shared_focus = {
	id = economy_first
	icon = GFX_focus_SOV_organize_wreckers
	cost = 50
	x = 2
	y = 0
	
	ai_will_do = { 
		factor = 1
	}
    completion_reward = {
		#log = "[GetDateText]: [Root.GetName]: Focus economy_first"
		random_owned_controlled_state = {
			limit = {state_population_k > 120}
            add_extra_state_shared_building_slots = 4
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}		
        }
        random_owned_controlled_state = {
			limit = {state_population_k > 40}
            add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}		
        }
        random_owned_controlled_state = {
			limit = {state_population_k > 40}
            add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}		
        }
	}
}

#############
#############
#############
#CIVILIAN PATH#
#############
#############
#############

shared_focus = {
	id = to_build_a_world
	icon = GFX_goal_generic_construct_civilian
	cost = 50
	x = -4
	y = 1

    relative_position_id = economy_first
    prerequisite = {
		focus = economy_first
	}
	mutually_exclusive = {
		focus = stable_future
		focus = fire_and_sword
	}
	
	

	ai_will_do = { 
		factor = 1
	}    
    completion_reward = {
		#log = "[GetDateText]: [Root.GetName]: to_build_a_world"
		random_owned_controlled_state = {
			limit = {state_population_k > 120}
            add_extra_state_shared_building_slots = 4
			add_building_construction = {
				type = industrial_complex
				level = 4
				instant_build = yes
			}		
        }
        random_owned_controlled_state = {
			limit = {state_population_k > 60}
            add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}		
        }
        random_owned_controlled_state = {
			limit = {state_population_k > 250}
            add_extra_state_shared_building_slots = 2	
        }
        random_owned_controlled_state = {
			limit = {state_population_k > 250}
            add_extra_state_shared_building_slots = 2	
        }
	}
}

#Left side, focus on more civs
shared_focus = {
	id = steel_and_cement
	icon = GFX_goal_generic_construction
	cost = 50
	x = -1
	y = 1

    relative_position_id = to_build_a_world
    prerequisite = {
		focus = to_build_a_world
	}
	mutually_exclusive = {
		focus = better_tools
	}
	

	ai_will_do = { 
		factor = 1
	}    
    completion_reward = {
		#log = "[GetDateText]: [Root.GetName]: steel_and_cement"
		random_owned_controlled_state = {
			limit = {state_population_k > 50}
            add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}		
        }
        random_owned_controlled_state = {
			limit = {state_population_k > 50}
            add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}		
        }
        random_owned_controlled_state = {
			limit = {state_population_k > 200}
            add_extra_state_shared_building_slots = 2
        }
        random_owned_controlled_state = {
			limit = {state_population_k > 50}
            add_extra_state_shared_building_slots = 2
        }
	}
}

shared_focus = {
	id = electric_tooling
	icon = GFX_goal_generic_air_production
	cost = 50
	x = 0
	y = 1

    relative_position_id = steel_and_cement
    prerequisite = {
		focus = steel_and_cement
	}
	

	ai_will_do = { 
		factor = 1
	}    
    completion_reward = {
		#log = "[GetDateText]: [Root.GetName]: electric_tooling"
        random_owned_controlled_state = {
			limit = {state_population_k > 120}
            add_extra_state_shared_building_slots = 6
			add_building_construction = {
				type = industrial_complex
				level = 3
				instant_build = yes
			}		
        }
        random_owned_controlled_state = {
			limit = {state_population_k > 80}
            add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 3
				instant_build = yes
			}		
        }
	}
}

#right side, focus on building faster
shared_focus = {
	id = better_tools
	icon = GFX_goal_generic_production
	cost = 50
	x = 1
	y = 1

    relative_position_id = to_build_a_world
    prerequisite = {
		focus = to_build_a_world
	}
	mutually_exclusive = {
		focus = steel_and_cement
	}
	

	ai_will_do = { 
		factor = 1
	}    
    completion_reward = {
		#log = "[GetDateText]: [Root.GetName]: better_tools"
		add_ideas = idea_better_tools_a
	}
}


shared_focus = {
	id = connect_grids
	icon = GFX_goal_generic_position_armies
	cost = 50
	x = 0
	y = 1

    relative_position_id = better_tools
    prerequisite = {
		focus = better_tools
	}
	

	ai_will_do = { 
		factor = 1
	}    
    completion_reward = {
		#log = "[GetDateText]: [Root.GetName]: connect_grids"
		swap_ideas = {
			remove_idea = idea_better_tools_a
			add_idea = idea_better_tools_b
		}
	}
}

#finisher
shared_focus = {
	id = building_our_fate
	icon = GFX_focus_generic_industry_3
	cost = 50
	x = 1
	y = 1

    relative_position_id = electric_tooling
    prerequisite = {
		focus = electric_tooling
		focus = connect_grids
	}
	

	ai_will_do = { 
		factor = 1
	}    
    completion_reward = {
		#log = "[GetDateText]: [Root.GetName]: unshakeable_industry"
		random_owned_controlled_state = {
			limit = {state_population_k > 50}
            add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}		
        }
		random_owned_controlled_state = {
			limit = {state_population_k > 50}
            add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}		
        }
		random_owned_controlled_state = {
			limit = {state_population_k > 50}
            add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}		
        }
		every_owned_state = {
            add_extra_state_shared_building_slots = 3
        }
	}
}

#############
#############
#############
#STABILITY PATH#
#############
#############
#############

shared_focus = {
	id = stable_future
	icon = GFX_goal_continuous_repairments
	cost = 50
	x = 0
	y = 1

    relative_position_id = economy_first
    prerequisite = {
		focus = economy_first
	}
	mutually_exclusive = {
		focus = to_build_a_world
		focus = fire_and_sword
	}
	

	ai_will_do = { 
		factor = 1
	}    
    completion_reward = {
		#log = "[GetDateText]: [Root.GetName]: stable_future"
		add_stability = 0.10
		add_political_power = 100
        random_owned_controlled_state = {
			limit = {state_population_k > 50}
            add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}		
        }
        random_owned_controlled_state = {
			limit = {state_population_k > 250}
            add_extra_state_shared_building_slots = 2
        }
	}
}

#left side, focus on streamlining the government, stability and some factory use reduction
shared_focus = {
	id = public_reporting
	icon = GFX_focus_generic_treaty
	cost = 50
	x = -1
	y = 1

    relative_position_id = stable_future
    prerequisite = {
		focus = stable_future
	}
	mutually_exclusive = {
		focus = dynamic_requisitions
	}
	

	ai_will_do = { 
		factor = 1
	}    
    completion_reward = {
		#log = "[GetDateText]: [Root.GetName]: public_reporting"
        add_political_power = 50
		add_ideas = idea_public_reporting
	}
}

shared_focus = {
	id = shorten_paperwork
	icon = GFX_focus_generic_aircraft_production
	cost = 50
	x = 0
	y = 1

    relative_position_id = public_reporting
    prerequisite = {
		focus = public_reporting
	}	

	ai_will_do = { 
		factor = 1
	}    
    completion_reward = {
		#log = "[GetDateText]: [Root.GetName]: shorten_paperwork"
		add_stability = 0.05
		add_political_power = 75
        random_owned_controlled_state = {
			limit = {state_population_k > 50}
            add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}		
        }
		random_owned_controlled_state = {
			limit = {state_population_k > 50}
            add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 3
				instant_build = yes
			}		
        }

        country_event = econevent.10
		custom_effect_tooltip = shorten_paperwork_t
	}
}

#right side, focus on smoothing out production, stability and production efficiency
shared_focus = {
	id = dynamic_requisitions
	icon = GFX_focus_generic_aluminum
	cost = 50
	x = 1
	y = 1

    relative_position_id = stable_future
    prerequisite = {
		focus = stable_future
	}
	mutually_exclusive = {
		focus = public_reporting
	}
	

	ai_will_do = { 
		factor = 1
	}    
    completion_reward = {
		#log = "[GetDateText]: [Root.GetName]: dynamic_requisitions"
		add_ideas = idea_dynamic_requisitions
	}
}

shared_focus = {
	id = material_lists
	icon = GFX_goal_generic_intelligence_exchange
	cost = 50
	x = 0
	y = 1

    relative_position_id = dynamic_requisitions
    prerequisite = {
		focus = dynamic_requisitions
	}
	

	ai_will_do = { 
		factor = 1
	}    
    completion_reward = {
		#log = "[GetDateText]: [Root.GetName]: material_lists"
		swap_ideas = {
			remove_idea = idea_dynamic_requisitions
			add_idea = idea_material_lists
		}
	}
}

#finisher
shared_focus = {
	id = unshakeable_industry
	icon = GFX_goal_generic_construct_civilian
	cost = 50
	x = 1
	y = 1

    relative_position_id = shorten_paperwork
    prerequisite = {
		focus = shorten_paperwork
		focus = material_lists
	}	

	ai_will_do = { 
		factor = 1
	}    
    completion_reward = {
		#log = "[GetDateText]: [Root.GetName]: unshakeable_industry"
		add_ideas = idea_unshakeable_industry
		random_owned_controlled_state = {
			limit = {state_population_k > 50}
            add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}		
        }
		random_owned_controlled_state = {
			limit = {state_population_k > 30}
            add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}		
        }
	}
}



#############
#############
#############
#WAR PATH######
#############
#############
#############

shared_focus = {
	id = fire_and_sword
	icon = GFX_goal_generic_construct_mil_factory
	cost = 50
	x = 4
	y = 1

    relative_position_id = economy_first
    prerequisite = {
		focus = economy_first
	}
	mutually_exclusive = {
		focus = stable_future
		focus = to_build_a_world
	}
	

	ai_will_do = { 
		factor = 1
	}    
    completion_reward = {
		#log = "[GetDateText]: [Root.GetName]: fire_and_sword"
		random_owned_controlled_state = {
			limit = {state_population_k > 100}
            add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = arms_factory
				level = 3
				instant_build = yes
			}		
        }
		random_owned_controlled_state = {
			limit = {state_population_k > 40}
            add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}		
        }
	}
}

#left path, factory construction
shared_focus = {
	id = lathe_purchases
	icon = GFX_goal_generic_production2
	cost = 50
	x = -1
	y = 1

    relative_position_id = fire_and_sword
    prerequisite = {
		focus = fire_and_sword
	}
	mutually_exclusive = {
		focus = standardized_training
	}
	

	ai_will_do = { 
		factor = 1
	}    
    completion_reward = {
		#log = "[GetDateText]: [Root.GetName]: lathe_purchases"
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size > 1
					include_locked = no
				}
				state_population_k > 100
				infrastructure > 3
			}
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}

		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size > 1
					include_locked = no
				}
				state_population_k > 30
				infrastructure > 3
			}
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}

	}
}

shared_focus = {
	id = increase_armouries
	icon = GFX_goal_generic_construct_civ_factory
	cost = 50
	x = 0
	y = 1

    relative_position_id = lathe_purchases
    prerequisite = {
		focus = lathe_purchases
	}
	

	ai_will_do = { 
		factor = 1
	}    
    completion_reward = {
		#log = "[GetDateText]: [Root.GetName]: increase_armouries"
		random_owned_controlled_state = {
			limit = {state_population_k > 100}
            add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = arms_factory
				level = 3
				instant_build = yes
			}		
        }

		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size > 1
					include_locked = no
				}
				state_population_k > 30
				infrastructure > 3
			}
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}

#right path, dockyards
shared_focus = {
	id = standardized_training
	icon = GFX_goal_generic_national_unity#focus_generic_license_production
	cost = 50
	x = 1
	y = 1

    relative_position_id = fire_and_sword
    prerequisite = {
		focus = fire_and_sword
	}
	mutually_exclusive = {
		focus = lathe_purchases
	}
	

	ai_will_do = { 
		factor = 1
	}    
    completion_reward = {
		#log = "[GetDateText]: [Root.GetName]: standardized_training"
		#add_ideas = idea_standardized_training
		random_owned_controlled_state = {
			limit = {is_coastal = yes}
            add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}		
        }
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = dockyard
					size > 1
					include_locked = no
				}
				is_coastal = yes
			}
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = dockyard
					size > 1
					include_locked = no
				}
				is_coastal = yes
			}
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
}

shared_focus = {
	id = production_plans
	icon = GFX_goal_generic_construct_naval_dockyard#focus_generic_industry_2
	cost = 50
	x = 0
	y = 1

    relative_position_id = standardized_training
    prerequisite = {
		focus = standardized_training
	}
	

	ai_will_do = { 
		factor = 1
	}    
    completion_reward = {
		#log = "[GetDateText]: [Root.GetName]: production_plans"
		#swap_ideas = {
		#	remove_idea = idea_standardized_training
		#	add_idea = idea_production_plans
		#}
		random_owned_controlled_state = {
			limit = {is_coastal = yes}
            add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}		
        }
		random_owned_controlled_state = {
			limit = {is_coastal = yes}
            add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}		
        }
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = dockyard
					size > 1
					include_locked = no
				}
				is_coastal = yes
			}
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = dockyard
					size > 1
					include_locked = no
				}
				is_coastal = yes
			}
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
}

shared_focus = {
	id = forging_our_path
	icon = GFX_focus_generic_tank_production
	cost = 50
	x = 1
	y = 1

    relative_position_id = increase_armouries
    prerequisite = {
		focus = increase_armouries
		focus = production_plans
	}
	

	ai_will_do = { 
		factor = 1
	}    
    completion_reward = {
		#log = "[GetDateText]: [Root.GetName]: forging_our_path"
		random_owned_controlled_state = {
			limit = {state_population_k > 200}
            add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = arms_factory
				level = 3
				instant_build = yes
			}		
        }
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size > 3
					include_locked = no
				}
			}
			add_building_construction = {
				type = arms_factory
				level = 4
				instant_build = yes
			}
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size > 2
					include_locked = no
				}
			}
			add_building_construction = {
				type = arms_factory
				level = 3
				instant_build = yes
			}
		}
		random_owned_controlled_state = {
			limit = {is_coastal = yes}
            add_extra_state_shared_building_slots = 4
			add_building_construction = {
				type = dockyard
				level = 4
				instant_build = yes
			}		
        }
		



	}
}