technologies = {
	@Col_1 = 4
	@Col_2 = 6
	@Col_3 = 8
	@Col_4 = 10
	@Col_5 = 12
	@Col_6 = 14
	@Col_7 = 16
	@Col_8 = 18
	@Col_9 = 20
	@Col_10 = 22
	@Col_11 = 24
	@Col_12 = 26
	@Col_13 = 28
	@Col_14 = 30
	@Col_15 = 32
	@Col_16 = 34
	@Col_17 = 36

	@Row_unit = 0
	@Row_unit2 = 2
	@Row_unit3 = 4
	@Row_doctrine = 6
	@Row_unlock = 8
	@Row_unlock2 = 10
	@Row_unlock3 = 12
	@Row_tribal = 15
	@Row_tribal2 = 17
	@Row_cali = 19
	@Row_ari = 21
	@Row_ari2 = 23
	@Row_oreg = 25
	@Row_tex = 27
	@Row_mex = 29
	@Row_khans = 31
	@Row_other = 33
	@Row_other_2 = 35

	crafted_tech = {
		research_cost = 1.0

		allow = {
			always = no
		}

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unit y = @Col_11 }
		}

		enable_equipments = {
			crafted_equipment_1
		}

		enable_subunits = {
			crafted_infantry
		}

		}
		ai_will_do = {
			factor = 0
		}

	dog_infantry_tech = {
		research_cost = 6.0

		dependencies = {
			blocked_unit_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unit y = @Col_1 }
		}

		enable_subunits = {
			dog_infantry
		}
		on_research_complete_limit = {
			NOT = {
				has_template_containing_unit = dog_infantry
			}
		}

		on_research_complete = {
			hidden_effect = {
				load_oob = "unlock_dog_infantry"
			}
			custom_effect_tooltip = UNLOCK_DIVISION_TEMPLATE
		}

		ai_will_do = {
			factor = 0
		}
	}

	ghoul_civilization = {
		research_cost = 6.0

		dependencies = {
			blocked_unit_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unit y = @Col_2 }
		}

		enable_subunits = {
			ghoul_infantry
		}

		on_research_complete_limit = {
			NOT = {
				has_template_containing_unit = ghoul_infantry
			}
		}
		on_research_complete = {
			hidden_effect = {
				load_oob = "unlock_ghoul_infantry"
			}
			custom_effect_tooltip = UNLOCK_DIVISION_TEMPLATE
		}
		categories = {
			civilization_tech_category
		}

		ai_will_do = {
			factor = 0
		}
	}

	ghoul_paratrooper_tech = {
		research_cost = 6.0

		dependencies = {
			blocked_unit_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unit y = @Col_3 }
		}

		enable_subunits = {
			ghoul_paratrooper
		}

		ai_will_do = {
			factor = 0
		}

		extra_paratrooper_supply_grace = 24
	}

	super_mutant_civilization = {
		research_cost = 6.0

		dependencies = {
			blocked_unit_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unit y = @Col_4 }
		}

		enable_subunits = {
			super_mutant_infantry
			heavy_super_mutant_infantry
		}

		on_research_complete_limit = {
			NOT = {
				has_template_containing_unit = super_mutant_infantry
			}
		}
		on_research_complete = {
			hidden_effect = {
				load_oob = "unlock_supermutant_infantry"
				load_oob = "unlock_heavy_supermutant_infantry"
			}
			custom_effect_tooltip = UNLOCK_DIVISION_TEMPLATE
		}
		categories = {
			civilization_tech_category
		}

		ai_will_do = {
			factor = 0
		}

		infantry = {
			soft_attack = -0.2
			defense = -0.2
		}
	}

	super_mutant_aux_infantry_tech = {
		research_cost = 5.0

		dependencies = {
			blocked_unit_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unit y = @Col_5 }
		}

		enable_subunits = {
			super_mutant_aux_infantry
		}

		ai_will_do = {
			factor = 0
		}
	}

	super_mutant_nightkin_tech = {
		research_cost = 5.0

		dependencies = {
			blocked_unit_tech = 1
			super_mutant_civilization = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unit y = @Col_6 }
		}

		on_research_complete = {
			hidden_effect = {
				load_oob = "unlock_supermutant_nightkin_infantry"
			}
			custom_effect_tooltip = UNLOCK_DIVISION_TEMPLATE
		}

		enable_subunits = {
			super_mutant_nightkin_infantry
		}

		ai_will_do = {
			factor = 0
		}
	}

	plant_support_tech = {
		research_cost = 6.0

		dependencies = {
			blocked_unit_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unit y = @Col_7 }
		}

		enable_subunits = {
			plant_support
		}

		ai_will_do = {
			factor = 0
		}
	}

	police_infantry_tech = {
		research_cost = 6.0

		dependencies = {
			blocked_unit_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unit y = @Col_8 }
		}

		enable_subunits = {
			police_infantry
		}

		ai_will_do = {
			factor = 0
		}
	}

	knights_unlock_tech = {
		research_cost = 6.0

		dependencies = {
			blocked_unit_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unit y = @Col_9 }
		}

		enable_subunits = {
			knight_support_unit
		}

		ai_will_do = {
			factor = 0
		}
	}

	scribes_unlock_tech = {
		research_cost = 6.0

		dependencies = {
			blocked_unit_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unit y = @Col_10 }
		}

		enable_subunits = {
			scribe_support_unit
		}

		ai_will_do = {
			factor = 0
		}
	}

	burrowing_tech_access_tech = {
		research_cost = 5.0
		dependencies = {
			blocked_unit_tech = 1
		}
		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unit2 y = @Col_1 }
		}
		ai_will_do = {
			factor = 0
		}
	}
	insect_tech_access_tech = {
		research_cost = 5.0
		dependencies = {
			blocked_unit_tech = 1
		}
		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unit2 y = @Col_2 }
		}
		ai_will_do = {
			factor = 0
		}
	}
	amphibious_tech_access_tech = {
		research_cost = 5.0
		dependencies = {
			blocked_unit_tech = 1
		}
		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unit2 y = @Col_3 }
		}
		ai_will_do = {
			factor = 0
		}
	}
	deathclaw_tech_access_tech = {
		research_cost = 3.0
		dependencies = {
			blocked_unit_tech = 1
		}
		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unit2 y = @Col_4 }
		}
		ai_will_do = {
			factor = 0
		}
	}
	deathclaw_civilization_access_tech = {
		research_cost = 5.0
		dependencies = {
			blocked_unit_tech = 1
		}
		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unit2 y = @Col_5 }
		}
		ai_will_do = {
			factor = 0
		}
	}
	deathclaw_alphas_access_tech = {
		research_cost = 2.0
		dependencies = {
			blocked_unit_tech = 1
		}
		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unit2 y = @Col_6 }
		}
		ai_will_do = {
			factor = 0
		}
	}
	feral_tech_access_tech = {
		research_cost = 5.0
		dependencies = {
			blocked_unit_tech = 1
		}
		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unit2 y = @Col_7 }
		}
		ai_will_do = {
			factor = 0
		}
	}
	beast_tech_access_tech = {
		research_cost = 5.0
		dependencies = {
			blocked_unit_tech = 1
		}
		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unit2 y = @Col_8 }
		}
		ai_will_do = {
			factor = 0
		}
	}
	gecko_tech_access_tech = {
		research_cost = 4.0
		dependencies = {
			blocked_unit_tech = 1
		}
		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unit2 y = @Col_9 }
		}
		ai_will_do = {
			factor = 0
		}
	}

	sentinel_unit_tech = {
		research_cost = 7.0

		dependencies = {
			blocked_unit_tech = 1
		}

		on_research_complete_limit = {
			NOT = {
				has_template_containing_unit = sentinel_unit
			}
		}
		on_research_complete = {
			hidden_effect = {
				load_oob = "unlock_sentinels"
			}
			custom_effect_tooltip = UNLOCK_DIVISION_TEMPLATE
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unit3 y = @Col_1 }
		}

		enable_subunits = {
			sentinel_unit
		}

		enable_equipments = {
			sentinel_command_slave_equipment_1
		}

		ai_will_do = {
			factor = 0
		}
	}

	mininuke_unlock_tech = {
		research_cost = 7.0

		dependencies = {
			blocked_unit_tech = 1
		}

		enable_equipments = {
			mininuke_equipment_1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unit3 y = @Col_3 }
		}

		ai_will_do = {
			factor = 0
		}
	}

	artillery_ammo_unlock_tech = {
		research_cost = 7.0

		dependencies = {
			blocked_unit_tech = 1
		}

		enable_equipments = {
			artillery_ammo_equipment_1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unit3 y = @Col_5 }
		}

		ai_will_do = {
			factor = 0
		}
	}

	gehenna_molech_tech = {
		research_cost = 5.0

		dependencies = {
			blocked_unit_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unit3 y = @Col_7 }
		}

		enable_subunits = {
			monster_support
		}

		enable_equipments = {
			gehenna_molech_equipment
		}

		ai_will_do = {
			factor = 0
		}
	}

	faerie_unlock_tech = {
		research_cost = 6.0

		dependencies = {
			blocked_unit_tech = 1
		}
		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unit3 y = @Col_9 }
		}
		enable_equipments = {
			faerie_equipment_1
		}
		enable_subunits = {
			faerie_infantry
		}
		on_research_complete = {
			if = {
				limit = {
					NOT = {
						has_template_containing_unit = faerie_infantry
					}
				}
				hidden_effect = {
					load_oob = "unlock_faerie"
				}
				custom_effect_tooltip = UNLOCK_DIVISION_TEMPLATE
			}
		}
		ai_will_do = {
			factor = 0
		}
	}

	forward_fire_base_unlock_tech = {
		research_cost = 1.0

		enable_subunits = {
			forward_firebase_support
		}
		enable_equipments = {
			forward_firebase_equipment_1
		}

		dependencies = {
			blocked_tech = 1
			fireteam_weaponry_tech = 1
			anti_tank_equipment_tech_1 = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_doctrine y = @Col_3 }
		}

		categories = {
			civilization_tech_category
		}

		ai_will_do = {
			factor = 0
		}
	}

	grunt_level_radio_unlock_tech = {
		research_cost = 1.0

		enable_equipments = {
			radio_equipment_1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_doctrine y = @Col_1 }
		}

		dependencies = {
			blocked_tech = 1
		}

		categories = {
			civilization_tech_category
		}

		ai_will_do = {
			factor = 0
		}
	}

	################################################
	#Buffs
	################################################
		################################################
		#Tribals
		################################################
	pathfinders = {

		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_tribal y = @Col_1 }
		}

		allow = {
			always = no
		}

		category_army = {
			recon = 0.1
		}
		infantry = {
			plains = {
				movement = 0.1
			}
			forest = {
				movement = 0.1
			}
			jungle = {
				movement = 0.1
			}
			marsh = {
				movement = 0.1
			}
		}
		ghoul_infantry = {
			plains = {
				movement = 0.1
			}
			forest = {
				movement = 0.1
			}
			jungle = {
				movement = 0.1
			}
			marsh = {
				movement = 0.1
			}
		}
		militia = {
			plains = {
				movement = 0.1
			}
			forest = {
				movement = 0.1
			}
			jungle = {
				movement = 0.1
			}
			marsh = {
				movement = 0.1
			}
		}
		spec_ops = {
			plains = {
				movement = 0.1
			}
			forest = {
				movement = 0.1
			}
			jungle = {
				movement = 0.1
			}
			marsh = {
				movement = 0.1
			}
		}
		power_armour = {
			plains = {
				movement = 0.1
			}
			forest = {
				movement = 0.1
			}
			jungle = {
				movement = 0.1
			}
			marsh = {
				movement = 0.1
			}
		}
		motorized = {
			plains = {
				movement = 0.1
			}
			forest = {
				movement = 0.1
			}
			jungle = {
				movement = 0.1
			}
			marsh = {
				movement = 0.1
			}
		}
		spec_ops_cavalry = {
			plains = {
				movement = 0.1
			}
			forest = {
				movement = 0.1
			}
			jungle = {
				movement = 0.1
			}
			marsh = {
				movement = 0.1
			}
		}
	}

	clanfightingstyles = {

		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_tribal y = @Col_2 }
		}

		allow = {
			always = no
		}

		category_infantry = {
			soft_attack = 0.05
			hard_attack = 0.05
			breakthrough = 0.1
		}
	}

	warriorcult = {

		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_tribal y = @Col_3 }
		}

		allow = {
			always = no
		}

		category_infantry = {
			max_organisation = 5
		}
	}

	nomadsoul = {

		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_tribal y = @Col_4 }
		}

		allow = {
			always = no
		}

		category_army = {
			reliability = 0.02
		}
		org_loss_when_moving = -0.15
	}

	mansbestfriend = {

		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_tribal y = @Col_5 }
		}

		allow = {
			always = no
		}

		dog_company = {
			breakthrough = 0.5
		}

	}

	noctwarriors = {

		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_tribal y = @Col_6 }
		}

		allow = {
			always = no
		}

		category_army = {
			initiative = 0.02
		}
		land_night_attack = 0.1

	}

	tribalholyorg = {

		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_tribal y = @Col_7 }
		}

		allow = {
			always = no
		}

		max_planning = 0.1
		category_infantry = {
			max_organisation = 5
		}
	}

	outsiderways = {

		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_tribal y = @Col_8 }
		}

		allow = {
			always = no
		}

		category_infantry = {
			defense = 0.05
			entrenchment = 0.2
		}
	}

	sacredgifts = {

		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_tribal y = @Col_9 }
		}

		allow = {
			always = no
		}

		local_resources_factor = 0.10
	}

	tribalwarpaint = {

		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_tribal y = @Col_10 }
		}

		allow = {
			always = no
		}

		infantry = {
			breakthrough = 0.25
		}
		ghoul_infantry = {
			breakthrough = 0.25
		}

	}

	ces_aurelius_mercenaries_tech = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_tribal y = @Col_11 }
		}

		allow = {
			always = no
		}

		infantry = {
			mountain = {
				attack = 0.1
				movement = 0.1
			}
			hills = {
				attack = 0.1
				movement = 0.1
			}
		}
		ghoul_infantry = {
			mountain = {
				attack = 0.1
				movement = 0.1
			}
			hills = {
				attack = 0.1
				movement = 0.1
			}
		}
		militia = {
			mountain = {
				attack = 0.1
				movement = 0.1
			}
			hills = {
				attack = 0.1
				movement = 0.1
			}
		}
		spec_ops = {
			mountain = {
				attack = 0.1
				movement = 0.1
			}
			hills = {
				attack = 0.1
				movement = 0.1
			}
		}
		power_armour = {
			mountain = {
				attack = 0.1
				movement = 0.1
			}
			hills = {
				attack = 0.1
				movement = 0.1
			}
		}
		motorized = {
			mountain = {
				attack = 0.1
				movement = 0.1
			}
			hills = {
				attack = 0.1
				movement = 0.1
			}
		}
	}

	tribalnumbers = {

		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_tribal2 y = @Col_1 }
		}

		allow = {
			always = no
		}

		infantry = {
			default_morale = 0.05
			combat_width = -0.3
		}
		ghoul_infantry = {
			default_morale = 0.05
			combat_width = -0.3
		}
	}

	tribalimmortals = {

		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_tribal2 y = @Col_2 }
		}

		allow = {
			always = no
		}

		category_army = {
			max_strength = 1.50
		}
		land_reinforce_rate = 0.02
	}

	tribalmountaingods = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_tribal2 y = @Col_3 }
		}

		allow = {
			always = no
		}

		infantry = {
			mountain = {
				attack = 0.1
				defence = 0.1
			}
		}
		ghoul_infantry = {
			mountain = {
				attack = 0.1
				defence = 0.1
			}
		}
		militia = {
			mountain = {
				attack = 0.1
				defence = 0.1
			}
		}
		spec_ops = {
			mountain = {
				attack = 0.1
				defence = 0.1
			}
		}
		power_armour = {
			mountain = {
				attack = 0.1
				defence = 0.1
			}
		}
		motorized = {
			mountain = {
				attack = 0.1
				defence = 0.1
			}
		}
	}

	tribalsungods = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_tribal2 y = @Col_4 }
		}

		allow = {
			always = no
		}

		infantry = {
			desert = {
				attack = 0.1
				defence = 0.1
			}
		}
		ghoul_infantry = {
			desert = {
				attack = 0.1
				defence = 0.1
			}
		}
		militia = {
			desert = {
				attack = 0.1
				defence = 0.1
			}
		}
		spec_ops = {
			desert = {
				attack = 0.1
				defence = 0.1
			}
		}
		power_armour = {
			desert = {
				attack = 0.1
				defence = 0.1
			}
		}
		motorized = {
			desert = {
				attack = 0.1
				defence = 0.1
			}
		}
	}

	ttm_healthy_warriors = {

		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_tribal2 y = @Col_5 }
		}

		allow = {
			always = no
		}

		infantry = {
			max_organisation = 8
		}
		ghoul_infantry = {
			max_organisation = 8
		}

	}

	ttm_call_of_the_wild = {

		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_tribal2 y = @Col_6 }
		}

		allow = {
			always = no
		}

		dog_company = {
			breakthrough = 0.08
			soft_attack = 0.1
		}

	}

	ttm_jurassic_strength = {

		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_tribal2 y = @Col_7 }
		}

		allow = {
			always = no
		}

		infantry = {
			max_strength = 1
		}

	}

	###############################################
	#NCR
	################################################
	oldworldarmour = {

		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_cali y = @Col_1 }
		}

		allow = {
			always = no
		}

		infantry = {
			urban = {
				attack = 0.05
				defence = 0.05
			}
		}
		ghoul_infantry = {
			urban = {
				attack = 0.05
				defence = 0.05
			}
		}
		militia = {
			urban = {
				attack = 0.05
				defence = 0.05
			}
		}
		spec_ops = {
			urban = {
				attack = 0.05
				defence = 0.05
			}
		}
		power_armour = {
			urban = {
				attack = 0.05
				defence = 0.05
			}
		}
		motorized = {
			urban = {
				attack = 0.05
				defence = 0.05
			}
		}
	}

	ncr_railway_construction = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_cali y = @Col_10 }
		}

		production_speed_infrastructure_factor = 0.10
		supply_factor = 0.10
		industry_repair_factor = 0.05
	}

	###############################################
	#Vault City
	###############################################
	mutant_supremacy = {

		research_cost = 1

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_cali y = @Col_13 }
		}

		dependencies = {
			blocked_tech = 1
		}

		allow = {
			always = no
		}

		burrowing_beast_creature = {
			soft_attack = 0.05
			defense = 0.05
		}
	}

	################################################
	#ITZ Tech
	################################################
	itz_rough_terrian_training = {

		research_cost = 1

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_mex y = @Col_1 }
		}

		dependencies = {
			blocked_tech = 1
		}

		allow = {
			always = no
		}

		spec_ops = {
			mountain = {
				attack = 0.1
				defence = 0.1
				movement = 0.2
			}
			desert = {
				attack = 0.1
				defence = 0.1
				movement = 0.2
			}
			marsh = {
				attack = 0.1
				defence = 0.1
				movement = 0.2
			}
			hills = {
				attack = 0.1
				defence = 0.1
				movement = 0.2
			}
			forest = {
				attack = 0.1
				defence = 0.1
				movement = 0.2
			}
			jungle = {
				attack = 0.1
				defence = 0.1
				movement = 0.2
			}
		}
	}

	################################################
	#Army of Mexico
	################################################
	jungle_spirits = {
		research_cost = 1
		dependencies = {
			blocked_tech = 1
		}
		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_mex y = @Col_2 }
		}
		allow = {
			always = no
		}
		support_robot = {
			jungle = {
				attack = 0.3
				defence = 0.15
				movement = 0.3
			}
			marsh = {
				attack = 0.3
				defence = 0.15
				movement = 0.3
			}
			river = {
				attack = 0.3
				defence = 0.15
				movement = 0.3
			}
			amphibious = {
				attack = 0.3
				defence = 0.15
				movement = 0.3
			}
		}
		combat_robot = {
			jungle = {
				attack = 0.3
				defence = 0.15
				movement = 0.3
			}
			marsh = {
				attack = 0.3
				defence = 0.15
				movement = 0.3
			}
			river = {
				attack = 0.3
				defence = 0.15
				movement = 0.3
			}
			amphibious = {
				attack = 0.3
				defence = 0.15
				movement = 0.3
			}
		}
	}

	jungle_tribal_integration_tech = {
		research_cost = 1
		dependencies = {
			blocked_tech = 1
		}
		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_mex y = @Col_3 }
		}
		allow = {
			always = no
		}
		infantry = {
			reliability = 0.1
			jungle = {
				attack = 0.15
				defence = 0.15
			}
			marsh = {
				attack = 0.15
				defence = 0.15
			}
			river = {
				attack = 0.15
				defence = 0.15
			}
			amphibious = {
				attack = 0.15
				defence = 0.15
			}
		}
		fireteam_infantry = {
			reliability = 0.1
			jungle = {
				attack = 0.15
				defence = 0.15
			}
			marsh = {
				attack = 0.15
				defence = 0.15
			}
			river = {
				attack = 0.15
				defence = 0.15
			}
			amphibious = {
				attack = 0.15
				defence = 0.15
			}
		}
		militia = {
			reliability = 0.1
			jungle = {
				attack = 0.15
				defence = 0.15
			}
			marsh = {
				attack = 0.15
				defence = 0.15
			}
			river = {
				attack = 0.15
				defence = 0.15
			}
			amphibious = {
				attack = 0.15
				defence = 0.15
			}
		}
		spec_ops = {
			reliability = 0.1
			jungle = {
				attack = 0.15
				defence = 0.15
			}
			marsh = {
				attack = 0.15
				defence = 0.15
			}
			river = {
				attack = 0.15
				defence = 0.15
			}
			amphibious = {
				attack = 0.15
				defence = 0.15
			}
		}
	}

	################################################
	#Legion
	################################################


	CES_mercenary_training_tech = {

		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_ari y = @Col_1 }
		}

		allow = {
			always = no
		}
		infantry = {
			hills = {
				movement = 0.05
				defence = 0.05
			}
			mountain = {
				movement = 0.05
				defence = 0.05
			}
			desert = {
				movement = 0.05
				defence = 0.05
			}
		}
	}

	CES_horns_moroni_tech = {

		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_ari y = @Col_2 }
		}

		allow = {
			always = no
		}

		category_army = {
			casualty_trickleback = 0.01
		}
		medical_chem_company = {
			experience_loss_factor = -0.1
			max_organisation = 20
		}
	}

	legion_centurions_tech = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_ari y = @Col_3 }
		}

		allow = { always = no }

		category_infantry = {
			max_organisation = 3
		}
	}

	legion_warriors_of_mars_tech = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_ari y = @Col_4 }
		}

		allow = { always = no }

		category_power_armour = {
			soft_attack = 0.1
			breakthrough = 0.25
		}
	}

	armored_chariots_tech = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_ari y = @Col_5 }
		}

		allow = { always = no }

		tank = {
			breakthrough = 0.15
			reliability = 0.05
		}
	}

	legion_frumentarii_officers_tech = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_ari y = @Col_6 }
		}

		allow = { always = no }

		category_infantry = {
			soft_attack = 0.03
			breakthrough = 0.25
		}
	}

	legion_frumentarii_commandoes_tech = {

		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_ari y = @Col_7 }
		}

		allow = {
			always = no
		}

		category_special_forces = {
			max_organisation = 10
		}
	}

	phoenix_tech = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_ari y = @Col_8 }
		}

		allow = { always = no }

		category_infantry = {
			max_organisation = 10
		}
	}

	legion_vexillarius_tech = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_ari y = @Col_9 }
		}

		allow = { always = no }

		category_infantry_and_special_forces = {
			initiative = 0.03
		}
	}

	legion_training_tech = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_ari y = @Col_10 }
		}

		allow = { always = no }

		infantry = {
			combat_width = -0.2
		}
		ghoul_infantry = {
			combat_width = -0.2
		}
	}

	# here was legacy -combat width tech, I've replaced it

	ces_aurelius_mercenaries_tech = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_ari y = @Col_11 }
		}

		allow = {
			always = no
		}

		infantry = {
			mountain = {
				attack = 0.1
				movement = 0.1
			}
			hills = {
				attack = 0.1
				movement = 0.1
			}
		}
		ghoul_infantry = {
			mountain = {
				attack = 0.1
				movement = 0.1
			}
			hills = {
				attack = 0.1
				movement = 0.1
			}
		}
		militia = {
			mountain = {
				attack = 0.1
				movement = 0.1
			}
			hills = {
				attack = 0.1
				movement = 0.1
			}
		}
		spec_ops = {
			mountain = {
				attack = 0.1
				movement = 0.1
			}
			hills = {
				attack = 0.1
				movement = 0.1
			}
		}
		power_armour = {
			mountain = {
				attack = 0.1
				movement = 0.1
			}
			hills = {
				attack = 0.1
				movement = 0.1
			}
		}
		motorized = {
			mountain = {
				attack = 0.1
				movement = 0.1
			}
			hills = {
				attack = 0.1
				movement = 0.1
			}
		}
	}

	ces_at_tech = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_ari2 y = @Col_1 }
		}

		allow = { always = no }

		category_army = {
			ap_attack = 0.3
		}
	}

	ces_navajo_scouts_tech = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_ari2 y = @Col_2 }
		}

		allow = { always = no }

		category_light_special_forces = {
			max_organisation = 10
			default_morale = 0.10
		}
	}

	ces_navajo_skin_walkers_tech = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_ari2 y = @Col_3 }
		}

		allow = { always = no }

		category_light_special_forces = {
			river = {
				movement = 0.05
				attack = 0.10
			}
			hard_attack = 0.15
			soft_attack = 0.05
		}
	}

	ces_two_tech = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_ari2 y = @Col_4 }
		}

		allow = { always = no }

		category_vehicles = {
			soft_attack = 0.06
			hard_attack = 0.06
			breakthrough = 0.1
			max_organisation = 5
		}
	}

	################################################
	#NCR
	################################################
	ncr_reorgranger_tech = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_cali y = @Col_2 }
		}

		allow = { always = no }

		spec_ops = {
			max_organisation = 5
			breakthrough = 0.05
			defense = 0.05
		}
	}

	ncr_rangercore_tech = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_cali y = @Col_3 }
		}

		allow = { always = no }

		spec_ops = {
			soft_attack = 0.1
			defense = 0.1
		}
	}

	ncr_jim_drills = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_cali y = @Col_4 }
		}

		allow = { always = no }

		category_infantry = {
			soft_attack = 0.05
			hard_attack = 0.05
			defense = 0.05
		}
	}

	ncr_rangerlead_tech = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_cali y = @Col_5 }
		}

		allow = { always = no }

		spec_ops = {
			recon = 0.5
		}
	}

	ncr_rangercanopeners_tech = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_cali y = @Col_6 }
		}

		allow = { always = no }

		spec_ops = {
			hard_attack = 0.25
		}
	}

	ncr_seth = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_cali y = @Col_7 }
		}

		allow = { always = no }

		spec_ops = {
			soft_attack = 0.05
			hard_attack = 0.05
			defense = 0.05
		}
	}

	ncr_privatepolice = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_cali y = @Col_8 }
		}

		allow = { always = no }

		militia = {
			soft_attack = 0.1
			hard_attack = 0.1
			defense = 0.1
		}
	}

	bag_steelrangers = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_cali y = @Col_12 }
		}

		allow = { always = no }

		on_research_complete = {
			custom_effect_tooltip = bag_steelrangers_tt
		}

		spec_ops = {
			need = {
				spec_ops_equipment = 25 #Was this production cost doubling intended?
				power_armor_equipment = 10
			}
			hardness = -0.30
			armor_value = -0.30
			breakthrough = -0.20
		}
		ghoul_paratrooper = {
			need = {
				spec_ops_equipment = 25
				power_armor_equipment = 10
			}
			hardness = -0.30
			armor_value = -0.30
			breakthrough = -0.20
		}

		show_effect_as_desc = yes
	}

	ncr_shocktroopers_tech = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_cali y = @Col_11 }
		}

		allow = { always = no }

		category_power_armour = {
			armor_value = 0.2
			defense = 0.1
		}

		power_armour_support = {
			armor_value = 0.2
			breakthrough = 0.1
		}
	}

	################################################
	#Reno
	################################################
	reno_mastersnewarmy = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_cali y = @Col_9 }
		}

		allow = { always = no }

		super_mutant_infantry = {
			soft_attack = 0.05
			hard_attack = 0.05
			defense = 0.05
		}
		heavy_super_mutant_infantry = {
			soft_attack = 0.05
			hard_attack = 0.05
			defense = 0.05
		}
	}

	################################################
	#Oregon
	################################################

	oregon_mesmetronfieldequipment = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_oreg y = @Col_1 }
		}

		allow = { always = no }


		category_militia = {
			suppression = 0.30
		}

		decryption = 1
	}

	oregon_psyker_mental_stimulants = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_oreg y = @Col_2 }
		}

		allow = { always = no }


		spec_ops = {
			defense = 0.06
			soft_attack = 0.06
			hard_attack = 0.06
		}
	}

	oregon_psyker_nullification_training = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_oreg y = @Col_3 }
		}

		allow = { always = no }


		spec_ops = {
			defense = 0.06
			soft_attack = 0.06
			hard_attack = 0.06
		}
	}

	oregon_psyker_ancient_traditions = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_oreg y = @Col_4 }
		}

		allow = { always = no }


		spec_ops = {
			defense = 0.08
			soft_attack = 0.08
			hard_attack = 0.08
		}
	}

	################################################
	#Settler
	################################################
	settler_caravanmilitia = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_other y = @Col_1 }
		}

		allow = { always = no }

		militia = {
			soft_attack = 0.05
			defense = 0.05
			max_organisation = 5
		}
	}

	################################################
	#Raiders
	################################################
	raider_reckless_aggression = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_other y = @Col_2 }
		}

		allow = { always = no }

		category_infantry = {
			soft_attack = 0.1
			defense = -0.1
			breakthrough = 0.05
		}
	}

	################################################
	#Nevada
	################################################
	exoskin_armoured_special_forces = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_other y = @Col_3 }
		}

		allow = { always = no }

		category_special_forces = {
			default_morale = 0.05
		}
	}

	################################################
	#Texas Brotherhood
	################################################

	tbh_lawkeepers_tech_1 = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		path = {
			leads_to_tech = tbh_lawkeepers_tech_2
			research_cost_coeff = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_tex y = @Col_1 }
		}

		allow = { always = no }

		police_infantry = {
			recon = 0.2
			max_organisation = 3
			soft_attack = 0.04
			hard_attack = 0.04
		}
	}

	tbh_lawkeepers_tech_2 = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		path = {
			leads_to_tech = tbh_lawkeepers_tech_3
			research_cost_coeff = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_tex y = @Col_2 }
		}

		allow = { always = no }

		police_infantry = {
			recon = 0.2
			max_organisation = 3
			soft_attack = 0.04
			hard_attack = 0.04
		}
	}

	tbh_lawkeepers_tech_3 = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_tex y = @Col_3 }
		}

		allow = { always = no }

		police_infantry = {
			recon = 0.2
			max_organisation = 3
			soft_attack = 0.04
			hard_attack = 0.04
		}
	}

	################################################
	# research unlocks
	################################################

	military_heritage_unlock_tech = {
		research_cost = 1.0

		on_research_complete = {
			custom_effect_tooltip = military_heritage_unlock_tech_tt
		}

		dependencies = {
			blocked_tech = 1
		}

		allow = {
			always = no
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unlock3 y = @Col_1 }
		}

		ai_will_do = {
			factor = 0
		}
		#custom_modifier_tooltip = scav_unlock_weapon_tt
		show_effect_as_desc = yes
	}

	gauss_unlock_tech = {
		research_cost = 1.0

		dependencies = {
			blocked_unit_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unlock y = @Col_1 }
		}

		ai_will_do = {
			factor = 0
		}
		custom_modifier_tooltip = scav_unlock_weapon_tt
	}

	plasma_unlock_tech = {
		research_cost = 1.0

		dependencies = {
			blocked_unit_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unlock y = @Col_2 }
		}

		ai_will_do = {
			factor = 0
		}
		custom_modifier_tooltip = scav_unlock_weapon_tt
	}

	enclave_pa_unlock_tech = {
		research_cost = 1.0

		dependencies = {
			blocked_unit_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unlock y = @Col_3 }
		}

		ai_will_do = {
			factor = 0
		}
		custom_modifier_tooltip = scav_unlock_weapon_tt
	}

	midwest_pa_unlock_tech = {
		research_cost = 1.0

		dependencies = {
			blocked_unit_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unlock y = @Col_4 }
		}

		ai_will_do = {
			factor = 0
		}
		custom_modifier_tooltip = scav_unlock_weapon_tt
	}

	high_fighter_unlock_tech = {
		research_cost = 1.0

		dependencies = {
			blocked_unit_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unlock y = @Col_5 }
		}

		ai_will_do = {
			factor = 0
		}
		custom_modifier_tooltip = scav_unlock_weapon_tt
	}

	vertibird_unlock_tech = {
		research_cost = 1.0

		dependencies = {
			blocked_unit_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unlock y = @Col_6 }
		}

		ai_will_do = {
			factor = 0
		}
		custom_modifier_tooltip = scav_unlock_weapon_tt
	}

	humanoid_robot_unlock_tech = {
		research_cost = 1.0

		dependencies = {
			blocked_unit_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unlock y = @Col_7 }
		}

		ai_will_do = {
			factor = 0
		}
		custom_modifier_tooltip = scav_unlock_weapon_tt
	}
	
	scurry_robot_unlock_tech = {
		research_cost = 1.0

		dependencies = {
			blocked_unit_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unlock y = @Col_8 }
		}

		ai_will_do = {
			factor = 0
		}
		custom_modifier_tooltip = scav_unlock_weapon_tt
	}	

	general_atomics_unlock_tech = {
		research_cost = 1.0

		dependencies = {
			blocked_tech = 1
		}

		allow = {
			always = no
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unlock2 y = @Col_1 }
		}

		ai_will_do = {
			factor = 0
		}
		custom_modifier_tooltip = scav_unlock_business_tt
	}

	stent_security_solutions_unlock_tech = {
		research_cost = 1.0

		dependencies = {
			blocked_tech = 1
		}

		allow = {
			always = no
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unlock2 y = @Col_2 }
		}

		ai_will_do = {
			factor = 0
		}
		custom_modifier_tooltip = scav_unlock_business_tt
	}

	wattz_company_unlock_tech = {
		research_cost = 1.0

		dependencies = {
			blocked_tech = 1
		}

		allow = {
			always = no
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unlock2 y = @Col_3 }
		}

		ai_will_do = {
			factor = 0
		}
		custom_modifier_tooltip = scav_unlock_business_tt
	}

	handhtools_unlock_tech = {
		research_cost = 1.0

		dependencies = {
			blocked_tech = 1
		}

		allow = {
			always = no
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unlock2 y = @Col_4 }
		}

		ai_will_do = {
			factor = 0
		}
		custom_modifier_tooltip = scav_unlock_business_tt
	}

	poseidon_unlock_tech = {
		research_cost = 1.0

		dependencies = {
			blocked_tech = 1
		}

		allow = {
			always = no
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unlock2 y = @Col_5 }
		}

		ai_will_do = {
			factor = 0
		}
		custom_modifier_tooltip = scav_unlock_business_tt
	}

	lockreed_unlock_tech = {
		research_cost = 1.0

		dependencies = {
			blocked_tech = 1
		}

		allow = {
			always = no
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unlock2 y = @Col_6 }
		}

		ai_will_do = {
			factor = 0
		}
		custom_modifier_tooltip = scav_unlock_business_tt
	}

	arcjetsystems_unlock_tech = {
		research_cost = 1.0

		dependencies = {
			blocked_tech = 1
		}

		allow = {
			always = no
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unlock2 y = @Col_7 }
		}

		ai_will_do = {
			factor = 0
		}
		custom_modifier_tooltip = scav_unlock_business_tt
	}

	westtek_unlock_tech = {
		research_cost = 1.0

		dependencies = {
			blocked_tech = 1
		}

		allow = {
			always = no
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unlock2 y = @Col_8 }
		}

		ai_will_do = {
			factor = 0
		}
		custom_modifier_tooltip = scav_unlock_business_tt
	}

	robco_unlock_tech = {
		research_cost = 1.0

		dependencies = {
			blocked_tech = 1
		}

		allow = {
			always = no
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_unlock2 y = @Col_9 }
		}

		ai_will_do = {
			factor = 0
		}
		custom_modifier_tooltip = scav_unlock_business_tt
	}


	platinum_os_tech = {
		research_cost = 1.0

		dependencies = {
			blocked_tech = 1
		}

		allow = {
			always = no
		}

		ai_will_do = {
			factor = 0
		}
	}

	ballistic_missile_unlock_tech = {
		research_cost = 1
		allow = {
			always = no
		}
		enable_equipments = {
			ballistic_missile_equipment_1
			ballistic_missile_equipment_2
			ballistic_missile_equipment_3
		}
	}
	nuclear_missile_unlock_tech = {
		research_cost = 1
		allow = {
			always = no
		}
		enable_equipments = {
			nuclear_missile_equipment_1
			nuclear_missile_equipment_2
		}
	}
	nuke_unlock_tech = {
		research_cost = 1.0

		nuclear_production = 1

		allow = {
			always = no
		}
		dependencies = {
			blocked_tech = 1
		}
		ai_will_do = {
			factor = 0
		}
	}

	alamo_defenders_unlock_tech = {
		research_cost = 1.0

		allow = {
			always = no
		}

		dependencies = {
			blocked_tech = 1
		}

		enable_subunits = {
			alamo_defenders
		}

		ai_will_do = {
			factor = 0
		}
	}

	crusader_unit_tech_1 = {
		research_cost = 1.0

		allow = {
			always = no
		}
		on_research_complete_limit = {
			NOT = {
				has_template_containing_unit = crusader_unit
			}
		}
		on_research_complete = {
			#hidden_effect = {
			#	load_oob = "unlock_crusaders"
			#}
			#custom_effect_tooltip = UNLOCK_DIVISION_TEMPLATE
		}

		dependencies = {
			blocked_tech = 1
		}

		enable_subunits = {
			crusader_unit
		}

		ai_will_do = {
			factor = 0
		}
	}

	crusader_unit_tech_2 = {
		research_cost = 1.0

		allow = {
			always = no
		}

		dependencies = {
			blocked_tech = 1
		}

		crusader_unit = {
			max_organisation = 0.1
			soft_attack = 0.1
			hard_attack = 0.1
		}

		ai_will_do = {
			factor = 0
		}
	}

	crusader_unit_tech_3 = {
		research_cost = 1.0

		allow = {
			always = no
		}

		dependencies = {
			blocked_tech = 1
		}

		crusader_unit = {
			max_organisation = 0.1
			soft_attack = 0.1
			hard_attack = 0.1
		}

		ai_will_do = {
			factor = 0
		}
	}

	hea_infantry_footman_tech_1 = {
		research_cost = 1.0

		allow = {
			always = no
		}

		dependencies = {
			blocked_tech = 1
		}

		conscription = 0.02

		infantry = {
			max_organisation = 0.1
			max_strength = 1
			soft_attack = 0.1
		}

		ai_will_do = {
			factor = 0
		}
	}

	hea_infantry_footman_tech_2 = {
		research_cost = 1.0

		allow = {
			always = no
		}

		dependencies = {
			blocked_tech = 1
		}

		conscription = 0.02

		infantry = {
			max_organisation = 0.1
			max_strength = -1
			soft_attack = 0.05
		}

		ai_will_do = {
			factor = 0
		}
	}

	hea_infantry_footman_tech_3 = {
		research_cost = 1.0

		allow = {
			always = no
		}

		dependencies = {
			blocked_tech = 1
		}

		conscription = 0.02

		infantry = {
			max_organisation = 0.1
			max_strength = -1
			soft_attack = 0.05
		}

		ai_will_do = {
			factor = 0
		}
	}

	###############################################
	# Coffee Tech
	###############################################

	drug_technology_coffee = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}
		enable_equipments = {
			drug_equipment_coffee_1
		}
		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_mex y = @Col_5 }
		}

		path = {
			leads_to_tech = drug_technology_coffee_2
			research_cost_coeff = 1
		}

		allow = {
			always = no
		}

		infantry = {
			max_strength = 1
			default_morale = 0.05
		}
		ghoul_infantry = {
			max_strength = 1
			default_morale = 0.05
		}
	}

	drug_technology_coffee_2 = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}
		enable_equipments = {
			drug_equipment_coffee_2
		}
		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_mex y = @Col_7 }
		}

		allow = {
			always = no
		}

		infantry = {
			max_strength = 1
			maximum_speed = 0.05
		}
		ghoul_infantry = {
			max_strength = 1
			maximum_speed = 0.05
		}
	}

	warden_doggos_tech = { #This is the silliest shit I've ever done, but I love it
		research_cost = 1.0
		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_other y = @Col_4 }
		}
		on_research_complete = {
			custom_effect_tooltip = warden_doggos_tech_tt
			hidden_effect = {
				add_ideas = warden_doggos_cost_idea
			}
		}
		training_time_factor = 0.10
		heavy_infantry = {
			supply_consumption = 0.05
			need = {
				dogs_equipment = 25
				heavy_infantry_equipment = 25
			}
		}
		motorized_heavy_infantry = {
			supply_consumption = 0.05
			need = {
				dogs_equipment = 25
				heavy_infantry_equipment = 25
			}
		}
		spec_ops = {
			supply_consumption = 0.05
			need = {
				dogs_equipment = 25
				spec_ops_equipment = 25
			}
		}
		power_armour = {
			supply_consumption = 0.05
			need = {
				dogs_equipment = 20
				power_armor_equipment = 20
			}
		}
		support_robot = { #Yeah this is new. It's still nothing compared to implants on the others.
			supply_consumption = 0.05
			need = {
				dogs_equipment = 25
				support_equipment = 25
			}
		}
		combat_robot = {
			supply_consumption = 0.05
			need = {
				dogs_equipment = 25
				support_equipment = 25
			}
		}
		dependencies = {
			blocked_tech = 1
		}
		categories = {
			civilization_tech_category
		}
		ai_will_do = {
			factor = 0
		}
		show_effect_as_desc = yes
	}

	all_terrain_vehicles_tech = {
		research_cost = 1.0
		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_other y = @Col_5 }
		}
		motorized = {
			hills = {
				attack = 0.1
				defence = 0.1
			}
			mountain = {
				attack = 0.1
				defence = 0.1
			}
		}
		dependencies = {
			blocked_tech = 1
		}
		categories = {
			civilization_tech_category
		}
		ai_will_do = {
			factor = 0
		}
	}

	# Defunct
	tribal_civilization = {
		research_cost = 1.0

		allow = {
			always = no
		}

		dependencies = {
			blocked_tech = 1
		}

		categories = {
			civilization_tech_category
		}

		ai_will_do = {
			factor = 0
		}
	}

	settled_civilization = {
		research_cost = 1.0

		dependencies = {
			blocked_tech = 1
		}

		allow = {
			always = no
		}

		categories = {
			civilization_tech_category
		}

		ai_will_do = {
			factor = 0
		}
	}

	scientific_civilization = {
		research_cost = 1.0

		dependencies = {
			blocked_tech = 1
		}

		allow = {
			always = no
		}

		categories = {
			civilization_tech_category
		}

		ai_will_do = {
			factor = 0
		}
	}

	railways_construction = {
		research_cost = 1.0

		allow = {
			always = no
		}

		dependencies = {
			blocked_tech = 1
		}

		enable_building = {
			building = rail_way
			level = 3
		}

		ai_will_do = {
			factor = 0
		}
	}

    # Special crazy horns tech to let them make mono-demo/fireteam units
	crazy_horns_fire_warriors = {
		allow = {
			always = no
		}
		research_cost = 1

		category_demolitions = {
			breakthrough = 0.4
			hard_attack = 0.4
			soft_attack = 0.4
			max_strength = 10
			max_organisation = 20
			combat_width = 3
		}
		category_fireteams = {
			breakthrough = 0.4
			hard_attack = 0.4
			soft_attack = 0.4
			max_strength = 10
			max_organisation = 20
			combat_width = 3
		}
	}

	###############################################
	# New Khans Tech
	###############################################

	khan_field_medics_tech = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_khans y = @Col_1 }
		}

		allow = { always = no }

		category_medical_support = {
			casualty_trickleback = 0.1
			experience_loss_factor = -0.1
			max_organisation = 20
		}
	}

	khan_antivenom = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_khans y = @Col_2 }
		}

		allow = { always = no }

		category_army = {
			max_strength = 1.5
			max_organisation = 3
		}
	}

	khan_radaway = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_khans y = @Col_3 }
		}

		allow = { always = no }

		category_army = {
			default_morale = 0.05
		}
		attrition = -0.05
		infantry = {
			radiation = {
				attack = 0.1
				defence = 0.1
			}
		}
		militia = {
			radiation = {
				attack = 0.1
				defence = 0.1
			}
		}
		spec_ops = {
			radiation = {
				attack = 0.1
				defence = 0.1
			}
		}
		power_armour = {
			radiation = {
				attack = 0.1
				defence = 0.1
			}
		}
		motorized = {
			radiation = {
				attack = 0.1
				defence = 0.1
			}
		}
	}

	khan_fixer = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_khans y = @Col_4 }
		}

		allow = { always = no }

		training_time_factor = -0.10
		category_army = {
			reliability = 0.05
		}
	}
	khan_cateye = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_khans y = @Col_5 }
		}

		allow = { always = no }

		land_night_attack = 0.05
		category_army = {
			recon = 0.2
		}
	}
	khan_mentats = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_khans y = @Col_6 }
		}

		allow = { always = no }

		command_power_gain_mult = 0.15
		category_army = {
			initiative = 0.01
		}
	}
	khan_daddy_o = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_khans y = @Col_7 }
		}

		allow = { always = no }

		coordination_bonus = 0.025
		category_army = {
			ap_attack = 0.1
		}
	}
	khan_buffout = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_khans y = @Col_8 }
		}

		allow = { always = no }

		category_army = {
			breakthrough = 0.05
			defense = 0.05
		}
	}

	#Electorate Uniques
	leshy_unlock_tech = {
		allow = {
			always = no
		}
		enable_equipments = {
			leshy_equipment_1
		}
		research_cost = 1
	}
	leshy_baby_support_unlock_tech = {
		allow = {
			always = no
		}
		enable_subunits = {
			leshy_baby_unit
		}
		enable_equipments = {
			leshy_equipment_1
		}
		research_cost = 1
	}
	gloria_robot_unlock_tech = {
		allow = {
			always = no
		}
		enable_equipments = {
			dun_robot_equipment_1
		}
		research_cost = 1
	}

	interwoven_support_tech = {
		research_cost = 1.0

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_other y = @Col_6 }
		}

		allow = { always = no }

		logistics_company = {
			initiative = 0.1
			river = {
				attack = 0.1
			}
			amphibious = {
				attack = 0.1
			}
		}
		recon_company = {
			recon = 0.2
			forest = {
				movement = 0.15
			}
			hills = {
				movement = 0.15
			}
			mountain = {
				movement = 0.15
			}
			jungle = {
				movement = 0.1
			}
			marsh = {
				movement = 0.1
			}
			plains = {
				movement = 0.15
			}
			desert = {
				movement = 0.15
			}
			river = {
				movement = 0.15
			}
			amphibious = {
				movement = 0.1
			}
		}

	}

	mountaineer_training_tech = {
		research_cost = 1.0

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_other y = @Col_7 }
		}

		allow = { always = no }

		infantry = {
			forest = {
				attack = 0.1
				movement = 0.1
			}
			hills = {
				attack = 0.1
				movement = 0.15
			}
			mountain = {
				attack = 0.1
				movement = 0.15
			}
		}
		heavy_infantry = {
			forest = {
				attack = 0.1
				movement = 0.1
			}
			hills = {
				attack = 0.1
				movement = 0.15
			}
			mountain = {
				attack = 0.1
				movement = 0.15
			}
		}
		motorized = {
			forest = {
				attack = 0.1
				movement = 0.1
			}
			hills = {
				attack = 0.1
				movement = 0.15

			}
			mountain = {
				attack = 0.1
				movement = 0.15
			}
		}
		motorized_heavy_infantry = {
			forest = {
				attack = 0.1
				movement = 0.1
			}
			hills = {
				attack = 0.1
				movement = 0.15
			}
			mountain = {
				attack = 0.1
				movement = 0.15
			}
		}
		spec_ops = {
			forest = {
				attack = 0.1
				movement = 0.1
			}
			hills = {
				attack = 0.1
				movement = 0.15
			}
			mountain = {
				attack = 0.1
				movement = 0.15
			}
		}
	}

	skilled_medics_tech = {
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_other y = @Col_8 }
		}

		allow = { always = no }

		category_medical_support = {
			casualty_trickleback = 0.15
		}
	}

	robco_security_protectrons_tech = {
		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_other y = @Col_9 }
		}
		allow = { always = no }

		cnc_robot = {
			max_organisation = 10
		}
	}

	whd_dragoon_tech =	{
		research_cost = 1

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_other y = @Col_10 }
		}

		allow = { always = no }

		power_armour_support = {
			battalion_mult = {
				category = category_light_special_forces
				armor_value = 0.10
				hardness = 0.10
			}
		}
		sentinel_unit = {
			max_organisation = 2
		}
	}
	whd_combined_arms_tech =	{
		research_cost = 1

		coordination_bonus = 0.01

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_other y = @Col_11 }
		}

		allow = { always = no }

		tank = {
			battalion_mult = {
				category = category_front_line
				armor_value = 0.10
				hardness = 0.05
			}
		}
		anti_armor_infantry = {
			battalion_mult = {
				category = category_standard_infantry
				hard_attack = 0.10
			}
		}
	}
	whd_ghoul_synergy_tech =	{
		research_cost = 1

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_other y = @Col_12 }
		}

		allow = { always = no }

#		ghoul_infantry = {
#			battalion_mult = {
#				category = category_ferals
#				default_morale = 0.05
#				#add = yes
#			}
#		}
		feral_ghoul = {
			max_organisation = 2
			combat_width = -0.3
		}
	}

	special_vintage = {
		research_cost = 1.0

		dependencies = {
			blocked_tech = 1
		}

		folder = {
			name = fallout_focus_tree_folder
			position = { x = @Row_other_2 y = @Col_1 }
		}

		allow = { always = no }

		category_combat_support = {
			max_organisation = 10
		}
		category_non_combat_support = {
			max_organisation = 10
		}
	}

}
