tag = SOV
					tag = ETH
					tag = PRC
				}
			}
		}

		completion_reward = {
			add_tech_bonus = {
				ahead_reduction = 1
				uses = 1
				name = ss_tech
				category = ss_tech
			}
		}
	}
	
	focus = {
		id = nef_res_surprise_party
		icon = GFX_goal_generic_amphibious_assault
		prerequisite = { focus = nef_res_little_boats focus = nef_res_big_boats focus = nef_res_bigger_boats }
		x = 20
		y = 8
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 2
			modifier = {
				factor = 2
				OR = {
					tag = INS
					tag = JAP
					tag = MEX
					tag = DEN
					}
				}
		}

		completion_reward = {
			add_tech_bonus = {
				ahead_reduction = 1
				uses = 1
				name = tp_tech
				category = tp_tech
			}
		}
	}
	focus = {
		id = nef_res_heavy_metal
		icon = GFX_goal_generic_navy_battleship
		prerequisite = { focus = nef_res_bigger_boats }
		x = 22
		y = 8
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
		}

		completion_reward = {
			add_breakthrough_progress = {
				specialization = specialization_naval
				value = 0.8
			8
		}
	}
	
	focus = {
		id = nef_res_sir_long_lancealot
		icon = GFX_idea_the_long_lance
		prerequisite = { focus = nef_res_run_silent_run_deep }
		mutually_exclusive = { focus = nef_res_run_them_down }
		x = 17
		y = 9
		cost = 5

		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 3
				OR = {
					tag = RAJ
					tag = SOV
					tag = ETH
					tag = PRC
				}
			}
		}

		completion_reward = {
			add_ideas = nef_longlance
		}
	}
	
	focus = {
		id = nef_res_run_them_down
		icon = GFX_idea_liberty_ships_focus
		prerequisite = { focus = nef_res_run_silent_run_deep focus = nef_res_surprise_party}
		mutually_exclusive = { focus = nef_res_sir_long_lancealot }
		x = 19
		y = 9
		cost = 5

		available_if_capitulated = yes

		ai_will_do = {
			factor = 3
		}

		completion_reward = {
			add_ideas = nef_runemdown
		}
	}
	
	focus = {
		id = nef_res_fire_for_effect
		icon = GFX_idea_generic_artillery_manufacturer_2
		prerequisite = { focus = nef_res_surprise_party focus = nef_res_heavy_metal }
		mutually_exclusive = { focus = nef_res_life_preservers }
		x = 21
		y = 9
		cost = 5

		available_if_capitulated = yes

		ai_will_do = {
			factor = 3
		}

		completion_reward = {
			add_ideas = nef_fireforeffect
		}
	}
	focus = {
		id = nef_res_life_preservers
		icon = GFX_idea_generic_coastal_navy
		prerequisite = { focus = nef_res_heavy_metal }
		mutually_exclusive = { focus = nef_res_fire_for_effect }
		x = 23
		y = 9
		cost = 5

		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
		}

		completion_reward = {
			add_ideas = nef_lifepreservers
		}
	}
	focus = {
		id = nef_res_hoist_the_jolly_roger
		icon = GFX_goal_generic_navy_doctrines_tactics
		prerequisite = { focus = nef_res_sir_long_lancealot focus = nef_res_run_them_down }
		mutually_exclusive = { focus = nef_res_bigger_is_better }
		mutually_exclusive = { focus = nef_res_force_projection }
		x = 18
		y = 10
		cost = 15

		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 3
				OR = {
					tag = RAJ
					tag = SOV
					tag = ETH
					tag = PRC
				}
			}
		}

		completion_reward = {
			custom_effect_tooltip = ci_focus_tooltip
			add_doctrine_cost_reduction = {
				cost_reduction = 0.75
				uses = 2
				name = cat_trade_interdiction
				category = cat_trade_interdiction
			}
		}
	}
	focus = {
		id = nef_res_bigger_is_better
		icon = GFX_goal_generic_navy_doctrines_tactics
		prerequisite = { focus = nef_res_run_them_down focus = nef_res_fire_for_effect }
		mutually_exclusive = { focus = nef_res_hoist_the_jolly_roger }
		mutually_exclusive = { focus = nef_res_force_projection }
		x = 20
		y = 10
		cost = 15

		available_if_capitulated = yes

		ai_will_do = {
			factor = 3
		}

		completion_reward = {
			custom_effect_tooltip = fib_focus_tooltip
			add_doctrine_cost_reduction = {
				cost_reduction = 0.75
				uses = 2
				name = cat_fleet_in_being
				category = cat_fleet_in_being
			}
		}
	}
	focus = {
		id = nef_res_force_projection
		icon = GFX_goal_generic_navy_doctrines_tactics
		prerequisite = { focus = nef_res_fire_for_effect focus = nef_res_life_preservers }
		mutually_exclusive = { focus = nef_res_hoist_the_jolly_roger }
		mutually_exclusive = { focus = nef_res_bigger_is_better }
		x = 22
		y = 10
		cost = 15

		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
		}

		completion_reward = {
			custom_effect_tooltip = bs_focus_tooltip
			add_doctrine_cost_reduction = {
				cost_reduction = 0.75
				uses = 2
				name = cat_base_strike
				category = cat_base_strike
			}
		}
	}
############# AIR

	focus = {
		id = nef_res_reform_the_air_force
		icon = GFX_goal_generic_build_airforce
		prerequisite = { focus = nef_res_drums_of_war }
		x = 27
		y = 6
		cost = 7

		available_if_capitulated = yes

		ai_will_do = {
			factor = 2
		}

		completion_reward = {
			air_experience = 25
			add_doctrine_cost_reduction = {
				cost_reduction = 0.5
				uses = 1
				name = air_doctrine
				category = air_doctrine
			}
		}
	}
	
	focus = {
		id = nef_res_delete_boats
		icon = GFX_goal_generic_air_naval_bomber
		prerequisite = { focus = nef_res_reform_the_air_force }
		x = 24
		y = 7
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 2
				OR = {
					tag = ENG
					tag = JAP
					tag = SAF
					tag = MEX
					tag = DEN
					tag = INS
				}
			}
		}

		completion_reward = {
			add_tech_bonus = {
				ahead_reduction = 1
				uses = 1
				name = naval_bomber
				category = naval_bomber
			}
		}
	}
	focus = {
		id = nef_res_roaring_eagles
		icon = GFX_goal_generic_air_fighter
		prerequisite = { focus = nef_res_reform_the_air_force }
		x = 26
		y = 7
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 2
		}

		completion_reward = {
			add_tech_bonus = {
				bonus = 0.75
				uses = 1
				category = light_fighter
			}
		}
	}
	focus = {
		id = nef_res_close_air_support
		icon = GFX_goal_generic_occupy_start_war
		prerequisite = { focus = nef_res_reform_the_air_force }
		x = 28
		y = 7
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
		}

		completion_reward = {
			add_tech_bonus = {
				bonus = 0.75
				uses = 1
				name = cas_bomber
				category = cas_bomber
			}
		}
	}
	focus = {
		id = nef_res_death_from_above
		icon = GFX_goal_generic_CAS
		prerequisite = { focus = nef_res_reform_the_air_force }
		x = 30
		y = 7
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
		}

		completion_reward = {
			add_tech_bonus = {
				bonus = 0.5
				uses = 1
				name = tactical_bomber
				category = tactical_bomber
			}
			add_tech_bonus = {
				bonus = 0.5
				uses = 1
				name = cat_strategic_bomber
				category = cat_strategic_bomber
			}
		}
	}
	focus = {
		id = nef_res_smoke_on_the_water
		icon = GFX_goal_generic_navy_carrier
		prerequisite = { focus = nef_res_delete_boats }
		prerequisite = { focus = nef_res_roaring_eagles }
		x = 25
		y = 8
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 1
		}

		completion_reward = {
			add_tech_bonus = {
				bonus = 0.25
				uses = 2
				name = naval_air
				category = naval_air
			}
		}
	}
	focus = {
		id = nef_res_doctrinal_review
		icon = GFX_goal_generic_air_doctrine
		prerequisite = { focus = nef_res_roaring_eagles focus = nef_res_close_air_support focus = nef_res_death_from_above }
		available = { has_war = yes }
		x = 28
		y = 8
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 3
		}

		completion_reward = {
			custom_effect_tooltip = airdoc_focus_tooltip
			air_experience = 30
			add_doctrine_cost_reduction = {
				cost_reduction = 0.5
				uses = 2
				name = air_doctrine
				category = air_doctrine
			}
		}
	}
	focus = {
		id = nef_res_low_life_expectancy
		icon = GFX_focus_YUG_rogozarski
		prerequisite = { focus = nef_res_doctrinal_review }
		mutually_exclusive = { focus = nef_res_quality_craftsmanship }
		x = 27
		y = 9
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 0
		}

		completion_reward = {
			add_ideas = nef_lowlifeexpectancy
		}
	}
	focus = {
		id = nef_res_quality_craftsmanship
		icon = GFX_goal_generic_air_fighter2
		prerequisite = { focus = nef_res_doctrinal_review }
		mutually_exclusive = { focus = nef_res_low_life_expectancy }
		x = 29
		y = 9
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 2
		}

		completion_reward = {
			add_ideas = nef_qualitycraftsmanship
		}
	}
	focus = {
		id = nef_res_honor_in_death
		icon = GFX_goal_generic_secret_weapon
		prerequisite = { focus = nef_res_low_life_expectancy }
		x = 27
		y = 10
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 0
		}

		completion_reward = {
			hidden_effect = {
				set_rule = { can_use_kamikaze_pilots = yes }
			}
			custom_effect_tooltip = kamikaze_focus_tooltip
			set_technology = { suicide_charge = 1 }
		}
	}
	focus = {
		id = nef_res_top_gun
		icon = GFX_focus_chi_flying_tigers
		prerequisite = { focus = nef_res_quality_craftsmanship }
		x = 29
		y = 10
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 2
		}

		completion_reward = {
			swap_ideas = {
				add_idea = nef_topgun
				remove_idea = nef_qualitycraftsmanship
			}
		}
	}
	focus = {
		id = nef_res_best_practices
		icon = GFX_goal_generic_air_doctrine
		prerequisite = { focus = nef_res_honor_in_death focus = nef_res_top_gun }
		available = {
			has_war = yes
		}
		x = 28
		y = 11
		cost = 10

		available_if_capitulated = yes

		ai_will_do = {
			factor = 2
		}

		completion_reward = {
			air_experience = 100
			add_doctrine_cost_reduction = {
				cost_reduction = 0.5
				uses = 2
				name = air_doctrine
				category = air_doctrine
			}
		}
	}	
############################# END
}